Cagdas Toprak's research while affiliated with RMIT University and other places

Publications (10)

Conference Paper
Full-text available
Socially awkward experiences are often looked upon as something to be avoided. However, examples from the non-digital entertainment domain suggest that social awkwardness can also facilitate engaging experiences. Yet there has been little research into exploring social awkwardness in digital games. In response, we present Musical Embrace, a digital...
Conference Paper
Full-text available
Socially awkward experiences are often considered as something to be avoided. Interestingly, examples from the traditional games domain suggest that social awkwardness can enable novel and engaging play experiences. We note that there has been little research into exploring social awkwardness when it comes to digital games. In response we present o...
Conference Paper
Joggobot illustrates a novel approach towards a more social use of robots, where the robot acts as exercise companion to make physical activity more enjoyable. Joggobot is the first autonomous flying robot companion for joggers. Joggobot makes the solo running experience more enjoyable by flying next to you when jogging, offering a coach mode to mo...
Conference Paper
Full-text available
Socially awkward interactions are often regarded as something that is to be avoided, nonetheless encompasses the potential to be ingredients for compelling play. Although examples exist in the non-digital games domain to support this point (e.g. Twister), we've found that there has been little exploration conducted on social awkwardness when it com...
Article
Recent advances in cheap sensor technology has made technology support for sports and physical exercise increasingly commonplace, which is evident from the growing popularity of heart rate monitors and GPS sports watches. This rise of technology to support sports activities raises many interaction issues, such as how to interact with these devices...
Article
Exertion games, digital games involving physical effort, are becoming more popular. Although some exertion games support social experiences, they rarely consider or support body contact. We believe overlooking body contact as part of social play experiences limits opportunities to design engaging exertion games. To explore this opportunity, we pres...
Article
Full-text available
Socially awkward experiences are often looked upon as something to be avoided. However, examples from the traditional games domain suggest that social awkwardness can facilitate engaging experiences. Yet so far, there has been little research into social awkwardness and digital games. In acknowledgement of this, we present Musical Embrace, a digita...
Conference Paper
Travelling on public transport can often be an unengaging experience. We see an opportunity to enrich the public transport experience by utilizing digital play in this space, and in response explore the design of a digital game for trams. Cart-Load-O-Fun acts as a research vehicle to understand how games for public transport should be designed. We...
Conference Paper
Game Jams - energized, fast-paced get-togethers of developers and artists to make digital games - have recently emerged as a way to generate and inspire novel game ideas and new ways of thinking. We intend to introduce the CHI community to this collaborative, fast-paced method of design by holding a game jam with an emphasis on developing novel use...
Conference Paper
Exertion Games involve physical effort and as a result can facilitate physical health benefits. We present Hanging off a Bar, an action hero-inspired Exertion Game in which players hang off an exercise bar over a virtual river for as long as possible. Initial observations from three events with audiences ranging from the general public to expert ga...

Citations

... Game jams (Kultima, 2015) represent one way to explore how games can communicate climate change. Game jams are events where participants from diverse backgrounds, such as art, programming and design, create games under the constraints of a time limit and theme (Chatham et al., 2013;Cook, 2015). They have been identified as excellent opportunities for research in a wide variety of fields (Fowler et al., 2013a,b;Zook and Riedl, 2013;Ho et al., 2014), where time constraints encourage rapid and exploratory game design and development (Hrehovcsik et al., 2016). ...
... The games were shown on a large wall display accompanied by audio effects, and were interacted with by position in the space and arm gestures in a (forward) horizontal plane. Toprak et al. also created an interactive wall game where two players compete to touch bubbles on a wall [130]. Morrison et al. describe a form of an interactive wall from the domain of interactive art-works: Space of Two Categories by Hanna Haaslahti,35 an interactive shadow where an animation of a small girl is projected moving around in the players' shadow(s) [62,131]. ...
... However, the emotion is often treated as "a secondary concern and surprising nding" rather than an opportunity for design [19]. Most studies see embarrassment as a problem that is diagnostic of uncertainty or anxiety about an interaction [6,13,40,48]. For example, Choi et al. [12] showed that people experience embarrassment more frequently while interacting with the "tele-operated robots", which were controlled by a human operator rather than autonomous robots. ...
... In terms of human-machine interaction (HCI) for sports data, this has been a recent surge in work in this area thanks to the ease of capturing sports video, personal wearables, in addition to tracking system in professional sports [51,54]. In terms of sports video, quite a number of works in the HCI community center on interacting with broadcast video. ...
... In [168], the potential of gamification is explored to potentially make surveys more attractive and engaging. A teaser beyond already mentioned works can be found in [169]. The transport association in Hamburg, Germany, used a modified version of the famous game Scotland Yard' called Fang den Fox' to let people learn about the public transport system. ...
... There are some studies focusing on drone behavior when co-located with humans. For example, proxemics and affect/internal state communication of drones via flight path have been studied with commercial drones in [322][323][324][325]. However, there is not a drone that built by considering social interactions. ...
... Interestingly, both MVTs of SOC and Glace concept, although focused on collocated social interaction, avoid interpersonal contact, which may indicate that relaxed social interaction modalities might be more suitable to mainstream gaming. Previous work on interpersonal touch-based games also indicated that social touch may create afective [12,51,87] or embarrassing [31] interactions between players depending on their acquaintance level and relationships [51]. Therefore, although bodily contact was among the themes created, it was not highly voted or used in the fnal concepts as a central theme. ...
... However, most of these challenges come in the form of digital challenges added to the game. Bodily games have already extended such an understanding of challenges by suggesting using the physical environment as an additional challenge element [74,80,81]. We extend this prior work, highlighting that designers can also use water to facilitate user challenges that lead to fow experiences. ...