
3
Archived Theses
0
DOIs Assigned
0%
DOI Rate
Discipline
Güneydoğu Asya'da "Zaman Kazanma" konsepti: Malezya, Singapur ve Endonezya'da güvenlik ve kalkinma, 1967–1975
In 1967, the U.K. and in 1969, the U.S. announced plans to phase out their military presence in Southeast Asia. This dissertation examines the reactions of ASEAN (Association of Southeast Asian Nations) states–Malaysia, Singapore, and Indonesia–to the impending withdrawal of ANZUK (Australia, New Zealand, U.K.) and U.S. military forces from Southeast Asia during the Vietnam War. It argues that by adopting the buying time concept–urging the U.S. and ANZUK to maintain their economic, military, and political presence in Southeast Asia to buy time to develop their economies–Malaysia, Singapore, and Indonesia upheld and legitimized a regional power structure dominated by the U.S. Throughout the Vietnam War, they pursued foreign policies advocating for extra-regional interference in Southeast Asia through economic and military assistance. They endorsed the FPDA (Five Power Defense Arrangements) to prevent Chinese and Soviet influence and competition in Southeast Asia while supporting U.S. military intervention and presence in Vietnam and Thailand. Consequently, with the exception of Malaysia, the U.S. war effort in Vietnam significantly contributed to the economic development of Singapore and Indonesia. In the cases of Singapore and Indonesia, the progress in development resulted from pro-U.S. political elites participating in a global economic network of multinational corporations and international financial institutions. This research challenges the conventional view that Malaysia, Singapore, and Indonesia were non-aligned and neutral states in pursuit of regional autonomy. It provides an analysis that accounts for the historical agency of developing nations in Southeast Asia in bolstering a U.S.-led international order.
Son kullanıcıların havada yapılan hareketlere dayalı arayüzler oluşturması
Devices that sense the alignment and motion of human limbs via computer vision have recently become a commodity; enabling a variety of novel user interfaces that use human gesture as the main input modality. The design and development of these interfaces requires programming tools that support the representation, creation and manipulation of information on human body gestures. Following concerns such as usability and physical differences among individuals, these tools should ideally target end-users and designers as well as professional software developers. This thesis documents the design, development, deployment and evaluation of a software application to support gesture authoring by end-users for skeletal tracking vision-based input devices. The software enables end-users without programming experience to introduce gesture control to computing applications that serve their own goals; and provides developers and designers of gestural interfaces with a rapid prototyping tool that can be used to experientially evaluate designs. Keywords Hotspotizer; gestural interaction; gesture authoring; visual programming; end-user development; interface prototyping; mid-air gestures; perceptual interaction; Kinect.
Kalem-ve-kağıt rol-yapma oyunları için kişiselleştirilebilir, jest tabanlı, kola giyilen bir giyilebilir cihaz tasarlanması
With the integration of tangible and touchable surface technologies to gaming, a new game genre called "computer augmented tabletop games" emerged. These games combine the analog and digital and thereby augment tabletop games with computational power allowing new possibilities in gameplay and game experience while maintaining the tangible aspects of these games. Tabletop Role-Playing Games (TTRPG) are also among the popular genres which were benefited from this augmentation movement. On the other hand, movement-based game play became another trending modality in game research. Development of the embodied interaction methods led to the commercialization of movement-based game play with the invention of game devices such as Wii, Playstation Move or Kinect. Research on this modality put forth that it engages player more in the digital games. Upon this, wearable devices, which can support movement base game-play seamlessly, attracted attention in game research and researchers speculated that these devices can boost the connectedness to imaginary worlds of games. Therefore, both these concepts are claimed to increase immersion and player/character relationship experience, yet they have been never considered as part of TTRPG where these two concepts are critical for an ideal game experience. To fill this gap, we developed a game system, WEARPG, which incorporates movement-based game play supported by arm-worn devices and an augmented die. We believe that TTRPG provides an appropriate environment to test the effects of both wearables and movement-based gameplay on the immersion and player/character relationship since they are critical for TTRPG experience. Moreover, TTRPG opens a new exploration area for movement-based gameplay, which is mostly focused on short-term and action-based games, in which implementing it into the narrative-based long-term gameplay can be investigated. Similarly, how to incorporate wearable devices in a way that can increase the immersion or player/character relationship is underexplored and TTRPG environment is promising to dig this subject deeper. While developing WEARPG, we administer a research through design method comprised of a participatory design workshop as a formative research phase to design an artifact and series of user tests in different states of the design process to understand the effects of arm-worn device and movement-based gameplay on player experience. To summarize our research process, we first (a) organized a participatory design workshop with 25 participants including TTRPG players and game masters, cosplayers, interaction designers and jewelry designers, (b) extracted preliminary design implications with the data collected from the workshop, (c) designed a role-playing game system that can incorporate movement-based gameplay and arm-worn devices, (d) test this system with Wizard-of-Oz method and experience prototypes, (e) extracted game design implications with the data collected from user tests, (f) improved the game system and developed a working prototype of arm-worn device and an additional device which will replace the dice by drawing on game design implications, (g) tested this system in order to understand the effects of these concepts on the player experience, (h) created design themes about incorporating wearable devices and movement-based gameplay for narrative-based long-term games by satisfying user expectations. As a result of our study, we obtained design implications and themes that can help designers about integrating wearables and movement-based gameplay to tabletop games. Moreover, we tested out these concepts with players to understand their effects on immersion and player/character relationship. Our feedback from participants shows that wearables and movement-based gameplay can really add up to player experience in terms of player/character relationship and immersion. As we anticipated, players reported that carrying a part of their character helped them to get into the role of the fictional character. Movement-based gameplay also provided a similar effect as most of the players identified their movements and effort in the real life with the effort of the character in the imaginary world. Still, a possible mismatch between player and character abilities can be problematic. Moreover, in long-term engagement, correct design for the placement of the movement-based play in the game is important for keeping players engaged. Our design themes highlight possible ways of overcoming these problems.