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Immersion in Virtual Reality Games and User ExperienceInternational Conference on Virtual Reality. 2023.Indisputable proof of virtual reality's advantages has advanced from stunning visual displays to yielding outcomes in real-world applications. Furthermore, immersion's main benefit is no longer just a realistic experience. Empirical research demonstrates that different aspects of immersion have distinct advantages; complete immersion is not always required. Immersive virtual environments (VEs) are designed to give users the impression that they are physically present in a computer-generated envi…Read more
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2User Experience: Design for The Internet of Things Why UX for IoT is Different? (edited book)Uskudar University. 2019.User Interface and physical design are significant, but they are not the whole picture. It’s possible to create applications and physical design which seem appealing, but for the overall UX still poor. This can happen if the components don’t work well, or the value proposition is not a good fit for user’s motivations for using the product. It can also reflect limitations of the technology or service ecosystem which prevent the product from fulfilling surrounding user needs as it could. It requir…Read more
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1Gamification in education: case studies examples (edited book)Uskudar University. 2020.The "Gamification" method, which has become popular in recent years and adapted to many different areas, is provided according to problems such as motivation increase and solution of user problems. If you ask "What is work?" to children for instance, they will most likely to say school and homework. But if you ask them, "What is a game?" you will hear examples of many objects, media and stories, from playgrounds, toy cars, barbie dolls, smartphones, tablets etc. Although school and play are seen…Read more
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Canlandırma sineması; 20. yüzyılın sonundan beri yapımlarda, filmlerde, reklamlarda, jeneriklerde, görsel efektlerde vb. daha önceye oranla yaygın olarak kullanılmış ve sinemanın sektörünün vazgeçilmez bir parçası haline gelmiştir. Teknolojinin hızla büyümesi ve üretim endüstrisi üzerindeki etkisi, bilgisayar kaynaklı animasyon tekniklerinin çeşitlendirilmesini ve yaygınlaştırılmasını sağlamıştır. Çizgi film endüstrisinde, Amerika öncü olsa da, Japonya’nın da göze çarpan yapımlara sahip olduğu g…Read more
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1User Experience: Animations in User InterfacesVi. Yıldız Samhällsvetenskapliga Kongress. 2019.Kullanıcı ara yüzünde (UI) hareket (motion) iletişimi kullanıcı deneyimleri (UX) sağlar. Kullanıcı ara yüzlerindeki animasyonlar sadece görsel bir deneyim olmanın yanı sıra, “ kullanıcı deneyimi ” olarak değerlendirilebilir. Güçlü bir iletişim aracı olan hareket sadece görsel bir öğe olmamakla birlikte, bütünlük ilkesini sağladığından dolayı kullanıcı üzerinde güç sahibidir ve kullanıcıyı yönlendirmek için kullanılmaya elverişli bir birim olduğu söylenebilir. Hareket, kullanıcının dikkatini kola…Read more
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1Tradition and Animation: Cultural Reflections in Norwegian and Turkish CartoonsVi. Yıldız Samhällsvetenskapliga Kongress - Artiklar. 2019.Burçin Geniş "Çizgi Film" bir başka deyişle "Canlandırma Sineması"; ardışık, statik görüntülerin (cansız nesnelerin çizimleri veya fotoğraflarının) gerçek dünyadaki hareketlerinden yola çıkarak canlı oldukları yanılsamasını sağlayacak biçimde düzenlenmesine verilen addır. Dönüştürücü ve hareket sağlayıcı özelliklerinden dolayı Animasyon; bir çok disiplini bünyesinde sentezleyen elverişli bir üretim alanıdır. Günümüz teknolojisinin olanakları ile çok disiplinli bir yapı içerisinde gelişim gösterd…Read more
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İletişimin en önemli elemanlarından biri olan yazı, günümüze dek birçok aşamadan geçmiştir. Estetiğe olan ilgi, yazıyı sadece iletişim aracı olmaktan çıkarmış ve kaligrafinin ortaya çıkmasına zemin hazırlamıştır. Kültürümüzde Hat Sanatı olarak adlandırılan geleneksel kaligrafinin teolojik ve felsefi açıdan kullanımı, kendi içindeki devinim, form ve disiplini, ona tılsımlı bir özellik kazandırmaktadır. Animasyon, dönüştürücü ve hareket sağlayıcı özelliğinden dolayı farklı disiplinleri bünyesinde …Read more
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Conceptual Art, which emerged in the 1960s, transformed the expression language of art by being free from the conditions of the social environment human are accustomed to and rejecting traditional aesthetic criteria. It claims that art is a purely conceptual process, asserting the underlying idea is more important than the completed art object. In Conceptual Art, the boundaries between audience are extinguished, artist and art object; in production based on philosophy, thought and language, prio…Read more
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The Permeable Body: Rethinking Presence, Embodiment, and Resistance in Digital Game ArtAr@K26: Reclaiming Art! Creative Expression as a Building Block in Our Social Foundations. 2026.This research explores the concept of the permeable body as a critical framework for understanding digital embodiment beyond the limitations of presence defined by coherence and legibility. Drawing from feminist and posthuman theories, alongside artistic interventions in digital games, the permeable body challenges algorithmic capitalism’s demand for fully capturable, optimized user data. Instead, it embraces leakage, slowness, silence, and refusal as embodied tactics of resistance and non-compl…Read more
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1Gender Representation and Typologies in Miyazaki’s ShōjoGender on Display: Identity and Representation in Popular Culture. 2026.Miyazaki Hayao has played a vital role in creating shōjo in anime. However, Miyazaki’s shōjo (young female characters) are of a very distinctive type, often quite assertive and independent, attributes that are consonant with the fact that the animated worlds are also highly distinctive, as Napier (2001) states. Miyazaki is most renowned for two key features in his works: his intricately crafted fantasy worlds and his unforgettable female characters. Although they vary, sometimes substantially, f…Read more
