Browsing by Author "Aliza, Aliza"
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Conference Object Citation - Scopus: 2Enhancing Eye-Hand Coordination in Volleyball Players: A Comparative Analysis of VR, AR, and 2D Display Technologies and Task Instructions(IEEE Computer SOC, 2024) Hatira, Nour; Aliza, Aliza; Batmaz, Anil Ufuk; Sarac, Mine; Mechatronics Engineering; 05. Faculty of Engineering and Natural Sciences; 01. Kadir Has UniversityPrevious studies analyzed user motor performance with Virtual Reality (VR) and Augmented Reality (AR) Eye-Hand Coordination Training Systems (EHCTSs) while asking participants to follow specific task instructions. Although these studies suggested VR & AR EHCTSs as potential training systems for sports players, they recruited participants for their user studies among general population. In this paper, we examined the training performance of 16 professional volleyball players over 8 days using EHCTSs with three display technologies (VR, AR, and 2D touchscreen) and with four distinct task instructions (prioritizing speed, error rate, accuracy, or none). Our results indicate that volleyball players performed best with 2D touchscreen in terms of time, error rate, accuracy, precision, and throughput. Moreover, their performance was superior when using VR over AR. They also successfully followed the task instructions given to them and consistently improved their throughput performance. These findings underscore the potential of EHCTS in volleyball training and highlight the need for further research to optimize VR & AR user experience and performance.Conference Object Citation - WoS: 5Citation - Scopus: 6Eye-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, Mine; Mechatronics Engineering; 05. Faculty of Engineering and Natural Sciences; 01. Kadir Has UniversityPrevious 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: 4Citation - Scopus: 4On the Effectiveness of Virtual Eye-Hand Coordination Training With Head Mounted Displays(IEEE Computer Soc, 2023) Mughrabi, Moaaz Hudhud; Kaya, Furkan; Batmaz, Anil Ufuk; Aliza, Aliza; Stuerzlinger, Wolfgang; Borazan, Baris; Tonyali, Emir; Mechatronics Engineering; 05. Faculty of Engineering and Natural Sciences; 01. Kadir Has UniversityEye-hand coordination training systems are used to train participants' motor skills and visual perception. Such systems have already been tested in Virtual Reality, and the results revealed that Head Mounted Display-based systems have the potential to improve the motor training. However. this was only investigated in an hour-long study. In the longitudinal study reported here, we analyzed the motor performance of three participants in ten sessions with three different assessment criteria, where participants were instructed to focus on speed, error rate, or complete the training freely (with no instructions). We also assessed the effective throughput performance of the participants. Our results indicate that effective throughput can be potentially used as an additional assessment criterion, We hope that our results will help practitioners and developers design efficient Virtual Reality training systems.Article Visuo-Haptic Exploration with Relocated Haptic Feedback: Impact of Virtual and Augmented Reality(Taylor & Francis LTD, 2025) Aliza, Aliza; Sarac, Mine; Mechatronics Engineering; 05. Faculty of Engineering and Natural Sciences; 01. Kadir Has UniversityRendering haptic feedback on the wrist is an effective solution for freeing users' hands during virtual interactions while still providing haptic feedback, mostly focusing on Virtual Reality (VR) environments. Unfortunately, whether these solutions can be extended to Augmented Reality (AR) interactions has not been investigated before. In this paper, we investigate the perceptual differences between VR and AR environments with a user study experiment based on a stiffness discrimination task. Our findings revealed similar task accuracy and sensitivity in VR and AR but different exploration behaviors (i.e. higher interaction time in AR) and user experience (i.e. higher enjoyment and less mental fatigue in AR). These differences may be explained by the increased cognitive load and the environmental immersion in AR, where users navigate both virtual and real elements simultaneously. This suggests that visuo-haptic psychophysical findings obtained in VR can be extended to AR, even though user experience and exploration behavior might differ.
