Saraç Stroppa, Mine
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Name Variants
Saraç Stroppa, Mine
Saraç M.
Sarac Stroppa, Mine
Saraç Stroppa,M.
SARAÇ STROPPA, Mine
Sarac Stroppa,Mine
Mine Saraç Stroppa
MINE SARAÇ STROPPA
Saraç Stroppa, MINE
Sarac Stroppa,M.
S.,Mine
M. Saraç Stroppa
Mine SARAÇ STROPPA
Saraç Stroppa, M.
S., Mine
Mine, Sarac Stroppa
SARAÇ STROPPA, MINE
Sarac, Mine
Stroppa, Mine Saraç
Stroppa, Mine Sarac
Saraç M.
Sarac Stroppa, Mine
Saraç Stroppa,M.
SARAÇ STROPPA, Mine
Sarac Stroppa,Mine
Mine Saraç Stroppa
MINE SARAÇ STROPPA
Saraç Stroppa, MINE
Sarac Stroppa,M.
S.,Mine
M. Saraç Stroppa
Mine SARAÇ STROPPA
Saraç Stroppa, M.
S., Mine
Mine, Sarac Stroppa
SARAÇ STROPPA, MINE
Sarac, Mine
Stroppa, Mine Saraç
Stroppa, Mine Sarac
Job Title
Dr. Öğr. Üyesi
Email Address
mine.sarac@khas.edu.tr
Main Affiliation
Mechatronics Engineering
Status
Website
ORCID ID
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID

Scholarly Output
18
Articles
3
Citation Count
0
Supervised Theses
2
18 results
Scholarly Output Search Results
Now showing 1 - 10 of 18
Master Thesis Gerçeklı̇k İle Artırılmış Gerçeklı̇ğı̇n Karşılaştırılması: El-göz Koordı̇nasyonu ve Sertlı̇k Ayrımı Üzerı̇ne(2024) Alıza, Alıza; Saraç Stroppa, Mine; Stroppa, Mine SaraçBu tez 2 kullanıcı çalışmasından oluşmaktadır. İlk çalışma için Fitts yasasına dayalı bir El-Göz Koordinasyon Eğitimi (EHCT) sistemi tasarlanmıştır. Bu çalışmada kullanıcı motor performansı uzun süreli bir çalışma kapsamında Sanal Gerçeklik (VR), Artırılmış Gerçeklik (AR) ve 2 boyutlu (2D) dokunmatik ekran kullanırken karşılaştırılmıştır. Yirmi katılımcının motor performansını, doğruluk, hassasiyet, hız, hata oranı ve hiçbirine odaklanan beş görev talimatı kullanarak on günlük bir kullanıcı çalışması boyunca inceledik. Çalışmanın bulguları, her bir görev talimatının katılımcıların bir veya daha fazla psikomotor özelliği üzerinde benzersiz bir etkiye sahip olduğunu ortaya koyarak özelleştirilmiş eğitim sistemlerinin önemini vurgulamıştır. Çeşitli ekran teknolojilerini incelediğimizde, çoğu katılımcının VR kullanırken gösterdiği performans gelişimlerinin 2D veya AR kullanmaya kıyasla daha iyi olduğunu gözlemledik. Ayrıca, EHCT sistemlerinde genel motor performansının gelişimini izlemek için etkili bir verimliliğin mükemmel bir seçim olabileceğini bulduk. İkinci çalışma için ise, iki farklı ortamda dokunsal geri bildirim sağlarken algı ve performanstaki farklılıkları araştırmak için tasarlanmıştır: VR ve AR. Bu kullanıcı çalışmasında, katılımcılar aynı görünen ancak farklı sertlik seviyelerine sahip sanal kutularla etkileşime girmiş ve Doğrusal Motor tabanlı bileğe takılan Haptik cihaz (LAWrHap) aracılığıyla aldıkları haptik geri bildirime dayanarak daha yüksek sertlik seviyesine sahip nesneleri belirleyebilmişlerdir. Bu çalışmanın bulguları, dokunsal geribildirimin VR ve AR sistemlerine entegre edilmesinin, VR ile karşılaştırıldığında, hassasiyeti ve verimliliği artıran gerçek dünya bağlamsal ipuçları sayesinde görev performansını ve algısını geliştirdiğini ortaya koymuştur. Doğruluk ve hassasiyet ortamlar arasında benzer olsa da VR veya AR kullanmak bilişsel yükün azaltılması ve daha etkili kullanıcı etkileşimleri açısından farklı avantajlar sunmuştur. Anahtar Sözcükler: Sanal Gerçeklik Etkileşimleri, Artırılmış Gerçeklik Etkileşimleri, Göz-El Koordinasyonu, Ekran teknolojileri, Görev talimatları, Dokunsal ArayüzlerMaster Thesis Sanal Gerçeklikte İnce Motor Kontrolünün Geliştirilmesi: El Görünürlüğünün ve Bilekte Giyilen Dokunsal Geri Bildirimin Etkisi(2024) Hatıra, Amal; Saraç Stroppa, Mine; Stroppa, Mine SaracBu tez, el görünürlüğünü değiştirme ve bilekte takılan dokunsal geri bildirim uygulayarak sanal gerçeklik ortamlarında ince motor kontrolünü geliştirmeyi araştırmaktadır. Çalışma, hassas manipülasyon ve ince kontrol gerektiren VR uygulamalarındaki zorlukları ele almayı amaçlamaktadır, genellikle dokunsal geri bildirimin eksikliği ve mevcut etkileşim yöntemlerinin sınırlamaları tarafından engellenmektedir. Kullanıcı performansını değerlendirmek amacıyla, el görselleştirme tekniklerinin ve bilekte takılan cihazlardan