BIO


Doğu Su Dönmez is a researcher and artist exploring emergent narratives and unconventional interaction experiences. Currently pursuing a BA in Cinema Studies at Kadir Has University, he specializes in cinematic VR, embodiment, interactive technologies, and media art.

Doğu Su initiated the Body as Medium project, focusing on providing visibility to emerging artists and exploring technology's impact on the human body through visual art, theory, and XR.

Email

CV


 REHEARSAL
2023-2024


Equirectangular 360-degree video, divided into four zones as described in the project.

A 360-degree video with a runtime of 3 minutes and 51 seconds.

This project was created within the research group PoSVR (Positioning the Spectator in Cinematic Virtual Reality), Funded by the TUBITAK (Scientific and Technological Research Council of Türkiye) 1001 program.

Role: Undergraduate Research Assistant, Unity Developer
This project was designed to explore and identify the elements that guide viewers’ attention mechanisms within a virtual reality (VR) experience. While it initially appears to be a classic theft story, the film is structured to manipulate the viewer’s focus using a variety of visual and auditory stimuli. The 360-degree panoramic visual space is divided into four zones, each containing unique stimuli to direct attention and subtly distract viewers from noticing the theft. Elements such as sound and movement are strategically placed in each zone, with their effectiveness measured through audience research. This project was showcased at Kadir Has University, Pera Museum, and Sinematek, with over 120 participants joining as research subjects.

 
A segmented sphere was UV-unwrapped onto an equirectangular video frame to demonstrate how eye-tracking data was captured.
 
Example of collected data
       

To collect eye-tracking data, I developed a segmented transparent sphere; with the viewer positioned at its center, assigning each segment a collision mesh. This setup allowed the viewer to interact with each segment through their gaze, and the interaction data was recorded with timestamps.


The images are an early-stage example demonstrating the eyetracking interaction used for testing in VR. In the final product, the sphere and highlighted zones are invisible to ensure an immersive experience without visual interference.