Oguz Turan Buruk

Orcid: 0000-0002-8655-5327

Affiliations:
  • Tampere University, Finland


According to our database1, Oguz Turan Buruk authored at least 62 papers between 2014 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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Bibliography

2024
Wearable gaming technology: A study on the relationships between wearable features and gameful experiences.
Int. J. Hum. Comput. Stud., January, 2024

The effect of audio on the experience in virtual reality: a scoping review.
Behav. Inf. Technol., January, 2024

Envisioning Transhuman Communication Research: Speculative Human Augmentation Technologies and Fictional Abstracts.
Proceedings of the Eighteenth International Conference on Tangible, 2024

2023
Academic Writing with GPT-3.5: Reflections on Practices, Efficacy and Transparency.
CoRR, 2023

Socially Assistive Robots as Decision Makers in the Wild: Insights from a Participatory Design Workshop.
CoRR, 2023

[WORKSHOP] Designerly ways of engaging with nature.
Proceedings of the 26th International Academic Mindtrek Conference, 2023

Crafting Bodies and Auras: Speculative Designs for Transhuman Communication.
Proceedings of the 26th International Academic Mindtrek Conference, 2023

Academic Writing with GPT-3.5 (ChatGPT): Reflections on Practices, Efficacy and Transparency.
Proceedings of the 26th International Academic Mindtrek Conference, 2023

Composing Music Through Tile-based Games.
Proceedings of the IEEE International Symposium on Multimedia, 2023

Self-representation does (not) spark joy: Experiment on effects of avatar customisation and personality on emotions in VR.
Proceedings of the 7th International GamiFIN Conference, 2023

Longing to be the Mountain: A Scoping Review about Nature-Centric, Health-Minded Technologies.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Virtual and Augmented Reality for Environmental Sustainability: A Systematic Review.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Towards Designing Playful Bodily Extensions: Learning from Expert Interviews.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

The relationship of visual and aural perspective with decentering in virtual reality.
Proceedings of the 4th African Human Computer Interaction Conference, 2023

The WildTech Experience: a Playful Installation for Walking Through the Outcomes of a One-Month Backpacking Study.
Proceedings of the Companion Publication of the 2023 ACM Designing Interactive Systems Conference, 2023

Designing and Using the Wild Probes Toolkit (v1) to Co-Design From-the-Wild.
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023

Playful Inspiration for a New Wave of Joyful Forest Technology.
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023

2022
Exploring the Player Experiences of Wearable Gaming Interfaces: A User Elicitation Study.
Proc. ACM Hum. Comput. Interact., 2022

Exploring the Application of RFID for Designing Augmented Virtual Reality Experience.
IEEE Access, 2022

E-textiles Assisting Healthcare, Rehabilitation, and Well-being - To whom, for What, and How?
Proceedings of the 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), 2022

Robots as Human Companions: A Review.
Proceedings of the 26th Pacific Asia Conference on Information Systems, 2022

Altered States of Consciousness in Human-Computer Interaction: A Review.
Proceedings of the NordiCHI '22: Nordic Human-Computer Interaction Conference, Aarhus, Denmark, October 8, 2022

A Hybrid Board Game by Using Daily Activity Data of Users as Game Mechanics.
Proceedings of the 25th International Academic Mindtrek conference, 2022

Psychedelic VR Experience: An Exploratory Study on Cosmic Flow.
Proceedings of the 25th International Academic Mindtrek conference, 2022

Toolkits & Wearables: Developing Toolkits for Exploring Wearable Designs.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

From-The-Wild: Towards Co-Designing For and From Nature.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Designing Gaming Wearables: From Participatory Design to Concept Creation.
Proceedings of the TEI '21: Fifteenth International Conference on Tangible, 2021

Technology-related Challenges in Smart Clothing - Viewpoints from Ideation Workshops.
Proceedings of the 9th IEEE International Conference on Serious Games and Applications for Health, 2021

Passive RFID-based Music Player Textile.
Proceedings of the IEEE International Conference on RFID Technology and Applications, 2021