gelen titreşimli geri bildirimin etkisini incelemek için bir dizi deney gerçekleştirilmiştir. Sonuçlar, ince motor görevler sırasında el görünürlüğünün çarpışma sayısını önemli ölçüde etkilediğini, şeffaf ellerin opak olanlardan daha iyi performans sağladığını göstermiştir. Ayrıca, dokunsal geri bildirimin entegrasyonu, kullanıcı güvenini artırmış ve çarpışma oranlarını azaltmıştır, ancak ek duyusal işlem gerektirdiğinden görev tamamlama süresini uzatmıştır. Bulgular, el görünürlüğünü optimize etmenin ve etkili dokunsal geri bildirimi dahil etmenin, VR'de ince motor kontrolünü önemli ölçüde geliştirebileceğini ve genel kullanıcı deneyimini iyileştirebileceğini önermektedir.Conference Object Citation - WoS: 0Citation - Scopus: 0Effect of Hand and Object Visibility in Navigational Tasks Based on Rotational and Translational Movements in Virtual Reality(Ieee Computer Soc, 2024) Batmaz, Anıl Ufuk; Saraç Stroppa, Mine; Batmaz, Anil Ufuk; Sarac, MineDuring object manipulation in Virtual Reality (VR) systems, realistically visualizing avatars and objects can hinder user performance and experience by complicating the task or distracting the user from the environment due to possible occlusions. Users might feel the urge to go through biomechanical changes, such as re-positioning the head to visualize the interaction area. In this paper, we investigate the effect of hand avatar and object visibility in navigational tasks using a VR headset. We performed two user studies where participants grasped a small, cylindrical object and navigated it through the virtual obstacles performing rotational or translational movements. We used three different visibility conditions for the hand avatar (opaque, transparent, and invisible) and two conditions for the object (opaque and transparent). Our results indicate that participants performed faster and with fewer collisions using the invisible and transparent hands compared to the opaque hand and fewer collisions with the opaque object compared to the transparent one. Furthermore, participants preferred to use the combination of the transparent hand avatar with the opaque object. The findings of this study might be useful to researchers and developers in deciding the visibility/transparency conditions of hand avatars and virtual objects for tasks that require precise navigational activities.Review Citation - WoS: 0Citation - Scopus: 0Optimizing soft robot design and tracking with and without evolutionary computation: an intensive survey(Cambridge Univ Press, 2024) Stroppa, Fabıo; Saraç Stroppa, Mine; Batiya, Jana; Baran, Eray; Sarac, MineSoft robotic devices are designed for applications such as exploration, manipulation, search and rescue, medical surgery, rehabilitation, and assistance. Due to their complex kinematics, various and often hard-to-define degrees of freedom, and nonlinear properties of their material, designing and operating these devices can be quite challenging. Using tools such as optimization methods can improve the efficiency of these devices and help roboticists manufacture the robots they need. In this work, we present an extensive and systematic literature search on the optimization methods used for the mechanical design of soft robots, particularly focusing on literature exploiting evolutionary computation (EC). We completed the search in the IEEE, ACM, Springer, SAGE, Elsevier, MDPI, Scholar, and Scopus databases between 2009 and 2024 using the keywords "soft robot," "design," and "optimization." We categorized our findings in terms of the type of soft robot (i.e., bio-inspired, cable-driven, continuum, fluid-driven, gripper, manipulator, modular), its application (exploration, manipulation, surgery), the optimization metrics (topology, force, locomotion, kinematics, sensors, and energy), and the optimization method (categorized as EC or non-EC methods). After providing a road map of our findings in the state of the art, we offer our observations concerning the implementation of the optimization methods and their advantages. We then conclude our paper with suggestions for future research.Conference Object