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Güneysu Özgür, ArzuORCID iD iconorcid.org/0000-0003-2282-9939
Publications (10 of 14) Show all publications
Mohamed, Y., Lemaignan, S., Güneysu, A., Jensfelt, P. & Smith, C. (2025). Are You an Expert? Instruction Adaptation Using Multi-Modal Affect Detections with Thermal Imaging and Context. In: : . Paper presented at IEEE International Conference on Robot and Human Interactive Communication, Eindhoven University of Technology, Eindhoven, The Netherlands, Aug 25-29, 2025..
Open this publication in new window or tab >>Are You an Expert? Instruction Adaptation Using Multi-Modal Affect Detections with Thermal Imaging and Context
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2025 (English)Conference paper, Published paper (Refereed)
National Category
Computer Sciences
Identifiers
urn:nbn:se:kth:diva-369162 (URN)
Conference
IEEE International Conference on Robot and Human Interactive Communication, Eindhoven University of Technology, Eindhoven, The Netherlands, Aug 25-29, 2025.
Available from: 2025-08-29 Created: 2025-08-29 Last updated: 2025-09-05Bibliographically approved
Gargot, T., Güneysu, A., Cifuentes, C. & Orlandi, S. (2025). Designing new technology for neurodevelopmental disorders and the importance of involving users (not only robots). In: Digital Mental Health: The Future is Now (pp. 115-140). Springer Nature
Open this publication in new window or tab >>Designing new technology for neurodevelopmental disorders and the importance of involving users (not only robots)
2025 (English)In: Digital Mental Health: The Future is Now, Springer Nature , 2025, p. 115-140Chapter in book (Other academic)
Abstract [en]

Mental disorders including neurodevelopmental diffculties are frequent, creating a substantial disparity between the demand for mental health care and the available resources. The potential of therapeutic technologies to address this treatment gap is immense, offering scalable solutions to enhance access. Yet, the intricate nature of mental disorders, woven with diverse risk factors, poses challenges to a comprehensive understanding of their mechanisms and assessment of this potential. Current assessments of mental disorders heavily rely on the expertise of trained clinicians, making it imperative to explore innovative avenues such as "digital phenotyping" to capture nuanced behaviors. However, integrating technology into healthcare encounters obstacles exacerbated by the divergent cultures of medical professionals and engineers. While technical feasibility is a priority for engineers, it often needs to match the acceptability standards set by healthcare professionals. Navigating the complexity of the healthcare ecosystem compounds the challenge of identifying precise needs. Furthermore, the time-intensive nature of clinical research methods hinders the swift evaluation of effcacy. To surmount these hurdles, we advocate for the incorporation of user-centered design methodologies and participatory research in the development of therapeutic technologies. This chapter delves into the multifaceted challenges of designing technologies, such as robots, for therapeutic programs focused on individuals with neurodevelopmental disorders. By proposing solutions that prioritize participatory co-design environments, we aim to empower individuals from diverse backgrounds to collaboratively support those undergoing therapy with technology, ensuring its effcacy and benefts.

Place, publisher, year, edition, pages
Springer Nature, 2025
National Category
Psychiatry
Identifiers
urn:nbn:se:kth:diva-363986 (URN)10.1007/978-3-031-59936-1_5 (DOI)2-s2.0-105005383501 (Scopus ID)
Note

Part of ISBN 9783031599361, 9783031599354

QC 20250603

Available from: 2025-06-02 Created: 2025-06-02 Last updated: 2025-06-03Bibliographically approved
Güneysu Özgür, A., Reis, H. I., Kuoppamäki, S. & Sylla, C. M. (2024). Enhancing Autism Therapy through Smart Tangible-Based Digital Storytelling: Co-Design of Activities and Feasibility Study. In: Proceedings of ACM Interaction Design and Children Conference: Inclusive Happiness, IDC 2024: . Paper presented at 23rd Annual ACM Interaction Design and Children Conference, IDC 2024, Delft, Netherlands, Kingdom of the, Jun 17 2024 - Jun 20 2024 (pp. 665-669). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Enhancing Autism Therapy through Smart Tangible-Based Digital Storytelling: Co-Design of Activities and Feasibility Study
2024 (English)In: Proceedings of ACM Interaction Design and Children Conference: Inclusive Happiness, IDC 2024, Association for Computing Machinery (ACM) , 2024, p. 665-669Conference paper, Published paper (Refereed)
Abstract [en]

