Gazihan Alankuş

ORCID: 0000-0002-7980-6941
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About
Contact & Profiles
Research Areas
  • Stroke Rehabilitation and Recovery
  • Human Pose and Action Recognition
  • Human Motion and Animation
  • Virtual Reality Applications and Impacts
  • Video Analysis and Summarization
  • Educational Games and Gamification
  • Energy Efficient Wireless Sensor Networks
  • Balance, Gait, and Falls Prevention
  • Cerebral Palsy and Movement Disorders
  • Advanced biosensing and bioanalysis techniques
  • Digital Games and Media
  • Data Management and Algorithms
  • Social Media in Health Education
  • Transportation Planning and Optimization
  • Mobile Health and mHealth Applications
  • Robotic Path Planning Algorithms
  • Digital Mental Health Interventions
  • Opportunistic and Delay-Tolerant Networks
  • Biosensors and Analytical Detection
  • Botulinum Toxin and Related Neurological Disorders
  • Spatial Neglect and Hemispheric Dysfunction
  • Scientific and Engineering Research Topics
  • Mental Health via Writing
  • Advanced Statistical Modeling Techniques
  • Water Quality Monitoring Technologies

Software (Spain)
2024

İzmir University of Economics
2012-2024

Washington University in St. Louis
2005-2012

Stroke is the leading cause of long term disability among adults in industrialized nations. The partial paralysis that stroke patients often experience can make independent living difficult or impossible. Research suggests many these could recover by performing hundreds daily repetitions motions with their affected limbs. Yet, only 31% perform exercises recommended therapists. Home-based rehabilitation games may help motivate to necessary recover. In this paper, we describe a formative study...

10.1145/1753326.1753649 article EN 2010-04-10

In the United States alone, more than five million people are living with long term motor impairments caused by a stroke. Recently, video games affordable motion-based input devices have been proposed as part of therapy to help recover lost range motion and control. While researchers demonstrated potential utility therapeutic through controlled studies, relatively little work has explored their long-term home-based use. We conducted six-week home study 62-year-old woman who was seventeen...

10.1145/2039339.2039342 article EN ACM Transactions on Accessible Computing 2011-11-01

In this paper, we present a smartphone platform for colorimetric water quality detection based on the use of built-in camera capturing single-use reference image. A custom-developed app processes image training and creates model to be used later in real experimental conditions calculate concentration unknown solution. This has been tested four different assays with various levels, results show that presented provides approximately 100% accuracy noticeable color difference. portable,...

10.1021/acsomega.8b00625 article EN cc-by-nc-nd ACS Omega 2018-05-22

Stroke is the leading cause of long-term disability among adults in industrialized nations; approximately 80% people who survive a stroke experience motor disabilities. Recovery requires hundreds daily repetitions therapeutic exercises, often without therapist supervision. When performing therapy alone, with limited motion compensate for lack one joint by moving another one. This compensation can impede recovery progress and create new health problems. In this work we contribute (1)...

10.1145/2207676.2208354 article EN 2012-05-05

Public transport applications, which aim to propose the ideal route end users, have commonly been used by passengers. However, for public varies depending on preferences of users. The shortest path is preferred most users as a primary criterion route. According our research, Dijkstra's Algorithm mostly in order find path. not efficient planning, because it ignores number transfers and walking distances. Thus, minimize these shortcomings, modified implementing penalty system study....

10.1109/ubmk.2017.8093444 article EN 2017 International Conference on Computer Science and Engineering (UBMK) 2017-10-01

Patient-reported outcomes (PROs) and their use in the clinical workflow can improve cancer survivors’ quality of life. However, there are several challenges regarding efficient collection patient-reported integration into workflow. Patient adherence interoperability recognized as main barriers. This work implements a cancer-related study which interconnects artificial intelligence (spoken language algorithms, conversational intelligence) natural sciences (embodied agents) to create an...

10.3390/sym13071187 article EN Symmetry 2021-07-01

In the United States alone, more than five million people are living with long term motor impairments caused by a stroke. Video game-based therapies show promise in helping recover lost range of motion and control. While researchers have demonstrated potential utility rehabilitation through controlled studies, relatively little work has explored longer-term home-based use therapeutic games. We conducted six-week home study 62 year old woman who was seventeen years post-stroke. She played...

10.1145/1878803.1878842 article EN 2010-10-25

Current rehabilitation for persons with hemiparesis after stroke requires high numbers of repetitions to be in accordance contemporary motor learning principles. The motivational characteristics computer games can harnessed create engaging interventions that incorporate this number repetitions. purpose case report was test the feasibility using as a 6-week home therapy intervention improve upper extremity function person stroke. One left participated game intervention. were customized her...