Citation - WoS: 0Citation - Scopus: 0EyeGuide & EyeConGuide: Gaze-based Visual Guides to Improve 3D Sketching Systems(Assoc Computing Machinery, 2024) Batmaz, Anıl Ufuk; Saraç Stroppa, Mine; Batmaz, Anil Ufuk; Stuerzlinger, Wolfgang; Asente, Paul; Sarac, MineVisual guides help to align strokes and raise accuracy in Virtual Reality (VR) sketching tools. Automatic guides that appear at relevant sketching areas are convenient to have for a seamless sketching with a guide. We explore guides that exploit eye-tracking to render them adaptive to the user's visual attention. EYEGUIDE and EYECONGUIDE cause visual grid fragments to appear spatially close to the user's intended sketches, based on the information of the user's eye-gaze direction and the 3D position of the hand. Here we evaluated the techniques in two user studies across simple and complex sketching objectives in VR. The results show that gaze-based guides have a positive effect on sketching accuracy, perceived usability and preference over manual activation in the tested tasks. Our research contributes to integrating gaze-contingent techniques for assistive guides and presents important insights into multimodal design applications in VR.Article Citation - WoS: 12Perceived Intensities of Normal and Shear Skin Stimuli Using a Wearable Haptic Bracelet(IEEE-Inst Electrical Electronics Engineers Inc, 2022) Saraç Stroppa, Mine; Huh, Tae Myung; Choi, Hojung; Cutkosky, Mark R.; Di Luca, Massimiliano; Okamura, Allison M.Our aim is to provide effective interaction with virtual objects, despite the lack of co-location of virtual and real-world contacts, while taking advantage of relatively large skin area and ease of mounting on the forearm. We performed two human participant studies to determine the effects of haptic feedback in the normal and shear directions during virtual manipulation using haptic devices worn near the wrist. In the first study, participants performed significantly better while discriminating stiffness values of virtual objects when the feedback consisted of normal displacements compared to shear displacements. Participants also commented that they could detect normal cues much easier than shear, which motivated us to perform a second study to find the point of subjective equality (PSE) between normal and shear stimuli. Our results show that shear stimuli require a larger actuator displacement but less force than normal stimuli to achieve perceptual equality for our haptic bracelets. We found that normal and shear stimuli cannot be equalized through skin displacement nor the interaction forces across all users. Rather, a calibration method is needed to find the point of equality for each user where normal and shear stimuli create the same intensity on the user's skin.Conference Object Citation - WoS: 1Citation - Scopus: 1Effect of Grip Style on Peripersonal Target Pointing in Vr Head Mounted Displays(Ieee Computer Soc, 2023) Batmaz, Anil Ufuk; Batmaz, Anıl Ufuk; Turkmen, Rumeysa; Saraç Stroppa, Mine; Sarac, Mine; Machuca, Mayra Donaji Barrera; Stuerzlinger, WolfgangWhen working in Virtual Reality (VR), the user's performance is affected by how the user holds the input device (e.g., controller), typically using either a precision or a power grip. Previous work examined these grip styles for 3D pointing at targets at different depths in peripersonal space and found that participants had a lower error rate with the precision grip but identified no difference in movement speed, throughput, or interaction with target depth. Yet, this previous experiment was potentially affected by tracking differences between devices. This paper reports an experiment that partially replicates and extends the previous study by evaluating the effect of grip style on the 3D selection of nearby targets with the same device. Furthermore, our experiment re-investigates the effect of the vergence-accommodation conflict (VAC) present in current stereo displays on 3D pointing in peripersonal space. Our results show that grip style significantly affects user performance. We hope that our results are useful for researchers