Saraç Stroppa, Mine

Loading...
Profile Picture
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
mine.sarac@khas.edu.tr
Main Affiliation
Mechatronics Engineering
Status
Website
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID
Scholarly Output

18

Articles

3

Citation Count

0

Supervised Theses

2

Scholarly Output Search Results

Now showing 1 - 5 of 5
  • Conference Object
    Citation - WoS: 0
    Citation - Scopus: 0
    EyeGuide & 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, Mine
    Visual 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.
  • Conference Object
    Citation - WoS: 1
    Citation - Scopus: 1
    Effect 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, Wolfgang
    When 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.
  • Conference Object
    Citation - WoS: 6
    Citation - Scopus: 5
    Measuring 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, Wolfgang
    State-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: 0
    Citation - Scopus: 1
    Eye-Hand Coordination Training: a Systematic Comparison of 2d, Vr, and Ar Display Technologies and Task Instructions
    (Ieee Computer Soc, 2024) Aliza, Aliza; Batmaz, Anıl Ufuk; Zaugg, Irene; Saraç Stroppa, Mine; Celik, Elif; Stuerzlinger, Wolfgang; Ortega, Francisco Raul; Batmaz, Anil Ufuk; Sarac, Mine
    Previous studies on Eye-Hand Coordination Training (EHCT) focused on the comparison of user motor performance across different hardware with cross-sectional studies. In this paper, we compare user motor performance with an EHCT setup in Augmented Reality (AR), Virtual Reality (VR), and on a 2D touchscreen display in a longitudinal study. Through a ten-day user study, we thoroughly analyzed the motor performance of twenty participants with five task instructions focusing on speed, error rate, accuracy, precision, and none. As a novel evaluation criterion, we also analyzed the participants' performance in terms of effective throughput. The results showed that each task instruction has a different effect on one or more psychomotor characteristics of the trainee, which highlights the importance of personalized training programs. Regarding different display technologies, the majority of participants could see more improvement in VR than in 2D or AR. We also identified that effective throughput is a good candidate for monitoring overall motor performance progress in EHCT systems.
  • Conference Object
    Citation - WoS: 6
    Citation - Scopus: 9
    Re-Investigating the Effect of the Vergence-Accommodation Conflict on 3d Pointing
    (Assoc Computing Machinery, 2023) Batmaz, Anil Ufuk; Batmaz, Anıl Ufuk; Turkmen, Rumeysa; Saraç Stroppa, Mine; Sarac, Mine; Machuca, Mayra Donaji Barrera; Stuerzlinger, Wolfgang
    The vergence-accommodation conflict (VAC) limits user performance in current Virtual Reality (VR) systems. In this paper, we investigate the effects of the VAC in a single-focal VR system using three experimental conditions: with no VAC, with a constant VAC, and with a varying VAC. Previous work in this area had yielded conflicting results, so we decided to re-investigate this issue. Eighteen participants performed an ISO 9241:411 task in a study that closely replicates previous work, except that the angle of the task space was rotated 20 degrees downward, to make the task less fatiguing to perform, which addresses a potential confound in previous work. We found that the varying VAC condition had worse performance than the other conditions, which indicates that the contrasting results in previous work were very likely due to biomechanical factors. We hope that our work contributes to the understanding of the influence of the VAC in VR systems and potential strategies for improving user experience and performance in immersive virtual environments.