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Ali Adjorlu

dblp:203/0117 · DBLP profile ↗
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6ranked-venue papers
1as first author
5since 2021 · last 2024
0000-0001-5414-8631ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Collaborative and social computing · 53% Accessibility and assistive technology · 27% Health and well-being technologies · 15%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › creative collaboration
music co-creation
0.712023
DuoRhythmo: Design and remote user experience evaluation (UXE) of a collaborative accessible digital musical interface (CADMI) for people with ALS (PALS) · CHI 2023
Collaborative and social computing
remote collaboration
0.712023
DuoRhythmo: Design and remote user experience evaluation (UXE) of a collaborative accessible digital musical interface (CADMI) for people with ALS (PALS) · CHI 2023
Immersive interaction › virtual reality
virtual reality instruction
0.112019
Teachers' Views on how to use Virtual Reality to Instruct Children and Adolescents Diagnosed with Autism Spectrum Disorder · VR 2019

Methods — techniques the papers use, named apart from their topics

user-centered design · 0.7mixed-methods evaluation · 0.7qualitative interview study · 0.4
YearPublicationVenuePosition
2024 Earscape: A VR Auditory Educational Escape Room
abstract
According to the World Health Organisation’s World Report on Hearing, there is a strong need to provide better education on hearing loss from a young age. This project aims to educate the Danish young population (13 to 17-year-olds) about the hearing sense through an educational multiplayer virtual reality-based escape room with the benefits of educational escape rooms. In collaboration with relevant audiologist stakeholders, this project follows an iterative process of design, implementation, and evaluation of the application. The developed solution will undergo several user studies in the following months.
Christian Vasileios Tsalidis de Zabala, Ali Adjorlu, Lone Marianne Percy-Smith, Stefania Serafin
VRST2
2023 DuoRhythmo: Design and remote user experience evaluation (UXE) of a collaborative accessible digital musical interface (CADMI) for people with ALS (PALS)
abstract
We present DuoRhythmo, a collaborative accessible digital musical interface (CADMI) that gives people living with Amyotrophic Lateral Sclerosis (PALS) the experience of remotely and collaboratively creating music in real-time. We designed DuoRhythmo specifically to be utilized for eye tracking and optimized it for head- and computer mouse interaction, as well using a user-centered design approach. Together with five PALS, we completed a mixed-methods evaluation to assess the accessibility of DuoRhythmo. Participants described the CADMI using the Microsoft Desirability Toolkit (MDT) as fun, empowering, accessible, easy to use, engaging, and stimulating and gave an average System Usability Scale (SUS) score of 79.5. We suggest further research on remote collaboration within the field of accessible digital musical instruments (ADMIs) using the term CADMI to explore the positive effects of collaborative music-making on the quality of life of PALS.
Balazs Andras Ivanyi, Truls Bendik Tjemsland, Christian Vasileios Tsalidis de Zabala, Lilla Julia Toth, Marcus Alexander Dyrholm, Scott James Naylor, Ann Paradiso, Dwayne Lamb, Jarnail Chudge, Ali Adjorlu, Stefania Serafin
CHI10
2023 Music Therapy in Virtual Reality for Autistic Children with Severe Learning Disabilities
abstract
Music Therapy (MT) has shown many benefits in helping autistic children, but some challenges remain due to children’s social anxiety and sensory issues. Yet, very few studies have investigated how Virtual Reality (VR) could help to increase the accessibility of MT approaches. This paper presents an exploratory study investigating the use of VR to perform MT sessions for autistic children with severe learning disabilities and complex needs. The study is performed in terms of acceptability, usability, and social communication. A collaborative MT approach was designed in close collaboration with music therapists from Denmark and psychologists from France, using head-mounted display-based VR. Testing were conducted with thirteen children with various neurodevelopmental conditions and intellectual disabilities at a children’s day hospital in Paris. The results indicate positive acceptability and usability for these children, and suggest a positive effect of MT in VR regarding communication.
Valentin Bauer, Ali Adjorlu, Linnea Bjerregaard Pedersen, Tifanie Bouchara, Stefania Serafin
VRST2
2023 Earnormous: An educational VR game about how humans hear
abstract
We present a demo of Earnormous, a virtual reality game to teach about the human ear.
Stefania Serafin, Ali Adjorlu
VRST2
2023 Listen again: virtual reality based training for children with hearing impairments
abstract
Although hearing loss is treated with hearing technology and rehabilitation, children with hearing loss still face challenges. Factors such as distance to the sound source and noise from the surroundings are the children’s biggest enemies. In the "Listen Again" project, a listening- and spatial awareness training application was co-designed together with deaf and hard-of-hearing children who use cochlear implants. This paper presents quantitative and qualitative results from a two-month evaluation where 22 children were asked to play with the VR solution for two months, three times a week.
Stefania Serafin, Ali Adjorlu
VRST2
2019 Teachers' Views on how to use Virtual Reality to Instruct Children and Adolescents Diagnosed with Autism Spectrum Disorder
abstract
Virtual Reality (VR) technologies are becoming more and more adopted for treatment of mental health, especially due to the availability of low cost and usable hardware and software solutions. In this paper we present the views of three teachers on how to use VR to instruct children and adolescents diagnosed with Autism Spectrum Disorder (ASD). All three teachers work with students diagnosed with ASD on a daily basis. Three categories of skills that would benefit from being taught using VR emerged from the discussion with the teachers: everyday living skills, social skills, and academic skills. Skills within these categories as well as some of the main advantages of VR according to the teachers are discussed in this paper.
Ali Adjorlu, Stefania Serafin
VR1