Immersive Video Sketching: Low-Fidelity Extended Reality Prototyping for Everyone.
Proceedings of the Mindtrek '21: Academic Mindtrek 2021, 2021

Enhance User Engagement using Gamified Ineternet of Things.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

Etsijä's call: Gamifying virtual conferences with alternate reality games.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

"Switch" up your exercise: An empirical analysis of online user discussion of the Ring Fit Adventure exergame.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

Towards the Next Generation of Gaming Wearables.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Towards the Next Generation of Extended Reality Wearables.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Snowflakes: A Prototyping Tool for Computational Jewelry.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Exploring Food based Interactive, Multi-Sensory, and Tangible Storytelling Experiences.
Proceedings of the DIS '21: Designing Interactive Systems Conference 2021, 2021

2020
ClothFace: A Passive RFID-Based Human-Technology Interface on a Shirtsleeve.
Adv. Hum. Comput. Interact., 2020

ClothFace: Battery-Free User Interface Solution Embedded into Clothing and Everyday Surroundings.
Proceedings of the 8th IEEE International Conference on Serious Games and Applications for Health, 2020

Exploring Wearable Output Modalities - Screens & Beyond.
Proceedings of the NordiCHI '20: Shaping Experiences, 2020

MESMER: Towards a Playful Tangible Tool for Non-Verbal Multi-Stakeholder Conversations.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Children in 2077: Designing Children's Technologies in the Age of Transhumanism.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Space Pace: Method for Creating Augmented Reality Tours Based on 360 Videos.
Proceedings of the Interactivity and Game Creation, 2020

Transurbanism: Smart Cities for Transhumans.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
Otherworld: Ouija Board as a Resource for Design.
Proceedings of the Halfway to the Future Symposium 2019, 2019

A design framework for playful wearables.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

2018
Snowflakes: A Design Speculation for a Modular Prototyping Tool for Rapidly Designing Smart Wearables.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Extracting Design Guidelines for Wearables and Movement in Tabletop Role-Playing Games via a Research Through Design Process.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Code notes: designing a low-cost tangible coding tool for/with children.
Proceedings of the 17th ACM Conference on Interaction Design and Children, 2018

Investigating the Effects of Legacy Bias: User Elicited Gestures from the End Users Perspective.
Proceedings of the Companion Publication of the 19th International ACM SIGACCESS Conference on Computers and Accessibility, 2018

2017
It Made More Sense: Comparison of User-Elicited On-skin Touch and Freehand Gesture Sets.
Proceedings of the Distributed, Ambient and Pervasive Interactions, 2017

User Oriented Design Speculation and Implications for an Arm-Worn Wearable Device for Table-Top Role-Playing Games.
Proceedings of the Design, User Experience, and Usability: Designing Pleasurable Experiences, 2017

Augmented Tabletop Games Workshop.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

WEARPG: Movement-Based Tabletop Role-Playing Game with Arm-Worn Devices and an Augmented Die.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Augmented Table-Top Role-Playing Game with Movement-Based Gameplay and Arm-Worn Devices.
Proceedings of the Companion Publication of the 2017 ACM Conference Companion Publication on Designing Interactive Systems, 2017

GestAnalytics: Experiment and Analysis Tool for Gesture-Elicitation Studies.
Proceedings of the Companion Publication of the 2017 ACM Conference Companion Publication on Designing Interactive Systems, 2017

Hands as a Controller: User Preferences for Hand Specific On-Skin Gestures.
Proceedings of the 2017 Conference on Designing Interactive Systems, 2017

2016
WEARPG: game design implications for movement-based play in table-top role-playing games with arm-worn devices.
Proceedings of the 20th International Academic Mindtrek Conference, 2016

Sensation: Measuring the Effects of a Human-to-Human Social Touch Based Controller on the Player Experience.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Experiencing Human-to-Human Touch in Digital Games.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2014
DubTouch: exploring human to human touch interaction for gaming in double sided displays.
Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, 2014



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