Batmaz, Anıl Ufuk
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Name Variants
Batmaz, Anıl Ufuk
A.,Batmaz
A. U. Batmaz
Anıl Ufuk, Batmaz
Batmaz, Anil Ufuk
A.,Batmaz
A. U. Batmaz
Anil Ufuk, Batmaz
Batmaz, A.U.
Batmaz, Anil U.
Batmaz, Anil Ufuk K.
A.,Batmaz
A. U. Batmaz
Anıl Ufuk, Batmaz
Batmaz, Anil Ufuk
A.,Batmaz
A. U. Batmaz
Anil Ufuk, Batmaz
Batmaz, A.U.
Batmaz, Anil U.
Batmaz, Anil Ufuk K.
Job Title
Dr. Öğr. Üyesi
Email Address
Aubatmaz@khas.edu.tr
Main Affiliation
Mechatronics Engineering
Status
Former Staff
Website
ORCID ID
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID
Sustainable Development Goals Report Points
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Scholarly Output
26
Articles
3
Citation Count
0
Supervised Theses
0
26 results
Scholarly Output Search Results
Now showing 1 - 10 of 26
Conference Object Citation - WoS: 7Citation - Scopus: 10Performance Analysis of Saccades for Primary and Confirmatory Target Selection(Assoc Computing Machinery, 2022) Batmaz, Anıl Ufuk; Batmaz, Anil Ufuk; Mughrabi, Moaaz Hudhud; Stuerzlinger, Wolfgang; Mechatronics EngineeringIn eye-gaze-based selection, dwell suffers from several issues, e.g., the Midas Touch problem. Here we investigate saccade-based selection techniques as an alternative to dwell. First, we designed a novel user interface (UI) for Actigaze and used it with ( goal-crossing) saccades for confirming the selection of small targets (i.e., < 1.5-2 degrees). We compared it with three other variants of Actigaze (with button press, dwell, and target reverse crossing) and two variants of target magnification (with button press and dwell). Magnification-dwell exhibited the most promising performance. For Actigaze, goal-crossing was the fastest option but suffered the most errors. We then evaluated goal-crossing as a primary selection technique for normal-sized targets (>= 2 degrees) and implemented a novel UI for such interaction. Results revealed that dwell achieved the best performance. Yet, we identified goal-crossing as a good compromise between dwell and button press. Our findings thus identify novel options for gaze-only interaction.Article Citation - WoS: 1Citation - Scopus: 2The Guided Evaluation Method: an Easier Way To Empirically Estimate Trained User Performance for Unfamiliar Keyboard Layouts(Academic Press Ltd- Elsevier Science Ltd, 2024) Mutasim, Aunnoy K.; Batmaz, Anıl Ufuk; Batmaz, Anil Ufuk; Mughrabi, Moaaz Hudhud; Stuerzlinger, Wolfgang; Mechatronics EngineeringTo determine in a user study whether proposed keyboard layouts, such as OPTI, can surpass QWERTY in performance, extended training through longitudinal studies is crucial. However, addressing the challenge of creating trained users presents a logistical bottleneck. A common alternative involves having participants type the same word or phrase repeatedly. We conducted two separate studies to investigate this alternative. The findings reveal that both approaches, repeatedly typing words or phrases, have limitations in accurately estimating trained user performance. Thus, we propose the Guided Evaluation Method (GEM), a novel approach to quickly estimate trained user performance with novices. Our results reveal that in a matter of minutes, participants exhibited performance similar to an existing longitudinal study - OPTI outperforms QWERTY. As it eliminates the need for resource-intensive longitudinal studies, our new GEM thus enables much faster estimation of trained user performance. This outcome will potentially reignite research on better text entry methods.Conference Object Citation - Scopus: 1When Anchoring Fails: Interactive Alignment of Large Virtual Objects in Occasionally Failing AR Systems(Springer Science and Business Media Deutschland GmbH, 2022) Batmaz, Anıl Ufuk; Stuerzlinger, W.; Mechatronics EngineeringAugmented reality systems show virtual object models overlaid over real ones, which is helpful in many contexts, e.g., during maintenance. Assuming all geometry is known, misalignments in 3D poses will still occur without perfectly robust viewer and object 3D tracking. Such misalignments can impact the user experience and reduce the potential benefits associated with AR systems. In this paper, we implemented several interaction algorithms to make manual virtual object alignment easier, based on previously presented methods, such as HoverCam, SHOCam, and a Signed Distance Field. Our approach also simplifies the user interface for manual 3D pose alignment in 2D input systems. The results of our work indicate that our approach can reduce the time needed for interactive 3D pose alignment, which improves the user experience. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.Conference Object Citation - WoS: 25Citation - Scopus: 43The Effect of the Vergence-Accommodation Conflict on Virtual Hand Pointing in Immersive Displays(Assoc Computing Machinery, 2022) Batmaz, Anıl Ufuk; Machuca, Mayra Donaji Barrera; Sun, Junwei; Stuerzlinger, Wolfgang; Mechatronics EngineeringPrevious work hypothesized that for Virtual Reality (VR) and Augmented Reality (AR) displays a mismatch between disparities and optical focus cues, known as the vergence and accommodation conflict (VAC), affects depth perception and thus limits user performance in 3D selection tasks within arm's reach (peri-personal space). To investigate this question, we built a multifocal stereo display, which can eliminate the influence of the VAC for pointing within the investigated distances. In a user study, participants performed a virtual hand 3D selection task with targets arranged laterally or along the line of sight, with and without a change in visual depth, in display conditions with and without the VAC. Our results show that the VAC influences 3D selection performance in common VR and AR stereo displays and that multifocal displays have a positive effect on 3D selection performance with a virtual hand.Conference Object Citation - WoS: 6Citation - Scopus: 6Measuring 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; Mechatronics