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
ORCID ID
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID

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 Exploring Discrete Drawing Guides To Assist Users in Accurate Mid-Air Sketching in Vr(Association for Computing Machinery, 2022) Türkmen, R.; Batmaz, Anıl Ufuk; Pfeuffer, K.; Barrera MacHuca, M.D.; Batmaz, A.U.; Gellersen, H.Even though VR design applications that support sketching are popular, sketching accurately in mid-air is challenging for users. In this paper, we explore discrete visual guides that assist users' stroke accuracy and drawing experience inside the virtual environment. We also present an eye-tracking study that compares continuous, discrete, and no guide in a basic drawing task. Our experiment asks participants to draw a circle and a line using three different guide types, three different sizes and two different orientations. Results indicate that discrete guides are more user-friendly than continuous guides, as the majority of participants preferred their use, while we found no difference in speed/accuracy compared to continuous guides. Potentially, this can be attributed to distinct eye-gaze strategies, as discrete guides led users to shift their eyes more frequently between guide points and the drawing cursor. Our insights are useful for practitioners and researchers in 3D sketching, as they are a first step to inform future design applications of how visual guides inside the virtual environment affect visual behaviour and how eye-gaze can become a tool to assist sketching. © 2022 ACM.Conference Object Performance Analysis of Saccades for Primary and Confirmatory Target Selection(Assoc Computing Machinery, 2022) Batmaz, Anıl Ufuk; Batmaz, Anil Ufuk; Mughrabi, Moaaz Hudhud; Stuerzlinger, WolfgangIn 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.Editorial Preface(Association for Computing Machinery, Inc, 2021) Ortega, F.; Batmaz, Anıl Ufuk; Teather, R.; Bruder, G.; Piumsomboon, T.; Weyers, B.; Batmaz, A.U.; Johnsen, K.[No abstract available]Conference Object Effect 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.Conference Object When 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.Augmented 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 I 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 UfukThanks 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 Effect of Stereo Deficiencies on Virtual Distal Pointing(Assoc Computing Machinery, 2022) Batmaz, Anil Ufuk; Batmaz, Anıl Ufuk; Mughrabi, Moaaz Hudhud; Machuca, Mayra Donaji Barrera; Stuerzlinger, WolfgangPrevious work has shown that the mismatch between disparity and optical focus cues, i.e., the vergence and accommodation conflict (VAC), affects virtual hand selection in immersive systems. To investigate if the VAC also affects distal pointing with ray casting, we ran a user study with an ISO 9241:411 multidirectional selection task where participants selected 3D targets with three different VAC conditions, no VAC, i.e., targets placed roughly at 75 cm, which matches the focal plane of the VR headset, constant VAC, i.e., at 400 cm from the user, and varying VAC, where the depth distance of targets changed between 75 cm and 400 cm. According to our results, the varying VAC condition requires the most time and decreases the throughput performance of the participants. It also takes longer for users to select targets in the constant VAC condition than without the VAC. Our results show that in distal pointing placing objects at different depth planes has detrimental effect on the user performance.Conference Object Does 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.To 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 The Impact of Haptic Feedback During Sudden, Rapid Virtual Interactions(Ieee, 2023) Batmaz, Anıl Ufuk; Saraç Stroppa, Mine; Batmaz, Anil U.; Leonardis, Daniele; Sarac, MineHaptic 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 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, MinePrevious 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.
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