Ozge Samanci
Northwestern University
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Publication
Featured researches published by Ozge Samanci.
tangible and embedded interaction | 2008
Aimee Rydarowski; Ozge Samanci; Ali Mazalek
In this paper we describe the concept, design, and implementation of Murmur, an interactive kinetic display made of one hundred computer CPU fans. Murmur responds to sound input from its environment via embedded microphones to produce patterns on a reactive surface. The reactive surface consists of hinged paper pieces situated in front of each fan. When activated by sonic elements in the environment, including sounds intentionally generated by an interactor, Murmur responds by turning on and off its fans in a sequence. The wind pressure generated by the movement of the fans stimulates the surface, forcing the paper up and out to create a variety of dynamic patterns. Each pattern represents characteristics of the sonic environment. We also analyze the feedback received from the interactors and discuss the possible ways of making the interaction more immersive.
advances in computer entertainment technology | 2007
Ozge Samanci; Yanfeng Chen; Ali Mazalek
Tangible Comics is a computer vision based full-body interactive storytelling environment that also functions as a comics generator. Prevailing applications of full-body computer vision have not utilized the full storytelling or performance potential of these environments.allOur aim is to produce an environment that can create a space for redefining the conventions of comics, performance, film, photography, and animation. In relation to that, we are exploring the design problems that can arise when computer vision technology is contextualized in an interactive story telling environment.
Proceedings of the 4th International Conference on Fun and Games | 2012
Ozge Samanci; Anuj Tewari
Seeing thru Walls is the first location-based comic story for the GPS environment. Current digital comics (web comics or online comics) are confined to a computer screen and use the affordances of digital medium in a limited way. Our aim is to produce an environment where we can tie sensory details of the physical environment to comic frames. We are exploring the design problems and new meaning making opportunities that can arise when GPS technology is contextualized in an interactive comics storytelling environment.
conference on advances in computer entertainment technology | 2014
Ozge Samanci; Blacki Li Rudi Migliozzi; Daniel Sabio
Plink Blink, an interactive art installation, allows three participants to make collaborative music by blinking their eyes. Human beings can blink voluntarily and involuntarily but generally they do not think about blinking. Blinking goes unnoticed because it is a silent action. In contrast to its quiet nature, blinking is rhythmic. As a result, blinking is a resourceful input for sound generation. We wanted to link two sensory organs, eyes and ears, creating a playful and surprising environment.
Convergence | 2014
Ozge Samanci
Embodied site-specific animation is one of the ways of expanding the conventions of animation and rethinking the animation medium in the digital context. On the air is an interactive installation based on embodied site-specific animation. Existing installations that are based on embodied site-specific animations rely on abstract visualizations and do not attempt to tell a story or portray characters. I am exploring the design strategies and new meaning-making opportunities that arise with the use of embodied site-specific animation for mixed reality art projects.
international conference on computer graphics and interactive techniques | 2010
Ozge Samanci; Anuj Tewari
In the digital era, the comics medium is transported from print to computer screen. Current digital comics (web comics or online comics) are confined to computer screen and use the affordances of digital medium in a limited way. GPS Comics: Seeing thru Walls is a GPS based comics story that expands the comic canvas and explores the idea of location-based comics. In Seeing thru Walls, in order to receive the meaning in a comic frame the player must experience a sensory detail (a smell, sound, breeze or an object) in her surroundings in the physical world. The concept of location-based comics is an unexplored idea and gives artists new meaning making strategies.
International Journal of Comic Art | 2006
Ozge Samanci
international conference on computer graphics and interactive techniques | 2018
Ozge Samanci; Gabriel Caniglia
The Huffington Post | 2017
Ozge Samanci
2017 IEEE VIS Arts Program (VISAP) | 2017
Ozge Samanci; Adam Snyder