Korkut, Safak

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Safak
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Korkut, Safak

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Gerade angezeigt 1 - 9 von 9
  • Publikation
    Better: Digital media can make tourism experiences at heritage destinations better
    (Edward Elgar Publishing, 2022) Garbani-Nerini, Elide; Korkut, Safak; De Ascaniis, Silvia; De Ascaniis, Silvia; Cantoni, Lorenzo [in: Handbook on heritage, sustainable tourism and digital media]
    Digital media offer incredible opportunities to enhance tourists' experiences, supporting their decision-making process and enlarging their discovering possibilities at any level and at any stage of the trip. In this chapter, we focus on the contribution of digital media to tourism at heritage sites and we present how, by connecting the physical with the digital world, some of the recent technological developments can be used to enhance visitors' experiences either in terms of (additional) products and services offered (e.g. reconstruction of destroyed parts of a site, direct access to information about the site) or with respect to the modalities in which these products and services are consumed and accessed (e.g. via audio-recordings downloadable on place, by playing a digital game about the site). More specifically, some digital tools, namely smartphones, QR codes and augmented reality, are presented, as well as a digital mode, gamification. At the end of the chapter, the concept of smart destinations is introduced to illustrate how these different technological improvements, together with big data elaboration, can favour the implementation of economic, territorial and social measures to enhance the tourism experience at the destination level, increasing its accessibility, sustainability and efficiency.
    04A - Beitrag Sammelband
  • Publikation
    Using mobile sensing on smartphones for the management of daily life tasks
    (Springer, 2020) Menon, Dilip; Korkut, Safak; Inglese, Terry; Dornberger, Rolf; Dornberger, Rolf [in: New trends in business information systems and technology. Digital innovation and digital business transformation]
    Today, all smartphones contain a variety of embedded sensors capable of monitoring and measuring relevant physical qualities and quantities, such as light or noise intensity, rotation and acceleration, magnetic field, humidity, etc. Combining data from these different sensors and deriving new practical information is the way to enhance the capabilities of such sensors, known as sensor fusion or multimodal sensing. However, the authors hypothesize that the sensing technology that is embedded in smartphones may also support daily life task management. Because one of the biggest challenges in mobile sensing on smartphones is the lack of appropriate unified data analysis models and common software toolkits, the authors have developed a prototype for a mobile sensing architecture, called Sensing Things Done (STD). With this prototype, by applying multimodal sensing and gathering sensor data from performing a specific set of tasks, the authors were able to conduct a feasibility study to investigate the hypothesis set above. Having examined to what extent the task-related activities could be detected automatically by using sensors of a standard smartphone, the authors of this chapter describe the conducted study and provide derived recommendations
    04A - Beitrag Sammelband
  • Publikation
    Modeling the instructional design of a language training for professional purposes, using augmented reality
    (Springer, 2020) Inglese, Terry; Korkut, Safak; Dornberger, Rolf [in: New trends in business information systems and technology]
    This chapter presents the instructional design of a language-training model for professional and vocational purposes on behalf of the Swiss railway industry, specifically designed for German-speaking train drivers and train operators, who work for the Schweizerische Südostbahn (SOB). In fact, around 50 train drivers and train operators need to learn Italian and be able to communicate clearly and confidently in this language by 2021. Thanks to the opening of the Gotthard Base Tunnel in 2016, some Swiss railway companies are expanding their business portfolios also in the Italian speaking region of Switzerland. Augmented Reality (AR), specifically the Blippar app, is used here as an additional and motivating guide to learning technical terms and nouns, verbs, and dialogue structures, in short: essential railway communication features between train drivers and train operators. The final goal of the chapter is to describe how railway professional trainees, learning a new language, are actively designing their own language learning contents, using AR.
    04A - Beitrag Sammelband
  • Publikation
    User experience and usability: the case of augmented reality
    (Springer, 2020) Korkut, Safak; Mele, Emanuele; Cantoni, Lorenzo; Xiang, Zheng; Fuchs, Matthias; Gretzel, Ulrike; Höpken, Wolfram [in: Handbook of e-tourism]
    User experience and design are central factors in information and communication technologies, determining the use and success of adoption of any tourism application. These issues are tackled within the so-called “usability” tests, which provide multiple ways of investigating whether an application is usable to visitors within specific contexts of interest. With the aim of providing both tourism scholars and practitioners with an original overview on the topic of usability, this book chapter will take the case of augmented reality (AR) applications from an online communication perspective. First, we provide an overview on usability analysis and web analytics, also illustrating how data from actual uses can provide information on the risks involved with the use of an application. Second, we present a collection of AR studies, positioning them in relationship with usability analysis and related challenges. Lastly, future research trends, including the concept of gamification and replayability, are outlined in the conclusion.
