Batmaz, Anıl Ufuk
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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
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
15
LIFE ON LAND

0
Research Products
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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3
GOOD HEALTH AND WELL-BEING

4
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17
PARTNERSHIPS FOR THE GOALS

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4
QUALITY EDUCATION

1
Research Products
2
ZERO HUNGER

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10
REDUCED INEQUALITIES

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Research Products
7
AFFORDABLE AND CLEAN ENERGY

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13
CLIMATE ACTION

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Research Products
1
NO POVERTY

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Research Products
9
INDUSTRY, INNOVATION AND INFRASTRUCTURE

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Research Products
12
RESPONSIBLE CONSUMPTION AND PRODUCTION

0
Research Products
8
DECENT WORK AND ECONOMIC GROWTH

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Research Products
11
SUSTAINABLE CITIES AND COMMUNITIES

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Research Products
5
GENDER EQUALITY

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Research Products

This researcher does not have a Scopus ID.

This researcher does not have a WoS ID.

Scholarly Output
29
Articles
5
Views / Downloads
156/151
Supervised MSc Theses
0
Supervised PhD Theses
0
WoS Citation Count
159
Scopus Citation Count
224
WoS h-index
7
Scopus h-index
9
Patents
0
Projects
0
WoS Citations per Publication
5.48
Scopus Citations per Publication
7.72
Open Access Source
4
Supervised Theses
0
Google Analytics Visitor Traffic
| Journal | Count |
|---|---|
| IEEE Conference on Virtual Reality and 3D User Interfaces (VR) -- MAR 16-21, 2024 -- Orlando, FL | 3 |
| 22nd IEEE International Symposium on Mixed and Augmented Reality (ISMAR) -- OCT 16-20, 2023 -- Sydney, AUSTRALIA | 2 |
| Conference on Human Factors in Computing Systems - Proceedings | 2 |
| 28th Acm Symposium on Virtual Reality Software and Technology, Vrst 2022 | 2 |
| International Case Studies in Food Tourism | 2 |
Current Page: 1 / 5
Scopus Quartile Distribution
Competency Cloud

29 results
Scholarly Output Search Results
Now showing 1 - 10 of 29
Conference Object Citation - WoS: 21Citation - Scopus: 22My Eyes Hurt: Effects of Jitter in 3D Gaze Tracking(IEEE Computer Soc, 2022) Mughrabi, Moaaz Hudhud; Mutasim, Aunnoy K.; Stuerzlinger, Wolfgang; Batmaz, Anil UfukJitter, small fluctuations in the signal, is one of the major sources for a decrease in motor performance and a negative user experience in virtual reality (VR) systems. Current technologies still cannot eliminate jitter in VR systems, especially in the eye-gaze tracking systems embedded in many head-mounted displays. In this work, we used an HTC Vive Pro Eye, artificially added 0.5 degrees, 1 degrees, and 1.5 degrees jitter to the eye-tracking data, and analyzed user performance in an ISO 9241:411 pointing task with targets at 1 or 2 meters visual distance using angular Fitts' law. The results showed that the user's error rate significantly increases with increased jitter levels. No significant difference was observed for time and throughput. Additionally, we observed a significant decrease in performance in terms of time, error rate, and accuracy for the more distant targets. We hope that our results guide researchers, practitioners, and developers towards better gaze-tracking-based VR applications.Conference Object Citation - WoS: 8Citation - Scopus: 9I 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; 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 Citation - Scopus: 7Does Repeatedly Typing the Same Phrase Provide a Good Estimate of Expert Text Entry Performance?(Association for Computing Machinery, 2023) Mutasim, A.K.; 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 Citation - WoS: 9Citation - Scopus: 9The Impact of Haptic Feedback During Sudden, Rapid Virtual Interactions(Ieee, 2023) Tanacar, Nizamettin T.; Mughrabi, Moaaz H.; 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 Citation - WoS: 7Citation - Scopus: 7Eye-Hand Coordination Training: a Systematic Comparison of 2d, Vr, and Ar Display Technologies and Task Instructions(Ieee Computer Soc, 2024) Aliza, Aliza; Zaugg, Irene; 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.Article Citation - WoS: 1Citation - Scopus: 1The Influence of Eye Gaze Interaction Technique Expertise and the Guided Evaluation Method on Text Entry Performance Evaluations(Assoc Computing Machinery, 2025) Mutasim, Aunnoy K.; Batmaz, Anil Ufuk; Mughrabi, Moaaz Hudhud; Stuerzlinger, WolfgangAny investigation of learning unfamiliar text entry systems is affected by the need to train participants on multiple new components simultaneously, such as novel interaction techniques and layouts. The Guided Evaluation Method (GEM) addresses this challenge by bypassing the need to learn layout-specific skills for text entry. However, a gap remains as the GEM's performance has not been assessed in situations where users are unfamiliar with the interaction technique involved, here eye-gaze-based dwell. To address this, we trained participants on only the eye-gaze-based interaction technique over eight days with QWERTY and then evaluated their performance on the OPTI layout with the GEM. Results showed that the unfamiliar OPTI layout outperformed QWERTY, with QWERTY's speed aligning with previous findings, suggesting that interaction technique expertise significantly impacts performance outcomes. Importantly, we also identified that for scenarios where the familiarity with the involved interaction technique(s) is the same, the GEM analyzes the performance of keyboard layouts effectively and quickly identifies the best option.Article Citation - WoS: 2Citation - Scopus: 2Effects of Color Cues on Eye-Hand Coordination Training With a Mirror Drawing Task in Virtual Environment(Frontiers Media Sa, 2024) Alrubaye, Zainab; Mughrabi, Moaaz Hudhud; Manav, Banu; Batmaz, Anil UfukMirror 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.Conference Object Citation - Scopus: 2When Anchoring Fails: Interactive Alignment of Large Virtual Objects in Occasionally Failing AR Systems(Springer Science and Business Media Deutschland GmbH, 2022) Batmaz, A.U.; 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 Citation - WoS: 12Citation - Scopus: 14Performance Analysis of Saccades for Primary and Confirmatory Target Selection(Assoc Computing Machinery, 2022) Mutasim, Aunnoy K.; 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.Article Citation - WoS: 4Citation - Scopus: 4The 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, Anil Ufuk; Mughrabi, Moaaz Hudhud; Stuerzlinger, WolfgangTo 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.
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