Storytelling is an effective evidence-based practice as an accepted intervention by therapists for the therapy of children with autism spectrum disorder (ASD). Digital storytelling, particularly using smart tangibles, offers a structured, interactive and engaging environment for children with ASD allowing for repetition, offering feedback with visual supports, and giving the child more authority over the learning experience. This study presents a co-designed approach to digital storytelling activities with smart tangibles for autism therapy, aimed at enhancing multiple social and behavioral skills. Through co-design sessions with therapists, activity flows and scenarios were developed to target specific skill improvements. These include free play exploration, positive stimulus introduction, fostering cooperation to address disturbances, and incorporating magical objects to facilitate peer turn-taking. Additionally, real-life connections were emphasized to promote emotional regulation and multicultural understanding while further activities are designed to overcome routine issues, build tolerance to change, and enhance cognitive structuring. Feasibility was demonstrated through integration into therapy sessions of five children, where therapists independently utilized the system, fostering immersive and interactive storytelling experiences. Overall, the co-designed activities offer insights into enhancing therapy interventions for children with ASD beyond specific contexts, contributing to the broader design of autism therapy activities.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2024
Keywords
ASD therapy, children with autism, co-design, digital storytelling, smart tangibles
National Category
Medical and Health Sciences
Identifiers
urn:nbn:se:kth:diva-350716 (URN)10.1145/3628516.3659371 (DOI)001253706300051 ()2-s2.0-85197859110 (Scopus ID)
Conference
23rd Annual ACM Interaction Design and Children Conference, IDC 2024, Delft, Netherlands, Kingdom of the, Jun 17 2024 - Jun 20 2024
Note

Part of ISBN 9798400704420

QC 20240719

Available from: 2024-07-17 Created: 2024-07-17 Last updated: 2025-12-05Bibliographically approved
Mohamed, Y., Güneysu Özgür, A., Lemaignan, S. & Leite, I. (2024). Multi-modal Affect Detection Using Thermal and Optical Imaging in a Gamified Robotic Exercise. International Journal of Social Robotics, 16(5), 981-997
Open this publication in new window or tab >>Multi-modal Affect Detection Using Thermal and Optical Imaging in a Gamified Robotic Exercise
2024 (English)In: International Journal of Social Robotics, ISSN 1875-4791, E-ISSN 1875-4805, Vol. 16, no 5, p. 981-997Article in journal (Refereed) Epub ahead of print
Abstract [en]

Affect recognition, or the ability to detect and interpret emotional states, has the potential to be a valuable tool in the field of healthcare. In particular, it can be useful in gamified therapy, which involves using gaming techniques to motivate and keep the engagement of patients in therapeutic activities. This study aims to examine the accuracy of machine learning models using thermal imaging and action unit data for affect classification in a gamified robot therapy scenario. A self-report survey and three machine learning models were used to assess emotions including frustration, boredom, and enjoyment in participants during different phases of the game. The results showed that the multimodal approach with the combination of thermal imaging and action units with LSTM model had the highest accuracy of 77% for emotion classification over a 7-s sliding window, while thermal imaging had the lowest standard deviation among participants. The results suggest that thermal imaging and action units can be effective in detecting affective states and might have the potential to be used in healthcare applications, such as gamified therapy, as a promising non-intrusive method for recognizing internal states.

Place, publisher, year, edition, pages
Springer Nature, 2024
Keywords
Action units, Emotionally aware systems, Frustration, Human–robot interaction, Multi-modal affect recognition, Thermal imaging
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-350001 (URN)10.1007/s12369-023-01066-1 (DOI)001090565600001 ()2-s2.0-85175291284 (Scopus ID)
Note

QC 20240705

Available from: 2024-07-05 Created: 2024-07-05 Last updated: 2025-09-22Bibliographically approved
Güneysu Özgür, A., Yadollahi, E. & Indurkhya, B. (2023). Lessons Learned from in the Wild Child-Robot Interaction in Multiple Ecosystems of Care and Education. In: HAI 2023 - Proceedings of the 11th Conference on Human-Agent Interaction: . Paper presented at 11th Conference on Human-Agent Interaction, HAI 2023, Gothenburg, Sweden, December 4-11, 2023 (pp. 142-151). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Lessons Learned from in the Wild Child-Robot Interaction in Multiple Ecosystems of Care and Education
2023 (English)In: HAI 2023 - Proceedings of the 11th Conference on Human-Agent Interaction, Association for Computing Machinery (ACM) , 2023, p. 142-151Conference paper, Published paper (Refereed)
Abstract [en]