    04A - Beitrag Sammelband
  • Publikation
    A case study: assessing effectiveness of the augmented reality application in Augusta Raurica
    (Springer, 2019) Armingeon, Moritz; Komani, Pleurat; Zanwar, Trupti; Korkut, Safak; Dornberger, Rolf; tom Dieck, M. Claudia; Jung, Timothy [in: Augmented reality and virtual reality. The power of AR and VR for business]
    This paper aims to study and compare the augmented reality experience of two user groups at Augusta Raurica, a Roman archaeological site and an open-air museum in Switzerland. The user groups differentiated within the scope of this study digital natives and digital immigrants. The paper applies the experience economy framework for assessing the differences between the user groups. The data gathered from the surveys and analysis of selected interviews reveal that digital immigrants have better engagement with the augmented reality application of Augusta Raurica than digital natives do. The findings are supporting the debate on assisting tourism destinations to develop more engaging augmented reality content targeting both user groups.
    04A - Beitrag Sammelband
  • Publikation
    Intuitive hand gestures for the interaction with information visualizations in virtual reality
    (Springer, 2019) Frey, Gabriel; Jurkschat, Arno; Korkut, Safak; Lutz, Jonas; Dornberger, Rolf; Jung, Timothy; tom Dieck, M. Claudia [in: Augmented reality and virtual reality. The power of AR and VR for business]
    The development of virtual reality provides opportunities for immersive information visualizations and therefore it is expected to facilitate the exploration and understanding of data. Hand gesture control enables intuitive interaction and thus it is suggested to amplify the level of immersion further. This paper conducts and experiment to identify a set of intuitive gestures when interacting with an information visualization. Participants are asked to provide hand gestures to given information seeking tasks in an interactive data visualization application in virtual reality that they did not know in advance. The results are analysed and findings with intuitive gestures are communicated and discussed.
    04A - Beitrag Sammelband
  • Publikation
    Innovation potential for human computer interaction domains in the digital enterprise
    (Springer, 2018) Jüngling, Stephan; Lutz, Jonas; Korkut, Safak; Jäger, Janine; Dornberger, Rolf [in: Business information systems and Technology 4.0. New trends in the age of digital change]
    This chapter summarizes a historic overview of some iconic examples of human computer interaction devices and focuses on a human computer interaction paradigm which is based more on human language. Human language is by far the most utilized means of conscious communication between humans whereas the mouse and keyboard are the dominant means to store and process information in computers. This chapter elaborates on the main challenges related to human language, as well as on ideas showing how human language, written or spoken, is embedded in different application scenarios. Built on this premise this chapter presents ideas for today’s digitalized enterprises, which seem to disregard the fact that the latest technological advancements enable different ways of interacting with computerized systems, and that current interaction methods are bound to constraints of half a century ago. Given today’s computational power, the engineers of former decades would not have had to invent intermediary interaction devices such as the mouse, if direct manipulation with touch screen or natural language processing had been possible. The possibilities for modern enterprises to overcome the restrictions of interaction devices from the past are considered.
    04A - Beitrag Sammelband
  • Publikation
    Prototype-based research on immersive virtual reality and on self-replicating robots
    (Springer, 2018) Dornberger, Rolf; Korkut, Safak; Lutz, Jonas; Berga, Janina; Jäger, Janine; Dornberger, Rolf [in: Business information systems and technology 4.0. New trends in the age of digital change]
    This chapter presents our recent research in the field of virtual reality (VR) and self-replicating robots. The unifying approach lies in the research philosophy of using consumer market gadgets, mostly developed for the gaming and entertainment business, in order to design and implement research prototypes. With the prototypes, our research aims to better understand real-world problems and derive practice-oriented solutions for them. In the field of VR, these prototypes are dedicated to identifying new business-relevant use cases in order to provide an additional benefit for business and society. A wide range of examples, such as claustrophobia treatment, financial data analysis, gesture control and voice navigation are discussed. In the field of robotics, the idea of self-replicating robots governs particular research questions. Here, the focus is on using model prototypes enriched with artificial intelligence for indoor navigation, computer vision and machine learning. Finally, the prototype-based research approach using gadgets to produce results is discussed.
    04A - Beitrag Sammelband
  • Publikation
    Digitalization: yesterday, today and tomorrow
    (Springer, 2018) Dornberger, Rolf; Inglese, Terry; Korkut, Safak; Zhong, Jia; Dornberger, Rolf [in: Business information systems and technology 4.0. New trends in the age of digital change]
    04A - Beitrag Sammelband