EngineeringState-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: 4Citation - Scopus: 7I Consider Vr Table Tennis To Be My Secret Weapon!: an Analysis of the Vr Table Tennis Players' Experiences Outside the Lab(Assoc Computing Machinery, 2023) Karatas, Eren; Batmaz, Anıl Ufuk; Sunday, Kissinger; Apak, Sude Erva; Li, Yiwei; Sun, Junwei; Batmaz, Anil Ufuk; Mechatronics EngineeringThanks to stand-alone Virtual Reality (VR) advances, users can play realistic simulations of real-life sports at their homes. In these game simulations, players control their avatars by doing the same movements as in real life (RL) while playing against a person or AI opponent, making VR sports attractive for the players. In this paper, we surveyed a popular VR table tennis game community, focusing on understanding their demographics, challenges, and experiences with skill transfers between VR and RL. Our results show that, on average, VR table tennis players are primarily men, live in Europe/Asia, and are 38 years old. We also found that the current state of VR technology affects the player's experience and that players see VR as a convenient way to play matches but that RL is better for socialization. Finally, we identified skills like backhand and forehand strikes that players perceived to be transferred from VR to RL and vice versa. Our research findings have the potential to serve as a valuable resource for VR table tennis game developers seeking to integrate mid-air controllers into their future projects.Conference Object Citation - Scopus: 4Does Repeatedly Typing the Same Phrase Provide a Good Estimate of Expert Text Entry Performance?(Association for Computing Machinery, 2023) Batmaz, Anıl Ufuk; Batmaz, A.U.; Hudhud Mughrabi, M.; Stuerzlinger, W.; Mechatronics EngineeringTo identify if novel/unfamiliar keyboard layouts like OPTI can outperform QWERTY, lengthy training through longitudinal studies is typically required. To reduce this logistical bottleneck, a popular approach in the literature requires participants to type the same phrase repeatedly. However, it is still unknown whether this approach provides a good estimate of expert performance. To validate this method, we set up a study where participants were tasked with typing the same phrase 96 times for both OPTI and QWERTY. Results showed that this approach has the potential to estimate expert performance for novel/unfamiliar keyboards faster than the traditional approach with different phrases. Yet, we also found that accurate estimates still require training over several days and, therefore, do not eliminate the need for a longitudinal study. Our findings thus show the need for research on faster, easier, and more reliable empirical approaches to evaluate text entry systems. © 2023 Owner/Author.Conference Object Citation - WoS: 2Citation - Scopus: 5The Impact of Haptic Feedback During Sudden, Rapid Virtual Interactions(Ieee, 2023) Batmaz, Anıl Ufuk; Saraç Stroppa, Mine; Batmaz, Anil U.; Leonardis, Daniele; Sarac, Mine; Mechatronics EngineeringHaptic feedback is known to improve the realism and the performance of virtual tasks during manipulation or teleoperation tasks. However, these benefits might depend on the nature of virtual tasks or the intensity of haptic rendering. In this paper, we focused on the impact of the presence and the intensity of the haptic stimulus during sudden, rapid virtual interactions through a variation of an ISO 9241:411 - task instead of calm, exploration-based interactions. We conducted a user study where the haptic stimulus is rendered through a realistic 1-DoF fingertip haptic device with different intensity levels (full-strength, half-strength, and no-strength) as they are asked to choose highlighted targets on a 6-by-5 grid as fast and correctly as possible. Our results show that haptic feedback did not significantly affect user performance regarding time, throughput, or the nature of the selection behavior. However, participants made significantly more errors when haptic feedback was present in half-strength compared to full-strength and no-strength conditions. In the post-experiment questionnaire, participants reported having favored haptic feedback in full strength in terms of perceived realism, enjoyment, and immersion.Conference Object Citation - WoS: 2Citation - Scopus: 3Eye-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; Mechatronics EngineeringPrevious 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.Article Citation - WoS: 1Citation - Scopus: 2Effects of Color Cues on Eye-Hand Coordination Training With a Mirror Drawing Task in Virtual Environment(Frontiers Media Sa, 2024) Alrubaye, Zainab; Manav, Banu; Mughrabi, Moaaz Hudhud; Batmaz, Anıl Ufuk; Manav, Banu; Batmaz, Anil Ufuk; Mechatronics Engineering; Interior Architecture and Environmental DesignMirror drawing is a motor learning task that is used to evaluate and improve eye-hand coordination of users and can be implemented in immersive Virtual Reality (VR) Head-Mounted Displays (HMDs) for training purposes. In this paper, we investigated the effect of color cues on user motor performance in a mirror-drawing task between Virtual Environment (VE) and Real World (RW), with three different colors. We conducted a 5-day user study with twelve participants. The results showed that the participants made fewer errors in RW compared to VR, except for pre-training, which indicated that hardware and software limitations have detrimental effects on the motor learning of the participants across different realities. Furthermore, participants made fewer errors with the colors close to green, which is usually associated with serenity, contentment, and relaxation. According to our findings, VR headsets can be used to evaluate participants' eye-hand coordination in mirror drawing tasks to evaluate the motor-learning of participants. VE and RW training applications could benefit from our findings in order to enhance their effectiveness.
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