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Manolya Kavakli

Bio: Manolya Kavakli is an academic researcher from Macquarie University. The author has contributed to research in topics: Gesture recognition & Virtual reality. The author has an hindex of 18, co-authored 136 publications receiving 1643 citations. Previous affiliations of Manolya Kavakli include Charles Sturt University & Istanbul Technical University.


Papers
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Journal ArticleDOI
TL;DR: A case study of concurrent cognitive actions of a novice and an expert designer is presented and it is found that the expert's cognitive activity and productivity in the design process were three times as high as the novice's.

208 citations

Journal ArticleDOI
TL;DR: This paper investigates the possible reasons for this imbalance in cognitive activity between the novice and expert designers in the rate of information processing driven by their relative experience in drawing production and sketch recognition.

151 citations

Journal ArticleDOI
TL;DR: A detailed study is conducted in which key physiological parameters that relate to drowsiness are identified, described, and analyzed and the overall advantages and limitations of these physiological based schemes are highlighted.
Abstract: Drowsiness in drivers has become a serious cause of concern due to the occurrences of a large number of fatalities on the road each year. Lives of pedestrians and passengers are put to risk as drivers tend to fall asleep at the steering wheel. In the recent past, many researchers have paid attention to the problem of drowsiness detection since safe roads and safe driving are of paramount concern to all societies. This paper has led to the development of several novel and effective methods in detecting drivers’ drowsiness. These include: 1) Vehicle based methods; 2) Behavioral methods; and 3) Physiological methods. Since wake-sleep is an intermediate state between two physiologically dissimilar states, physiological signals can define this transition more accurately when compared with approaches that fall in other categories. This paper focuses on the role of physiological signals in detecting driver’s drowsiness level. The proposed methods measure the physiological signals by means of various sensors, which monitor the driver’s physiological parameters on a continual basis. Multiple sensors can be embedded on the driver or in the vicinity of the driver to capture vital signs indicating the onset of drowsiness. The aim here is to provide an insightful review of all such key approaches that fall in this category. This paper conducts a detailed study in which key physiological parameters that relate to drowsiness are identified, described, and analyzed. Furthermore, the overall advantages and limitations of these physiological based schemes are also highlighted.

110 citations

Journal ArticleDOI
TL;DR: In this article, the authors investigate the structure of idea sketches, defined as the initial free-hand drawn externalisations produced by a designer of envisioned or partially envisioned entities, and conclude that there is an intimate relationship between the cognitive and perceptual processes that are brought to bear on the recall and design tasks and idea sketching.

108 citations

Proceedings ArticleDOI
23 Nov 2005
TL;DR: Giving control of the game world to the players encourages a dynamic form of storytelling in games which is more reactive, and tailored to the specific players, than what is currently possible using pre-programmed static narratives or automated storytelling engines.
Abstract: The concept of a Game Master (GM) is associated with a range of functions in role playing-based games, from pen and paper role playing games to live action-, computer- and massively multiplayer online role playing games. The functionality of the GM across game platforms is directly related to a handful of variables.In spite of being a core concept in role playing games, the full range of tools provided to GMs have not been fully integrated across the game platforms. The introduction of GM functionality in multiplayer computer role playing games such as Vampire the Masquerade: Redemption and Neverwinter Nights, indicate a substantial potential for development of toolsets for human-controlled interactive, emergent storytelling environments in virtual worlds, at several levels of functionality. Giving control of the game world to the players encourages a dynamic form of storytelling in games which is more reactive, and tailored to the specific players, than what is currently possible using pre-programmed static narratives or automated storytelling engines.

82 citations


Cited by
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Journal ArticleDOI
TL;DR: McNeill as discussed by the authors discusses what Gestures reveal about Thought in Hand and Mind: What Gestures Reveal about Thought. Chicago and London: University of Chicago Press, 1992. 416 pp.
Abstract: Hand and Mind: What Gestures Reveal about Thought. David McNeill. Chicago and London: University of Chicago Press, 1992. 416 pp.

988 citations

Journal ArticleDOI
Nigel Cross1
TL;DR: A review of the field of research in expertise in design can be found in this paper, where the authors focus on expert performance in design and design expertise in other fields, and it seems that expertise has some aspects that are significantly different from expertise from other fields.

907 citations

Journal ArticleDOI
TL;DR: These guidelines were developed by Canadian experts in anxiety and related disorders through a consensus process based on global impression of efficacy, effectiveness, and side effects, using a modified version of the periodic health examination guidelines.
Abstract: Anxiety and related disorders are among the most common mental disorders, with lifetime prevalence reportedly as high as 31%. Unfortunately, anxiety disorders are under-diagnosed and under-treated. These guidelines were developed by Canadian experts in anxiety and related disorders through a consensus process. Data on the epidemiology, diagnosis, and treatment (psychological and pharmacological) were obtained through MEDLINE, PsycINFO, and manual searches (1980–2012). Treatment strategies were rated on strength of evidence, and a clinical recommendation for each intervention was made, based on global impression of efficacy, effectiveness, and side effects, using a modified version of the periodic health examination guidelines. These guidelines are presented in 10 sections, including an introduction, principles of diagnosis and management, six sections (Sections 3 through 8) on the specific anxiety-related disorders (panic disorder, agoraphobia, specific phobia, social anxiety disorder, generalized anxiety disorder, obsessive-compulsive disorder, and posttraumatic stress disorder), and two additional sections on special populations (children/adolescents, pregnant/lactating women, and the elderly) and clinical issues in patients with comorbid conditions. Anxiety and related disorders are very common in clinical practice, and frequently comorbid with other psychiatric and medical conditions. Optimal management requires a good understanding of the efficacy and side effect profiles of pharmacological and psychological treatments.

816 citations

Journal ArticleDOI
TL;DR: In this paper, the authors summarize and synthesize the research on design thinking to better understand its characteristics and processes, as well as the differences between novice and expert design thinkers, and apply the findings from the literature regarding the application of design thinking in our educational system.
Abstract: Design thinking is generally defined as an analytic and creative process that engages a person in opportunities to experiment, create and prototype models, gather feedback, and redesign. Several characteristics (e.g., visualization, creativity) that a good design thinker should possess have been identified from the literature. The primary purpose of this article is to summarize and synthesize the research on design thinking to (a) better understand its characteristics and processes, as well as the differences between novice and expert design thinkers, and (b) apply the findings from the literature regarding the application of design thinking to our educational system. The authors’ overarching goal is to identify the features and characteristics of design thinking and discuss its importance in promoting students’ problem-solving skills in the 21st century.

722 citations

Journal ArticleDOI
TL;DR: Previous research on engineering student design processes is extended to compare the design behavior of students and expert engineers to support the argument that problem scoping and information gathering are major differences between advanced engineers and students, and important competencies for engineering students to develop.
Abstract: In this paper we report on an in-depth study of engineering design processes. Specifically, we extend our previous research on engineering student design processes to compare the design behavior of students and expert engineers. Nineteen experts from a variety of engineering disciplines and industries each designed a playground in a lab setting, and gave verbal reports of their thoughts during the design task. Measures of their design processes and solution quality were compared to pre-existing data from 26 freshmen and 24 seniors. The experts spent significantly more time on the task overall and in each stage of engineering design, including significantly more time problem scoping. The experts also gathered significantly more information covering more categories. Results support the argument that problem scoping and information gathering are major differences between advanced engineers and students, and important competencies for engineering students to develop. Timeline representations of the expert designers' processes illustrate characteristic distinctions we found and may help students gain insights into their own design processes.

701 citations