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Number of items at this level: 26.

Sezen, Digdem and Akcali, Atakan and Sezen, Tonguc Ibrahim and Perks, Sarah and Stewart, Paul (2024) Exploring women's role in creative industries through collaborative action research using tabletop role-playing games. In: Technology, innovation, entrepreneurship and education: 4th EAI International Conference, TIE 2023, Cambridge, UK, September 27-28, 2023, proceedings. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 575 . Springer, Cham, pp. 39-53. ISBN 9783031593833

Shahaj, Emily Rosa and Goncu-Berk, Gozde (2024) Wearable tech, virtual fashion, and immersive technologies. In: Accelerating sustainability in fashion, clothing and textiles. Routledge, London.

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Kerim, Abdulrahman and Ramos, Washington and Leandro, Soriano Marcolino and Nascimento, Erickson and Jiang, Richard (2023) Leveraging synthetic data to learn video stabilization under adverse conditions. In: IEEE/CVF Winter Conference on Applications of Computer Vision (WACV), 4-8 January 2024, Waikoloa, Hawaii, USA. (In Press)

Sezen, Digdem (2022) In conversation with Professor Henry Jenkins. sinecine: Journal of Film Studies, 13 (3). pp. 123-143. ISSN 1309-5838

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Dashti, Sarah and Hussain, Fiaz and Carroll, Fiona and Prakash, Edmond and Navarro-Newball, Andres (2022) Role of intricate pottery visualization in ceramic manufacturing. IEEE Computer Graphics and Applications. ISSN 1558-1756 (In Press) Item availability restricted.

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Dashti, Sarah and Prakash, Edmond and Navarro-Newball, Andres Adolfo and Hussain, Fiaz and Carroll, Fiona (2022) Chladni plate visualisation. In: Computer Graphics and Visual Computing (CGVC). The Eurographics Association, Geneva. ISBN 9783038681885

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Kerim, Abdulrahman and Genç, Burkay (2022) Mobile games success and failure: mining the hidden factors. Neural Computing and Applications. ISSN 1433-3058

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Bostan, Barbaros and Sezen, Digdem (2022) Player needs inventory (PNI): an analytical framework for analyzing player motives in video games. In: 23rd International Conference on Intelligent Games and Simulation, GAME-ON 2022; Lisbon; Portugal; 14 September 2022 through 16 September 2022. EUROSIS, pp. 41-47. ISBN 9789492859228

Sezen, Tonguc and Sezen, Digdem (2021) Longform video essays as critical retellings of video game narratives. In: Games and narrative: theory and practice. International Series on Computer Entertainment and Media Technology (ISCEMT) . Springer, pp. 267-279. ISBN 9783030815387

Sezen, Digdem and Sezen, Tonguc (2021) A pilot study on analyzing critical retellings using digital humanities tools. In: Interactive storytelling: 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7-10, 2021, proceedings. Lecture Notes in Computer Science, 13138 . Springer, Cham, pp. 525-529. ISBN 9783030923006

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Sezen, Digdem and Sezen, Tonguc (2021) Video games. In: The Routledge encyclopedia of citizen media. Routledge. ISBN 9781317215073

Sezen, Digdem (2020) Machine gaze on women: how machine vision technologies see women in films. In: Female agency and subjectivities in film and television. Palgrave Macmillan, Cham. ISBN 9783030561000

Sezen, Digdem (2020) Without a blink: machine ways of seeing in contemporary visual culture. Interactions: Studies in Communication & Culture, 11 (1). pp. 103-107. ISSN 1757-2681

Vallard, Nina (2019) For the love of it: zines. Mslexia (84). p. 13. ISSN 1473-9399

Sezen, Tonguc and Iurgel, Ido and Fischöder, Nicholas and Sezen, Digdem (2019) Interactive narrative design for geographically dispersed points of interest. In: Making smart cities more playable. Gaming Media and Social Effects (GMSE) . Springer, Singapore, pp. 261-277. ISBN 9789811397653

Sezen, Digdem and Sezen, Tonguc (2019) Press start to remember the martyrs: on video games commemorating the 2016 coup attempt in Turkey. In: The dubious case of a failed coup: militarism, masculinities, and 15 July in Turkey. Palgrave Macmillan, Singapore, pp. 123-139. ISBN 9789811311406

Sezen, Digdem and Sezen, Tonguc and Koenitz, Hartmut and Knoller, Noam and Haahr, Mads and Dubbelman, Teun and Roth, Christian (2018) Card-based methods in interactive narrative prototyping. In: Interactive storytelling: 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 5–8, 2018, proceedings. Lecture Notes in Computer Science, 11318 . Springer, Cham. ISBN 9783030040284

Sezen, Digdem (2018) Political game design. In: Encyclopedia of computer graphics and games. Springer, Cham, pp. 1435-1437. ISBN 9783031231599

Sezen, Digdem and Sezen, Tonguc (2016) Designing and playing to protest: looking back to Gezi games. In: Gamer psychology and behavior. International Series on Computer Entertainment and Media Technology . Springer, Cham, Switzerland, pp. 73-88. ISBN 9783319299037

Sezen, Digdem (2015) Narrative explorations in videogame poetry. In: Interactive digital narrative. Routledge, New York. ISBN 9781315769189

Sezen, Digdem (2013) Digital games as a medium for artistic expression. Connectist: Istanbul University Faculty of Communication Journal, 45. pp. 129-147. ISSN 2636-8943

Sezen, Digdem (2013) Women in Turkish-German cinema: tracing the direction of change through woman’s image. In: Imaginaries out of place: cinema, transnationalism and Turkey. Cambridge Scholars Press, United Kingdom, pp. 207-219. ISBN 1443841331

This list was generated on Thu Jan 30 17:56:49 2025 UTC.