and designers when creating virtual environments.Review Citation - WoS: 8Citation - Scopus: 9Optimizing Exoskeleton Design with Evolutionary Computation: An Intensive Survey(Mdpi, 2023) Stroppa, Fabıo; Saraç Stroppa, Mine; Yuksel, Huseyin Taner; Akbas, Baris; Sarac, MineExoskeleton devices are designed for applications such as rehabilitation, assistance, and haptics. Due to the nature of physical human-machine interaction, designing and operating these devices is quite challenging. Optimization methods lessen the severity of these challenges and help designers develop the device they need. In this paper, we present an extensive and systematic literature search on the optimization methods used for the mechanical design of exoskeletons. We completed the search in the IEEE, ACM, and MDPI databases between 2017 and 2023 using the keywords exoskeleton, design, and optimization. We categorized our findings in terms of which limb (i.e., hand, wrist, arm, or leg) and application (assistive, rehabilitation, or haptic) the exoskeleton was designed for, the optimization metrics (force transmission, workspace, size, and adjustability/calibration), and the optimization method (categorized as evolutionary computation or non-evolutionary computation methods). We discuss our observations with respect to how the optimization methods have been implemented based on our findings. We conclude our paper with suggestions for future research.Conference Object Citation - WoS: 6Citation - Scopus: 5Measuring the Effect of Stereo Deficiencies on Peripersonal Space Pointing(IEEE Computer Soc, 2023) Batmaz, Anil Ufuk; Batmaz, Anıl Ufuk; Mughribi, Moaaz Hudhud; Saraç Stroppa, Mine; Sarac, Mine; Machuca, Mayra Barrera; Stuerzlinger, WolfgangState-of-the-art Virtual Reality (VR) and Augmented Reality (AR) headsets rely on singlefocal stereo displays. For objects away from the focal plane, such displays create a vergence-accommodation conflict (VAC), potentially degrading user interaction performance. In this paper, we study how the VAC affects pointing at targets within arm's reach with virtual hand and raycasting interaction in current stereo display systems. We use a previously proposed experimental methodology that extends the ISO 9241-411:2015 multi-directional selection task to enable fair comparisons between selecting targets in different display conditions. We conducted a user study with eighteen participants and the results indicate that participants were faster and had higher throughput in the constant VAC condition with the virtual hand. We hope that our results enable designers to choose more efficient interaction methods in virtual environments.Conference Object Citation - WoS: 7Citation - Scopus: 9Haptic Feedback Relocation From the Fingertips To the Wrist for Two-Finger Manipulation in Virtual Reality(IEEE, 2022) Palmer, Jasmin E.; Saraç Stroppa, Mine; Sarac, Mine; Garza, Aaron A.; Okamura, Allison M.Relocation of haptic feedback from the fingertips to the wrist has been considered as a way to enable haptic interaction with mixed reality virtual environments while leaving the fingers free for other tasks. We present a pair of wrist-worn tactile haptic devices and a virtual environment to study how various mappings between fingers and tactors affect task performance. The haptic feedback rendered to the wrist reflects the interaction forces occurring between a virtual object and virtual avatars controlled by the index finger and thumb. We performed a user study comparing four different finger-totactor haptic feedback mappings and one no-feedback condition as a control. We evaluated users' ability to perform a simple pick-and-place task via the metrics of task completion time, path length of the fingers and virtual cube, and magnitudes of normal and shear forces at the fingertips. We found that multiple mappings were effective, and there was a greater impact when visual cues were limited. We discuss the limitations of our approach and describe next steps toward multi-degreeof-freedom haptic rendering for wrist-worn devices to improve task performance in virtual environments.