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
Job Title
Dr. Öğr. Üyesi
Email Address
Main Affiliation
Mechatronics Engineering
Status
Current Staff
Website
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID

Sustainable Development Goals

15

LIFE ON LAND
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16

PEACE, JUSTICE AND STRONG INSTITUTIONS
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14

LIFE BELOW WATER
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6

CLEAN WATER AND SANITATION
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0

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3

GOOD HEALTH AND WELL-BEING
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1

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17

PARTNERSHIPS FOR THE GOALS
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0

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4

QUALITY EDUCATION
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4

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2

ZERO HUNGER
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10

REDUCED INEQUALITIES
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7

AFFORDABLE AND CLEAN ENERGY
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13

CLIMATE ACTION
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1

NO POVERTY
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9

INDUSTRY, INNOVATION AND INFRASTRUCTURE
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12

RESPONSIBLE CONSUMPTION AND PRODUCTION
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8

DECENT WORK AND ECONOMIC GROWTH
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11

SUSTAINABLE CITIES AND COMMUNITIES
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5

GENDER EQUALITY
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Documents

47

Citations

520

h-index

11

Documents

0

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0

Scholarly Output

32

Articles

12

Views / Downloads

219/642

Supervised MSc Theses

3

Supervised PhD Theses

0

WoS Citation Count

144

Scopus Citation Count

149

WoS h-index

7

Scopus h-index

8

Patents

0

Projects

0

WoS Citations per Publication

4.50

Scopus Citations per Publication

4.66

Open Access Source

9

Supervised Theses

3

JournalCount
IEEE Conference on Virtual Reality and 3D User Interfaces (VR) -- MAR 16-21, 2024 -- Orlando, FL3
IEEE Transactions on Haptics3
2022 Ieee/Rsj International Conference on Intelligent Robots and Systems (Iros)2
22nd IEEE International Symposium on Mixed and Augmented Reality (ISMAR) -- OCT 16-20, 2023 -- Sydney, AUSTRALIA2
IEEE Access2
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Scholarly Output Search Results

