Ilhan Aslan

ORCID: 0000-0002-4803-1290
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About
Contact & Profiles
Research Areas
  • Innovative Human-Technology Interaction
  • Interactive and Immersive Displays
  • Tactile and Sensory Interactions
  • Virtual Reality Applications and Impacts
  • Usability and User Interface Design
  • Context-Aware Activity Recognition Systems
  • AI in Service Interactions
  • Speech and dialogue systems
  • Social Robot Interaction and HRI
  • Hand Gesture Recognition Systems
  • Augmented Reality Applications
  • Digital Mental Health Interventions
  • Spatial Cognition and Navigation
  • Topic Modeling
  • Speech and Audio Processing
  • Gaze Tracking and Assistive Technology
  • Digital Communication and Language
  • Urban Green Space and Health
  • Speech Recognition and Synthesis
  • Service-Oriented Architecture and Web Services
  • Technology Use by Older Adults
  • Language, Metaphor, and Cognition
  • Geographic Information Systems Studies
  • Humor Studies and Applications
  • Mobile and Web Applications

Aalborg University
2025

Huawei Technologies (Germany)
2022-2024

Software (Germany)
2023-2024

University of Augsburg
2016-2023

Huawei Technologies (China)
2021

Huawei Technologies (United Kingdom)
2021

Huawei German Research Center
2021

Multimedia University
2019

Augsburg University
2017

University of Salzburg
2013-2016

A shared sense of humor can result in positive feelings associated with amusement, laughter, and moments bonding. If robotic companions could acquire their human counterparts' an unobtrusive manner, they improve skills engagement. In order to explore this assumption, we have developed a dynamic user modeling approach based on Reinforcement Learning, which allows robot analyze person's reaction while it tells jokes continuously adapts its humor. We evaluated our test scenario Reeti acting as...

10.1145/3242969.3242976 article EN 2018-10-02

Mobile messaging apps offer an increasing range of emotional expressions, such as emojis to help users manually augment their texting experiences. Accessibility augmentations is limited in voice messaging. With the term "speejis" we refer accessible and other visual speech emotion cues that are created automatically from input alone. The paper presents implementation speejis reports on a user study (N=12) comparing UX with without speejis. Results show significant differences measures...

10.48550/arxiv.2502.05296 preprint EN arXiv (Cornell University) 2025-02-07

In this paper we describe an exploratory design study of the potentials taste as a playful interaction modality. We present and implementation LOLLio -- interactive lollipop that serves haptic input device dynamically changes its taste. conclude with three basic principles for potential game designs, where see how have built can foster novel, experiences.

10.1145/2460625.2460675 article EN 2013-02-10

Authentication based on touch-less mid-air gestures would benefit a multitude of ubicomp applications, which are used in clean environments (e.g., medical or rooms). In order to explore the potential for novel authentication approaches, we performed series studies and design experiments. First, collected data from more then 200 users during three-day science event organised within shopping mall. This was investigate capabilities Leap Motion sensor formulate an initial problem. The problem,...

10.1145/2663204.2663246 article EN 2014-11-12

In co-located gaming, a player is often watched by another person who has no direct interaction with the game. For such potential onlooker, game setting mainly experienced ones eyes looking at what happens on screen. An integration of an onlooker's gaze into could potentially improve experience and onlooker. this paper we report study based concept that uses second observing during gaming situation as input modality to assist player. Our investigates effects different levels gaze-based...

10.1145/2793107.2793126 article EN 2015-10-05

We present two tangible somaesthetic designs. The first design resembles a real heart, which allows users to experience their own heart's behavior by providing haptic feedback. Thus, holding the heart are able feel heartbeat in hands. second is stuffed animal, capable breathe synchrony with user. Both designs were used as probes workshop experts practicing and teaching meditation technique referred mindfulness-based stress reduction (MBSR). conclude that may guide users' attention away from...

10.1145/2971485.2996727 article EN 2016-10-23

Non-verbal sounds are an essential communication channel for social robots. However, it requires expert knowledge to create and compose synthesizers, develop melodic structures or record samples which express a robot's internal intentions emotions. This paper presents approach adapting timbre based on non-expert human comparative feedback in order personalize the sonic interaction design individual user's preferences. An evolution strategy learns parameters of real-time sound synthesis...

10.1109/acii.2019.8925487 article EN 2019-09-01

In this paper we regard the navigation aid provided by mobile systems in a real environment and effects of these assistants to development spatial knowledge. Therefore, report on user study concerning acquisition This sets up former described Krüger colleagues sheds light problems survey knowledge while being navigated handheld PC.

