Sercan Sengün

Orcid: 0000-0001-6827-0240

  • Illinois State University, College of Fine Arts, Normal, IL, USA

According to our database1, Sercan Sengün authored at least 18 papers between 2013 and 2023.

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



In proceedings 
PhD thesis 


Online presence:



Through the Looking Glass: The Role of Virtual Mirrors in Shaping Empathy in Virtual Reality Perspective Taking.
Proceedings of the 22nd International Conference on Mobile and Ubiquitous Multimedia, 2023

Toward Computationally-Supported Roleplaying for Perspective-Taking.
Proceedings of the HCI in Games, 2023

The Choice of a Persona: An Analysis of Why Stakeholders Choose a Given Persona for a Design Task.
Proceedings of the HCI International 2023 - Late Breaking Papers, 2023

Can Unhappy Pictures Enhance the Effect of Personas? A User Experiment.
ACM Trans. Comput. Hum. Interact., 2022

How does varying the number of personas affect user perceptions and behavior? Challenging the 'small personas' hypothesis!
Int. J. Hum. Comput. Stud., 2022

Comparing Persona Analytics and Social Media Analytics for a User-Centric Task Using Eye-Tracking and Think-Aloud.
Proceedings of the 14th Biannual Conference of the Italian SIGCHI Chapter, 2021

Weaponizing Words: Analyzing Fake News Accusations Against Two Online News Channels.
Proceedings of the 8th International Conference on Behavioral and Social Computing, 2021

The effect of numerical and textual information on visual engagement and perceptions of AI-driven persona interfaces.
Proceedings of the IUI '20: 25th International Conference on Intelligent User Interfaces, 2020

Personas and Analytics: A Comparative User Study of Efficiency and Effectiveness for a User Identification Task.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Videogame Engagement: Psychological Frameworks.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

Identifying Regional Trends in Avatar Customization.
IEEE Trans. Games, 2019

Exploring the Relationship Between Game Content and Culture-based Toxicity: A Case Study of League of Legends and MENA Players.
Proceedings of the 30th ACM Conference on Hypertext and Social Media, 2019

Design Issues in Automatically Generated Persona Profiles: A Qualitative Analysis from 38 Think-Aloud Transcripts.
Proceedings of the 2019 Conference on Human Information Interaction and Retrieval, 2019

Analyzing Hate Speech Toward Players from the MENA in League of Legends.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

From 2, 772 segments to five personas: Summarizing a diverse online audience by generating culturally adapted personas.
First Monday, 2018

Generating Cultural Personas from Social Data: A Perspective of Middle Eastern Users.
Proceedings of the 5th International Conference on Future Internet of Things and Cloud Workshops, 2017

Culturally-Grounded Analysis of Everyday Creativity in Social Media: A Case Study in Qatari Context.
Proceedings of the 2017 ACM SIGCHI Conference on Creativity and Cognition, 2017

Silent Hill 2 and the Curious Case of Invisible Agency.
Proceedings of the Interactive Storytelling - 6th International Conference, 2013