Now showing 1 - 10 of 32
  • Article
    Citation - WoS: 1
    Citation - Scopus: 1
    Gamifying Haptics User Studies: Comparison of Response Times From Smartphone Interfaces
    (IEEE Computer Soc, 2025) Kudsi, Bushra; Xu, Doris; Sen, Umit; Yoshida, Kyle T.; Stroppa, Fabio; Nunez, Cara M.; Sarac, Mine
    Haptics 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.
  • Article
    Citation - WoS: 7
    Citation - Scopus: 12
    Touch To Learn: a Review of Haptic Technology's Impact on Skill Development and Enhancing Learning Abilities for Children
    (Wiley, 2024) Hatira, Amal; Sarac, Mine
    Early childhood education is critical in shaping children's intellectual and motor skills as it provides a solid foundation for cognitive, social, and emotional development, which highly depends on spatial thinking. Haptic feedback can be effectively used for educational and training purposes, particularly in fields such as physics, math, and arts, offering a more interactive learning media and supporting kinesthetic learners by its nature. Herein, different ways of implementing haptic feedback on different educational scenarios from the perspective of technological development and their impact on children's learned skills and outcomes (e.g., their motivation, their analytical or spatial thinking abilities, or fine motor skills) will be examined. This article provides an overview of how haptic feedback has been implemented in different learning scenarios for children. Particularly, it is indicated that haptics can potentially improve early childhood learning outcomes and spatial reasoning skills as it can increase children's interest, participation, performance in educational activities, and analytical ability. The major drawbacks of the current studies, such as variance in participants' learning challenges and small sample numbers are also highlighted. Haptic feedback can be used for educationand training , offering a more interactive learning media and supporting kinesthetic learners by its nature. Herein, we provide an overview of how haptic feedback has been implemented in different learning scenarios for children from the perspective of technological development and their impact on learned skills, achieved motivation, thinking abilities, or fine motor skills.image (c) 2024 WILEY-VCH GmbH
  • Article
    Multimodal Feedback in Automated Training Systems for Cardiopulmonary Resuscitation: A Review
    (IEEE-Inst Electrical Electronics Engineers Inc, 2026) Sarac, Mine; Cetin, Sevval; Aslan, Baran; Tas, Ali; Stroppa, Fabio
    Incorporating multimodal feedback in automated cardiopulmonary resuscitation (CPR) training systems has emerged as a crucial advancement in medical education, aiming to improve the quality and efficacy of CPR performance. This work presents an extensive and technical literature search on automated training CPR systems, specifically focusing on the feedback modality they provide during training sessions. We completed the search in the IEEE, ACM, Springer, SAGE, Elsevier, MDPI, Scholar, and Scopus databases between 2015 and 2025 (August) using the keywords "CPR," "Virtual Reality (VR)," "Augmented Reality (AR)," "feedback," and "training." We categorized our findings based on the type of feedback provided (i.e., visual, audio, haptic, or a combination of these), the display type used to render the feedback, the technology used to monitor the trainee's performance, and the type of manikin used. We conclude with recommendations for future research.
  • Conference Object
    Citation - WoS: 5
    Citation - Scopus: 9
    Effects of Opaque, Transparent and Invisible Hand Visualization Styles on Motor Dexterity in a Virtual Reality Based Purdue Pegboard Test
    (Ieee Computer Soc, 2023) Voisard, Laurent; Hatira, Amal; Sarac, Mine; Kersten-Oertel, Marta; Batmaz, Anil Ufuk
    The virtual hand interaction technique is one of the most common interaction techniques used in virtual reality (VR) systems. A VR application can be designed with different hand visualization styles, which might impact motor dexterity. In this paper, we aim to investigate the effects of three different hand visualization styles transparent, opaque, and invisible - on participants' performance through a VR-based Purdue Pegboard Test (PPT). A total of 24 participants were recruited and instructed to place pegs on the board as quickly and accurately as possible. The results indicated that using the invisible hand visualization significantly increased the number of task repetitions completed compared to the opaque hand visualization. However, no significant difference was observed in participants' preference for the hand visualization styles. These findings suggest that an invisible hand visualization may enhance performance in the VR-based PPT, potentially indicating the advantages of a less obstructive hand visualization style. We hope our results can guide developers, researchers, and practitioners when designing novel virtual hand interaction techniques.
  • Article
    Haptic-Assisted Soldering Training Protocol in Virtual Reality: The Impact of Scaffolded Guidance
    (Institute of Electrical and Electronics Engineers Inc., 2025) Yilmaz, M.; Batmaz, A.U.; Sarac, M.
