3 research outputs found

    Developing a Framework for Heterotopias as Discursive Playgrounds: A Comparative Analysis of Non-Immersive and Immersive Technologies

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    The discursive space represents the reordering of knowledge gained through accumulation. In the digital age, multimedia has become the language of information, and the space for archival practices is provided by non-immersive technologies, resulting in the disappearance of several layers from discursive activities. Heterotopias are unique, multilayered epistemic contexts that connect other systems through the exchange of information. This paper describes a process to create a framework for Virtual Reality, Mixed Reality, and personal computer environments based on heterotopias to provide absent layers. This study provides virtual museum space as an informational terrain that contains a "world within worlds" and presents place production as a layer of heterotopia and the subject of discourse. Automation for the individual multimedia content is provided via various sorting and grouping algorithms, and procedural content generation algorithms such as Binary Space Partitioning, Cellular Automata, Growth Algorithm, and Procedural Room Generation. Versions of the framework were comparatively evaluated through a user study involving 30 participants, considering factors such as usability, technology acceptance, and presence. The results of the study show that the framework can serve diverse contexts to construct multilayered digital habitats and is flexible for integration into professional and daily life practices

    Sketch Recognition for Interactive Game Experiences Using Neural Networks

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    Human freehand sketches can provide various scenarios to the interfaces with their intuitive, illustrative, and abstract nature. Although freehand sketches have been powerful tools for communication and have been studied in different contexts, their capacity to create compelling interactions in games is still under-explored. In this study, we present a new game based on sketch recognition. Specifically, we train various neural networks (Recurrent Neural Networks and Convolutional Neural Networks) and use different classification algorithms (Support Vector Machines and k-Nearest Neighbors) on sketches to create an interactive game interface where the player can contribute to the game by drawing. To measure usability, technology acceptance, immersion, and playfulness aspects, 18 participants played the game and answered the questionnaires composed of four different scales. Technical results and user tests demonstrate the capability and potential of sketch integration as a communication tool to construct an effective and responsive visual medium for novel interactive game experiences

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    Prof.Dr.Ahmet Fazıl Özsoylu Prof.Dr.Ünal Ay Prof.Dr.Canan Madran Prof.Dr.Harun Bal Prof.Dr.Harun Arıkan Doç.Dr.Fikret Dülger Doç.Dr.Hilal İnan Doç.Dr.Mehmet Fatih Güner Doç.Dr.Mehmet Özmen Doç.Dr.Neşe Algan Doç.Dr.Selçuk Çolak Doç.Dr.Bahattin Karademir Doç.Dr.Ömer Korkut Yar.Doç.Dr.Hakkı Çiftçi Yar.Doç.Dr.Jale Sağlar Yar.Doç.Dr.Elif Demircioğlu Yar.Doç.Dr.Gülsün Nakıboğlu Yar.Doç.Dr.Mert Demircioğlu Yar.Doç.Dr.Burak Nakıboğl
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