We present here some lessons learned from observations and applications of child-robot interaction research in diverse ecosystems such as schools, therapy centers, and hospitals, where the interaction was facilitated in real-world circumstances rather than lab settings. Specifically, we use observational results from our reflections on multiple child-robot interaction practices in the wild conducted over a 9-year research period. Using these exploratory studies, we outline some general design considerations and adaptation guidelines for improving the design and implementation of robotic systems in healthcare and education that might lead to more practical, feasible, and ethically sustainable results.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2023
Keywords
adaptive systems, gamification, observational studies, special education
National Category
Robotics and automation
Identifiers
urn:nbn:se:kth:diva-341676 (URN)10.1145/3623809.3623855 (DOI)001148034200019 ()2-s2.0-85180126404 (Scopus ID)
Conference
11th Conference on Human-Agent Interaction, HAI 2023, Gothenburg, Sweden, December 4-11, 2023
Note

Part of ISBN 9798400708244

QC 20250924

Available from: 2023-12-29 Created: 2023-12-29 Last updated: 2025-09-24Bibliographically approved
Tozadore, D. C., Nasir, J., Gillet, S., Van Den Berghe, R., Güneysu, A. & Johal, W. (2023). Robots for Learning 7 (R4L): A Look from Stakeholders' Perspective. In: HRI 2023: Companion of the ACM/IEEE International Conference on Human-Robot Interaction. Paper presented at 18th Annual ACM/IEEE International Conference on Human-Robot Interaction, HRI 2023, Stockholm, Sweden, Mar 13 2023 - Mar 16 2023 (pp. 935-937). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Robots for Learning 7 (R4L): A Look from Stakeholders' Perspective
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2023 (English)In: HRI 2023: Companion of the ACM/IEEE International Conference on Human-Robot Interaction, Association for Computing Machinery (ACM) , 2023, p. 935-937Conference paper, Published paper (Refereed)
Abstract [en]

This year's conference theme "HRI for all" not just raises the importance of reflecting on how to promote inclusion for every type of user but also calls for careful consideration of the different layers of people potentially impacted by such systems. In educational setups, for instance, the users to be considered first and foremost are the learners. However, teachers, school directors, therapists and parents also form a more secondary layer of users in this ecosystem. The 7th edition of R4L focuses on the issues that HRI experiments in educational environments may cause to stakeholders and how we could improve on bringing the stakeholders' point of view into the loop. This goal is expected to be achieved in a very practical and dynamic way by the means of: (i) lightening talks from the participants; (ii) two discussion panels with special guests: One with active researchers from academia and industry about their experience and point of view regarding the inclusion of stakeholders; another panel with teachers, school directors, and parents that are/were involved in HRI experiments and will share their viewpoint; (iii) semi-structured group discussions and hands-on activities with participants and panellists to evaluate and propose guidelines for good practices regarding how to promote the inclusion of stakeholders, especially teachers, in educational HRI activities. By acquiring the viewpoint from the experimenters and stakeholders and analysing them in the same workshop, we expect to identify current gaps, propose practical solutions to bridge these gaps, and capitalise on existing synergies with the collective intelligence of the two communities.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2023
Keywords
Educational robots, Inclusive learning, Participatory design
National Category
Human Computer Interaction Robotics and automation Educational Sciences
Identifiers
urn:nbn:se:kth:diva-333368 (URN)10.1145/3568294.3579958 (DOI)001054975700209 ()2-s2.0-85150431697 (Scopus ID)
Conference
18th Annual ACM/IEEE International Conference on Human-Robot Interaction, HRI 2023, Stockholm, Sweden, Mar 13 2023 - Mar 16 2023
Note

Part of ISBN 9781450399708

QC 20251021

Available from: 2023-08-01 Created: 2023-08-01 Last updated: 2025-10-21Bibliographically approved
Tozadore, D. C., Güneysu Özgür, A. & Kuoppamäki, S. (2023). Teacher's Perception on Social Robots to Promote the Integration of Children with Migration Background. In: HAI '23: Proceedings of the 11th International Conference on Human-Agent Interaction: . Paper presented at International Conference on Human-Agent Interaction, HAI 2023, Gothenburg, Sweden, December 4-7, 2023. Association for Computing Machinery (ACM)
Open this publication in new window or tab >>Teacher's Perception on Social Robots to Promote the Integration of Children with Migration Background
2023 (English)In: HAI '23: Proceedings of the 11th International Conference on Human-Agent Interaction, Association for Computing Machinery (ACM) , 2023Conference paper, Published paper (Refereed)
Abstract [en]