10.1145/1152215.1152237 article EN 2006-09-12

Combining touch screen technology with mid-air gestures into a unified input modality has potential to improve interaction interfaces in cars. Moreover, target objects on can be adapted the proximity of users' finger mid-air. In this paper, we present an exploration design space based two studies and various prototypical systems. First, results driving simulator study are reported, indicating that driver's performance acquiring object central console position increases expanding targets,...

10.1145/2799250.2799273 article EN 2015-08-24

We describe in detail the development of DrinkWatch, a wellbeing application, which supports (alcoholic and non-alcoholic) drink activity logging. DrinkWatch runs on smartwatch device makes use machine learning to recognize activities based smartwatch»s inbuilt sensors. differs from other mobile applications by triggering feedback requests its user order cooperatively learn user»s personalized contextual activities. The cooperative approach aims reduce limitations performance increase...

10.1145/3194658.3194666 article EN 2018-04-23

First impressions play an important part in social interactions, establishing the foundation of a person's opinion about their counterparts. Since interpersonal communication is essentially multimodal, people are judged during first encounters by both verbal utterances and nonverbal behavior, such as how they utilize eye contact, body distance, orientation. In this paper, we argue that robots would provide better user experiences, including being perceived more likable if were able to make...

10.1109/ro-man46459.2019.8956463 article EN 2019-10-01

Social robots become increasingly important in the domain of healthcare and maintenance. Nutrition is not an exception: research are used several experiments to teach people about healthy nutrition. Moreover, robotic products, whose task keep track user's nutrition, provide tips, reminders, recognize anomalies health-related behaviors on way market. To convince users a robot's recommendations, speech interaction modality. However, automatically adapting spoken advise depending users' still...

10.1145/3279954.3279957 article EN 2018-10-16

Normally, mobile pedestrian navigation systems use visually perceptible landmarks to guide their users through the environment. In this article we introduce concepts for of auditory in route descriptions. Such complement visual counterparts and also stand be beneficial certain groups like impaired elderly.

10.1145/1216295.1216352 article EN 2007-01-28

Handheld touch screen based devices, such as smartphones or tablets, typically provide limited haptic feedback. On cur- rent what is visually perceived and tactile kinesthetically felt semantically uncoupled. In order to improve embodied interaction on handheld new ways richer feedback are re- quired. this paper, we present TorqueScreen, a prototypi- cal system combining device (i.e., tablet) with an actuated flywheel capable of imposing angular momentum onto the tablet. The TorqueScreen...

10.1145/2677199.2680579 article EN 2015-01-12

There seems to be a danger carelessly replace routine tasks in homes through automation with IoT-technology. But since routines, such as watering houseplants also have positive influences on inhabitants' wellbeing, they should transformed carefully performed designs. To this end, an attempt use technology for augmenting set of houseplants' non-verbal communication capabilities is presented. First, we describe detail how implicit interactions been designed support inhabitants their plants...

10.1145/3294109.3295618 article EN 2019-03-15

Combining mid-air gestures with pen input for bi-manual on tablets has been reported as an alternative and attractive technique in drawing applications. Previous work also argued that gestural can cause discomfort arm fatigue over time, which be addressed a desktop setting by allowing users to gesture restful positions (e.g., elbow rests desk). However, it is unclear if how preferences designs would different positions. In order inquire these research question we report user choice based...

10.1145/3242969.3242979 article EN 2018-10-02

A human's heart beating can be sensed by sensors and displayed for others to see, hear, feel, potentially "resonate'' with. Previous work in studying interaction designs with physiological data, such as a heart's pulse rate, have argued that feeding it back the users may, example support users' mindfulness self-awareness during various everyday activities ultimately their health wellbeing. Inspired Somaesthetics discipline, we designed explored multimodal displays, which enable experiencing...

10.1145/3382507.3418848 article EN 2020-10-21

Authentication based on touchless mid-air gestures would benefit a multitude of ubiquitous computing applications, especially those that are used in clean environments (e.g., medical or rooms). In order to explore the potential for novel authentication approaches, we performed series studies and design experiments. First, collected data from more then 200 users during 3-day science event organized within shopping mall. These were investigate capabilities Leap Motion sensor, observe...

10.1145/2832919 article EN ACM Transactions on Interactive Intelligent Systems 2016-09-14
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