Browsing by Author "Sarac, M."
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Conference Object Citation - Scopus: 0Depth3DSketch: Freehand Sketching Out of Arm's Reach in Virtual Reality(Association for Computing Machinery, 2025) Bashar, M.R.; Amini, M.; Stuerzlinger, W.; Sarac, M.; Pfeuffer, K.; Machuca, M.D.B.; Batmaz, A.U.Due to the increasing availability and popularity of virtual reality (VR) systems, 3D sketching applications have also boomed. Most of these applications focus on peripersonal sketching, e.g., within arm’s reach. Yet, sketching in larger scenes requires users to walk around the virtual environment while sketching or to change the sketch scale repeatedly. This paper presents Depth3DSketch, a 3D sketching technique that allows users to sketch objects up to 2.5 m away with a freehand sketching technique. Users can select the sketching depth with three interaction methods: using the joystick on a single controller, the intersection from two controllers, or the intersection from the controller ray and the user’s gaze. We compared these interaction methods in a user study. Results show that users preferred the joystick to select visual depth, but there was no difference in user accuracy or sketching time between the three methods. © 2025 Copyright held by the owner/author(s).Conference Object Citation - Scopus: 1Enhancing Eye-Hand Coordination in Volleyball Players: a Comparative Analysis of Vr, Ar, and 2d Display Technologies and Task Instructions(Institute of Electrical and Electronics Engineers Inc., 2024) Batmaz, Anıl Ufuk; Aliza, A.; Batmaz, A.U.; Sarac, M.; Mechatronics EngineeringPrevious studies analyzed user motor performance with Virtual Reality (VR) and Augmented Reality (AR) Eye-Hand Coordination Training Systems (EHCTSs) while asking participants to follow specific task instructions. Although these studies suggested VR & AR EHCTSs as potential training systems for sports players, they recruited participants for their user studies among general population. In this paper, we examined the training performance of 16 professional volleyball players over 8 days using EHCTSs with three display technologies (VR, AR, and 2D touchscreen) and with four distinct task instructions (prioritizing speed, error rate, accuracy, or none). Our results indicate that volleyball players performed best with 2D touchscreen in terms of time, error rate, accuracy, precision, and throughput. Moreover, their performance was superior when using VR over AR. They also successfully followed the task instructions given to them and consistently improved their throughput performance. These findings underscore the potential of EHCTS in volleyball training and highlight the need for further research to optimize VR & AR user experience and performance. © 2024 IEEE.Article Citation - Scopus: 0Gamifying Haptics User Studies: Comparison of Response Times From Smartphone Interfaces(Institute of Electrical and Electronics Engineers Inc., 2025) Stroppa, Fabıo; Xu, D.; Sen, U.; Yoshida, K.T.; Stroppa, F.; Nunez, C.M.; Sarac, M.; Computer EngineeringHaptics user studies are often restricted to a set, physical location and use methods that do not captivate the user. Applying game design elements can create an entertaining environment and increase user engagement. Using ubiquitous tools, like smartphones, to conduct haptics user studies could allow researchers to access larger participant groups while a gamified approach could facilitate the data collection by making the experiment more enjoyable. To explore this concept, this work presents a gamified version of an existing psychophysical experiment that investigates response time to multisensory cues using a smartphone based on "Whac-A-Mole". We conducted a user study to compare our gamified interface with an existing psychophysical interface with thirteen participants exploring the response time from eighteen combinations of auditory, haptic, and visual stimuli at different levels of intensities and participant preferences for both interfaces. The results demonstrate that the gamified interface successfully captured similar trends in response times and significantly elevated participant enjoyment p < 0.003), but did not result in equivalent response times to the original interface. This work shows the benefits and drawbacks of following a gamification approach when designing haptics user studies and discusses factors and trade-offs to consider when gamifying studies. © 2008-2011 IEEE.