This research focused on developing a Virtual Reality (VR) experience in the premise of support the people who suffer from acrophobia (i.e. the fear of heights). The VR application was developed through Nielsen's heuristics and it was aimed to a) conduct a usability testing of the VR tool in order to explore how to deliver a user-friendl
This research focused on developing a Virtual Reality (VR) experience in the premise of support the people who suffer from acrophobia (i.e. the fear of heights). The VR application was developed through Nielsen's heuristics and it was aimed to a) conduct a usability testing of the VR tool in order to explore how to deliver a user-friendly experience to effectively support people’s progress of overcoming acrophobia and b) to investigate the potential use of Virtual Reality Exposure Theraphy (VRET) and provide statistical evidence whether or not this VR tool could support participants’ progress in overcoming their fear of height.
A total of 155 participants from wide variety of backgrounds were invited to participate in a usability testing of this VR tool. Having collected both the qualitative and the quantitative data from these participants, the results were analyzed through parametric statistical measures.
This research investigated the impact of an Augmented Reality (AR) mobile application on the learning motivation and progress of university students in the General Chemistry courses.
The application particularly designed to practice the "Limiting Reagent" subject in Chemistry as this subject is found to be very difficulty by many student
This research investigated the impact of an Augmented Reality (AR) mobile application on the learning motivation and progress of university students in the General Chemistry courses.
The application particularly designed to practice the "Limiting Reagent" subject in Chemistry as this subject is found to be very difficulty by many students to visualize and comprehend.
The AR app includes an introduction about "Limiting Reagent" subject of General Chemistry course and three separate equations that are Nitrogen Dioxide, Urea and Antimony Triiodide. Within the application, user can balance reactions as if they are in a laboratory environment. The app is able to calculate which atom or molecule is the limiting reagent, theoretical yield, percent yield and the excess reagent. Moreover, the excess molecules are visible and can be interacted through three dimensional assets.
The app was tested by 200 students who were taking the General Chemistry course at the time. The results are statistically analysed and currently in publication.
Psychomotor skills refer to a range of abilities that establish a relationship between cognitive abilities and physical movement which are often investigated via natural tasks. Some of the advantages of developing psychomotor skills include increase of attention span and effective coordination of activities that involve the use of arms, h
Psychomotor skills refer to a range of abilities that establish a relationship between cognitive abilities and physical movement which are often investigated via natural tasks. Some of the advantages of developing psychomotor skills include increase of attention span and effective coordination of activities that involve the use of arms, hands and eyes - which could be very helpful to those people with attention deficit disorder and/or people with focus problems.
There is an ongoing debate in the literature that psychomotor skills can be enhanced through game-play and/or video game simulations as video gamer are an entertaining and engaging form of digital media.
This research focuses on this topic and investigates whether or not a specific game-play can be designed to enhance core psychomotor skills (i.e. visual response, attention and eye-hand coordination) and if so, what video game-play elements can support the enhancement and confidence of using core psychomotor skills?
This project is designed for real-time monitoring and mapping of water quality in Cyprus. The project defined water quality as pH value, turbidity, oxygen reduction potential, and
temperature in fresh water.
A prototype was built from scratch through using Arduino microprocessor and digital
sensors. Having collected the data through these
This project is designed for real-time monitoring and mapping of water quality in Cyprus. The project defined water quality as pH value, turbidity, oxygen reduction potential, and
temperature in fresh water.
A prototype was built from scratch through using Arduino microprocessor and digital
sensors. Having collected the data through these sensors, the data sets were transferred to a server via Global System for Mobile Communications (GSM). The transferred data was examined in detail and the quality
of the water was provided through a web interface. Moreover, an artificial intelligence (AI) module was integrated into the web interface which was used to predict the future changes on water quality based on the data sets collected.
The project was presented in a competition arranged by The Scientific and Technological Research Council of Turkey (TUBITAK) and won the first place and a research grand.
This research examined whether or not there is a significant correlation in between playing violent video games and aggressive behavior in real life.
Based on the key constructs of aggressiveness and violent behavior in the literature, a first person camera game was designed and developed from scratch where violent content deliberately in
This research examined whether or not there is a significant correlation in between playing violent video games and aggressive behavior in real life.
Based on the key constructs of aggressiveness and violent behavior in the literature, a first person camera game was designed and developed from scratch where violent content deliberately integrated into the game mechanics. The definition of what violent content is statistically investigated through context analysis. Moreover, Buss-Perry aggression questionnaire (BP-AQ) - a seminal survey study from psychological research - was adapted into this research in order to assess aggressive and violent behavior of potential participants both before and after they played the game.
A pre-post survey study structure was used to investigate the user experience in this research.
Program Your Robot was a game project that run in between the years 2009 and 2013 as part of my PhD research. The game project was designed to achieve two important goals: firstly, to develop a framework that would allow players to practise their skills and abilities in Computational Thinking, even if they have little or no programming ba
Program Your Robot was a game project that run in between the years 2009 and 2013 as part of my PhD research. The game project was designed to achieve two important goals: firstly, to develop a framework that would allow players to practise their skills and abilities in Computational Thinking, even if they have little or no programming background. Secondly, to support the learning of procedural and applied knowledge for a limited number of key introductory computer programming constructs (i.e. programming sequence, functions, decision making and loops).
I was mainly responsible to develop the game mechanics, aesthetics, user interface design in the project. Moreover, I was responsible to conduct the research to investigate the user and learning experience of participants through free form and rigorous structured studies.
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