This paper describes the first steps of an ongoing participatory design with teachers from Switzerland to co-create Human-Robot Interaction setups for integrating children with migration history. The herein presented phase had two main goals: (i) initially mapping the current issues and the teachers’ strategy when integrating these children, and (ii) understanding teachers’ perceptions regarding social robots for this goal. Results show that teachers we interviewed are already using technology to communicate with immigrant children, not necessarily for inclusion or promote socialisation with their peers, but simply to understand them. Findings also point to a well-defined application of social robots in inclusion activities, even when never seeing or using them, which contradicts previous results in the literature and which gives potential ways to unfold the next steps of the participatory design.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2023
Keywords
human centered computing, inclusion, robotics
National Category
Human Computer Interaction Educational Sciences
Research subject
Technology and Learning
Identifiers
urn:nbn:se:kth:diva-340512 (URN)10.1145/3623809.3623937 (DOI)001148034200056 ()2-s2.0-85180132443 (Scopus ID)
Conference
International Conference on Human-Agent Interaction, HAI 2023, Gothenburg, Sweden, December 4-7, 2023
Note

QC 20231206

Part of ISBN 9798400708244

Available from: 2023-12-06 Created: 2023-12-06 Last updated: 2025-02-18Bibliographically approved
Güneysu Özgür, A., Khodr, H., Akeddar, M., Roust, M. & Dillenbourg, P. (2022). Designing Online Multiplayer Games with Haptically and Virtually Linked Tangible Robots to Enhance Social Interaction in Therapy. In: RO-MAN 2022 - 31st IEEE International Conference on Robot and Human Interactive Communication: Social, Asocial, and Antisocial Robots: . Paper presented at 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN) - Social, Asocial, and Antisocial Robots, AUG 29-SEP 02, 2022, Napoli, Italy (pp. 358-364). Institute of Electrical and Electronics Engineers (IEEE)
Open this publication in new window or tab >>Designing Online Multiplayer Games with Haptically and Virtually Linked Tangible Robots to Enhance Social Interaction in Therapy
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2022 (English)In: RO-MAN 2022 - 31st IEEE International Conference on Robot and Human Interactive Communication: Social, Asocial, and Antisocial Robots, Institute of Electrical and Electronics Engineers (IEEE) , 2022, p. 358-364Conference paper, Published paper (Refereed)
Abstract [en]

The social aspects of therapy and training are important for patients to avoid social isolation and must be considered when designing a platform, especially for home-based rehabilitation. We proposed an online version of the previously proposed tangible Pacman game for upper limb training with haptic-enabled tangible Cellulo robots. Our main objective is to enhance motivation and engagement through social integration and also to form a gamified multiplayer rehabilitation at a distance. Thus, allowing relatives, children, and friends to connect and play with their loved ones while also helping them with their training from anywhere in the world. As well as connecting therapists to their patients through haptically linking capabilities. This is especially relevant when there are social distancing measures which might isolate the elderly population, a majority of all rehabilitation patients.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2022
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-322324 (URN)10.1109/RO-MAN53752.2022.9900684 (DOI)000885903300052 ()2-s2.0-85140710483 (Scopus ID)
Conference
31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN) - Social, Asocial, and Antisocial Robots, AUG 29-SEP 02, 2022, Napoli, Italy
Note

QC 20221212

Part of proceedings:ISBN 978-1-7281-8859-1

Available from: 2022-12-12 Created: 2022-12-12 Last updated: 2022-12-12Bibliographically approved
Güneysu Özgür, A., Majlesi, A. R., Taburet, V., Meijer, S., Leite, I. & Kuoppamäki, S. (2022). Designing Tangible Robot Mediated Co-located Games to Enhance Social Inclusion for Neurodivergent Children. In: Proceedings of Interaction Design and Children, IDC 2022: . Paper presented at 21st ACM Interaction Design and Children Conference, IDC 2022, 27 June 2022 through 30 June 2022, Virtual, Online (pp. 536-543). Association for Computing Machinery, Inc
Open this publication in new window or tab >>Designing Tangible Robot Mediated Co-located Games to Enhance Social Inclusion for Neurodivergent Children
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2022 (English)In: Proceedings of Interaction Design and Children, IDC 2022, Association for Computing Machinery, Inc , 2022, p. 536-543Conference paper, Published paper (Refereed)
Abstract [en]