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A Merleau-Pontian approach to Affordances in Embodied Interaction13Th Beyond Humanism Conference (Bhc), Crises and the Posthuman: Post- Trans- and Metahumanist Reflections on Contemporary Challenges. 2023.Phenomenology plays an indispensable role in embodied interaction. How our bodies engage with technology. Embodiment interaction, as elucidated by Dourish, encompasses the manipulation, creation, and sharing of meaning through interaction. This concept draws inspiration from phenomenological thinkers such as Husserl, Heidegger, and Merleau-Ponty, who emphasize the lived experience and subjective perception of the human body in the world. By adopting a phenomenological perspective, we can better …Read more
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1Being Together in Game: Intercorporeal Presence and Shared Embodiment in Digital PlayLecture Notes in Computer Science 16739 (HCI in Games - part of HCII'26 C). 2026.Multiplayer digital games increasingly rely on bodily interaction, as players move, gesture and coordinate with one another through motion tracking, haptic feedback and immersive interface technologies. Despite longstanding interest in presence and co-presence within HCI, dominant frameworks continue to locate presence inside the individual, explaining it through immersion, realism, or system responsiveness rather than through relational or embodied dynamics. This paper argues that such accounts…Read more
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Evaluation of player-user experience (UX) in digital games physically is a new but rapidly evolving field within game studies (Charij and Oikonomou, 2015). Mandryk and Nacke also emphasize in their 2016 book Biometrics in Gaming and Entertainment Technologies; “the attention towards psychophysiological measurements used in objective evaluation and experiments in recent years”. Yannakakis et al. (2016) also state that these measurements primarily assess emotions and physiological stimuli. Among t…Read more
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1From Screen to Body: Rethinking Child Safety through the Concept of Embodied Harm in Immersive EnvironmentsHuman Rights in Immersive Realities (Xr): Freedom of Expression, Justice, Children's Rights and Well-Being. 2026.Immersive technologies, including virtual and augmented reality are reshaping digital interaction by creating environments in which users do not merely observe content but experience it through embodied presence. This shift has significant implications for the protection of children and vulnerable users. Existing legal and regulatory frameworks, largely developed for text- and screen- based media, conceptualize harm primarily in terms of exposure to unlawful or harmful content. However, in immer…Read more
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Global Dynamics Of Provenance And Art OwnershipIar Arde. 2023.Background literature and market flow data reveal attestation of a circuitous globalization of art systems. However, the dynamic between the local and the global art exteriorizes itself in two evidently antithetical axis. Globalization has incremented the likelihood of encompassment, sharing and distribution of art. And, au contraire, it replaced it artistic creation in the center of global market forces and new hegemonies. In the current century our (art) world witnessed vary in artistic metho…Read more
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Embodiment in Virtual Reality and Augmented Reality Games: An Investigation on User Interface Haptic ControllersJournal of Soft Computing and Artificial Intelligence 4 (2): 80-92. 2024.Undoubtedly, virtual reality technologies stand out as one of the most rapidly expanding domains in the present era. Apart from features like clarity of vision, viewing angle and time distortion that are improving daily, user interfaces are another crucial part of this technology that is not talked about much but must be. This study investigates and summarizes the literature on wearable technology and haptic controllers, which serve as the player’s interface between virtual and augmented reality…Read more
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3Immersion and Presence in Digital Games Through Merleau-Ponty's Phenomenology of PerceptionDissertation, Yildiz Technical University. 2024.In this study, the state of embodiment within the game is elaborately expounded upon by taking an intellectual and theoretical standpoint through Husserl and Heidegger within the framework of Merleau-Ponty’s Phenomenology. On the other hand, the theory proposed has been attempted to be associated and discussed with technical and technological data through Spinoza, Deleuze, Guattari, and Bergson. Based upon Maurice Merleau-Ponty’s Phenomenology of Perception, within the scope of the game studies …Read more
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5Embodiment in Virtual Reality and Augmented Reality Games: An Investigation on User Interface Haptic ControllersJournal of Soft Computing and Artificial Intelligence 4 (2): 80-92. 2024.Undoubtedly, virtual reality technologies stand out as one of the most rapidly expanding domains in the present era. Apart from features like clarity of vision, viewing angle and time distortion that are improving daily, user interfaces are another crucial part of this technology that is not talked about much but must be. This study investigates and summarizes the literature on wearable technology and haptic controllers, which serve as the player’s interface between virtual and augmented reality…Read more
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Umeå UniversityPost-doctoral Fellow
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Umeå UniversityRegular Faculty
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Aarhus School of BusinessOther (Part-time)
Areas of Specialization
| Science, Logic, and Mathematics |
| Philosophical Traditions |
| Philosophy, Misc |
| Other Academic Areas |