10.1310/tsr1804-417 article EN Topics in Stroke Rehabilitation 2011-07-01

Stroke survivors' unsupervised therapeutic exercise motions are often accompanied by harmful compensatory that prevent proper motor recovery and introduce additional health issues. These performed unconsciously difficult to prevent. Motion-based games show promise for motivating patients perform stroke rehabilitation exercises at home themselves. Currently, with these likely contain undesired motions. In this article, we provide the design empirical evaluation of a motion-based game system...

10.1080/07370024.2014.985826 article EN Human-Computer Interaction 2014-12-03

Abstract In this paper, we present a technique to automatically synthesize dancing motions for arbitrary songs with dance beats. Our is based on analysing musical tune (can be song or melody) and synthesizing motion the virtual character where character's movement synchronizes order analyse beats of tune, developed fast algorithm. synthesis algorithm analyses library stock generates new sequences movements that were not described in library. We show our better than previous generation...

10.1002/cav.99 article EN Computer Animation and Virtual Worlds 2005-07-01

Autonomous mobile agent navigation is crucial to many mission-critical applications (e.g., search and rescue missions in a disaster area). In this paper, we present how sensor networks may assist probabilistic roadmap methods (PRMs), class of efficient algorithms particularly suitable for dynamic environments. A key challenge applying PRM environment that they require the spatiotemporal sensing solve given problem. To facilitate navigation, propose set query strategies allow periodically...

10.1109/iros.2005.1545134 article EN 2011 IEEE/RSJ International Conference on Intelligent Robots and Systems 2005-01-01

In this paper, we propose a new approach to wireless sensor network assisted navigation while avoiding moving dangers. Our relies on an embedded roadmap in the that always contains safe paths. The is adaptive, i.e., it adapts its topology changing Mobile robots environment use reach their destinations. We evaluated performance of both simulations using realistic conditions and with real hardware. results show proposed algorithm better suited for networks than traditional field based...

10.1109/robot.2007.364037 article EN Proceedings - IEEE International Conference on Robotics and Automation/Proceedings 2007-04-01

In this study, serious game is conceptualised as a digital medium to convey archaeological knowledge into playable interactions. Our case study present and discuss conceptualisation based on the ancient city of Teos. This paper discusses presents initial stage Digital Teos Project, an interdisciplinary research investigating digitally animating excavation area, including static public setup in site, augmented immersive revisit through VR devices mobile application. Within scope paper, our...

10.4305/metu.jfa.2018.2.9 article EN METU Journal of the Faculty of Architecture 2019-09-25

Views Icon Article contents Figures & tables Video Audio Supplementary Data Peer Review Share Twitter Facebook Reddit LinkedIn Tools Reprints and Permissions Cite Search Site Citation Kadir Üğüdücü, Tunç Cerit, Amine Gonca Toprak, Gazihan Alankuş; MHealth application for cancer care delivery. AIP Conf. Proc. 14 March 2024; 3030 (1): 030008. https://doi.org/10.1063/5.0194462 Download citation file: Ris (Zotero) Reference Manager EasyBib Bookends Mendeley Papers EndNote RefWorks BibTex toolbar...

10.1063/5.0194462 article EN AIP conference proceedings 2024-01-01

In this study, the serious game is conceptualized as a digital medium to convert archaeological knowledge into playable interactions via case study in ancient city of Teos.The Teos Dionysos Game platform that allows players without specialist computer skills explore and experience an urban setup.A mythological story about God has been verbally visually transcribed adapted for four distinctive settings site.The familiar realm interactive space, navigated by intuitive behaviours setting,...

10.52842/conf.ecaade.2017.1.647 article EN eCAADe proceedings 2017-01-01

Humanoid robots have the potential to become a part of everyday life as their hardware and software challenges are being solved. In this paper we present system that gets input motion trajectory in form capture data, produces controller controls humanoid robot real-time achieve is similar data. The expects data not be dynamically feasible for employs combined with corrective components keep balanced while following motion. Since can run real-time, it thought candidate teleoperation using...

10.7936/k7hm56n0 article EN 2007-01-01

Collection of patient-reported outcomes (PROs) remotely and their usage in the clinical workflow provide an improvement on both patient’s quality life cancer care. However, adoption collecting PROs into is rare, existing works still have a lot issues providing holistic approach. This paper offers enhancements process by utilization conversational systems that quite new but promising way to collect with spoken interaction. Our proposed system provides interoperability Fast Healthcare...

10.37394/23208.2021.18.13 article EN WSEAS TRANSACTIONS ON BIOLOGY AND BIOMEDICINE 2021-08-05
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