    In this paper, we present a virtual training platform for soldering based on immersive visual feedback (i.e., a Virtual Reality (VR) headset) and scaffolded guidance (i.e., disappearing throughout the training) provided through a haptic device (Phantom Omni). We conducted a between-subject user study experiment with four conditions (2D monitor with no guidance, VR with no guidance, VR with constant, active guidance, and VR with scaffolded guidance) to evaluate their performance in terms of procedural memory, motor skills in VR, and skill transfer to real life. Our results showed that the scaffolded guidance offers the most effective transitioning from the virtual training to the real-life task — even though the VR with no guidance group has the best performance during the virtual training. These findings are critical for the industry and academy looking for safer and more effective training techniques, leading to better learning outcomes in real-life implementations. Furthermore, this work offers new insights into further haptic research in skill transfer and learning approaches while offering information on the possibilities of haptic-assisted VR training for complex skills, such as welding and medical stitching. © 2025 Elsevier B.V., All rights reserved.
  • Article
    Citation - WoS: 28
    Perceived Intensities of Normal and Shear Skin Stimuli Using a Wearable Haptic Bracelet
    (IEEE-Inst Electrical Electronics Engineers Inc, 2022) Sarac, 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.
  • Master Thesis
    Sanal Gerçeklıkte El-Göz Koordinasyonu ve İnce Motor Kontrolü: Değerlendirme Metrikleri ve Haptık Geri Bildirim Stratejileri
    (2025) Hatira, Nour; Stroppa, Mine Saraç
    Sanal Gerçeklik (SG), eğitim ve motor beceri gelişimi için bir platform olarak giderek daha fazla kullanılmaktadır. Bununla birlikte, sanal gerçeklikte görev performansı için kritik öneme sahip olan etkili ince motor kontrolü ve El-Göz koordinasyonunun (EGK) sağlanmasında zorluklar devam etmektedir. Bu tez, sanal gerçeklikte EGK'yi iki tamamlayıcı perspektiften incelemektedir: performans değerlendirmesi ve Haptik geri bildirim yoluyla motor iyileştirme. İlk olarak, farklı görev talimatlarının (doğruluk, hata veya nötr odaklı) zaman içinde performansı nasıl etkilediğini incelemek için çeşitli fiziksel yeteneklere sahip 36 katılımcıyla uzunlamasına bir kullanıcı çalışması gerçekleştirdik. Daha sonra, SG tabanlı EGK Eğitiminde (EGKE) yaygın olarak kullanılan performans ölçümlerini değerlendirdik. Analizimiz, Throughput'un özellikle hız-doğruluk ödünleşiminin varlığında performansı doğru bir şekilde yakalamadaki sınırlamalarını ortaya koydu. Sonuç olarak, EGKE performansını daha etkili bir şekilde değerlendiren alternatif ölçütler önerdik. İkinci olarak, ince motor görevleri sırasında Haptik geri bildirimin kullanıcı etkileşimi üzerindeki rolünü inceledik. Haptik geri bildirim sağlamak için SenseGlove Nova 1 kullandığımız ve 24 katılımcının yer aldığı bir kullanıcı çalışması gerçekleştirdik. Bu çalışmada, farklı haptik modalitelerin (birleşik, yalnızca kuvvet, yalnızca titreşim ve hiçbiri) ve nesne özelliklerinin (boyut ve şekil) görev performansı üzerindeki etkilerini değerlendirdik. Bu çalışmanın sonuçları, kombine geri bildirimin hassasiyeti önemli ölçüde artırdığını, çarpışmaları azalttığını ve özellikle daha büyük ve daha karmaşık nesne şekilleri için genel manipülasyon deneyimini iyileştirdiğini gösterdi.
  • Conference Object
    Citation - WoS: 3
    Citation - Scopus: 4
    Effect of Hand and Object Visibility in Navigational Tasks Based on Rotational and Translational Movements in Virtual Reality
    (Ieee Computer Soc, 2024) Hatira, Amal; Gelmez, Zeynep Ecem; Batmaz, Anil Ufuk; Sarac, Mine
    During 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.
  • Conference Object
    Citation - WoS: 3
    Citation - Scopus: 4
    The Impact of Evolutionary Computation on Robotic Design: a Case Study With an Underactuated Hand Exoskeleton
    (Ieee, 2024) Akbas, Baris; Yuksel, Huseyin Taner; Soylemez, Aleyna; Zyada, Mazhar Eid; Sarac, Mine; Stroppa, Fabio
    Robotic exoskeletons can enhance human strength and aid people with physical disabilities. However, designing them to ensure safety and optimal performance presents significant challenges. Developing exoskeletons should incorporate specific optimization algorithms to find the best design. This study investigates the potential of Evolutionary Computation (EC) methods in robotic design optimization, with an underactuated hand exoskeleton (U-HEx) used as a case study. We propose improving the performance and usability of the U-HEx design, which was initially optimized using a naive brute-force approach, by integrating EC techniques such as Genetic Algorithm and Big Bang-Big Crunch Algorithm. Comparative analysis revealed that EC methods consistently yield more precise and optimal solutions than brute force in a significantly shorter time. This allowed us to improve the optimization by increasing the number of variables in the design, which was impossible with naive methods. The results show significant improvements in terms of the torque magnitude the device transfers to the user, enhancing its efficiency. These findings underline the importance of performing proper optimization while designing exoskeletons, as well as providing a significant improvement to this specific robotic design.
  • Review
    Citation - WoS: 7
    Citation - Scopus: 8
    Optimizing soft robot design and tracking with and without evolutionary computation: an intensive survey
    (Cambridge Univ Press, 2024) Stroppa, Fabio; Majeed, Fatimah Jabbar; Batiya, Jana; Baran, Eray; Sarac, Mine
    Soft 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.