Neurodivergent children with cognitive and communicative difficulties often experience a lower level of social integration in comparison to neurotypical children. Therefore it is crucial to understand social inclusion challenges and address exclusion. Since previous work shows that gamified robotic activities have a high potential to enable inclusive and collaborative environments we propose using robot-mediated games for enhancing social inclusion. In this work, we present the design of a multiplayer tangible Pacman game with three different inter-player interaction modalities: semi-dependent collaborative, dependent collaborative, and competitive. The initial usability evaluation and the observations of the experiments show the benefits of the game for creating collaborative and cooperative practices for the players and thus also potential for social interaction and social inclusion. Importantly, we observe that inter-player interaction design affects the communication between the players and their physical interaction with the game.

Place, publisher, year, edition, pages
Association for Computing Machinery, Inc, 2022
Keywords
Gamification, Interaction design, Neurodivergent children, Robotics, Social inclusion
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-317098 (URN)10.1145/3501712.3535300 (DOI)001103410100051 ()2-s2.0-85134154060 (Scopus ID)
Conference
21st ACM Interaction Design and Children Conference, IDC 2022, 27 June 2022 through 30 June 2022, Virtual, Online
Note

QC 20220906

Part of proceedings: ISBN 978-145039197-9

Available from: 2022-09-06 Created: 2022-09-06 Last updated: 2025-12-05Bibliographically approved
Demir Kanik, S. U., Yin, W., Güneysu Özgür, A., Ghadirzadeh, A., Björkman, M. & Kragic, D. (2022). Improving EEG-based Motor Execution Classification for Robot Control. In: Proceedings 14th International Conference, SCSM 2022, Held as Part of the 24th HCI International Conference, HCII 2022: Social Computing and Social Media: Design, User Experience and Impact. Paper presented at Social Computing and Social Media: Design, User Experience and Impact - 14th International Conference, SCSM 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 - July 1, 2022 (pp. 65-82). Springer Nature
Open this publication in new window or tab >>Improving EEG-based Motor Execution Classification for Robot Control
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2022 (English)In: Proceedings 14th International Conference, SCSM 2022, Held as Part of the 24th HCI International Conference, HCII 2022: Social Computing and Social Media: Design, User Experience and Impact, Springer Nature , 2022, p. 65-82Conference paper, Published paper (Refereed)
Abstract [en]

Brain Computer Interface (BCI) systems have the potential to provide a communication tool using non-invasive signals which can be applied to various fields including neuro-rehabilitation and entertainment. Interpreting multi-class movement intentions in a real time setting to control external devices such as robotic arms remains to be one of the main challenges in the BCI field. We propose a learning framework to decode upper limb movement intentions before and during the movement execution (ME) with the inclusion of motor imagery (MI) trials. The design of the framework allows the system to evaluate the uncertainty of the classification output and respond accordingly. The EEG signals collected during MI and ME trials are fed into a hybrid architecture consisting of Convolutional Neural Networks (CNN) and Long Short-Term Memory (LSTM) with limited pre-processing. Outcome of the proposed approach shows the potential to anticipate the intended movement direction before the onset of the movement, while waiting to reach a certainty level by potentially observing more EEG data from the beginning of the actual movement before sending control commands to the robot to avoid undesired outcomes. Presented results indicate that both the accuracy and the confidence level of the model improves with the introduction of MI trials right before the movement execution. Our results confirm the possibility of the proposed model to contribute to real-time and continuous decoding of movement directions for robotic applications.

Place, publisher, year, edition, pages
Springer Nature, 2022
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 13315
Keywords
brain computer interface
National Category
Neurosciences Signal Processing Robotics and automation
Identifiers
urn:nbn:se:kth:diva-318297 (URN)10.1007/978-3-031-05061-9_5 (DOI)000911435700005 ()2-s2.0-85133032331 (Scopus ID)
Conference
Social Computing and Social Media: Design, User Experience and Impact - 14th International Conference, SCSM 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26 - July 1, 2022
Note

QC 20230307

Available from: 2022-09-19 Created: 2022-09-19 Last updated: 2025-02-05Bibliographically approved
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ORCID iD: ORCID iD iconorcid.org/0000-0003-2282-9939

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