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Browsing by Author "Batmaz, A.U."

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    Citation - Scopus: 0
    Depth3DSketch: Freehand Sketching Out of Arm's Reach in Virtual Reality
    (Association for Computing Machinery, 2025) Bashar, M.R.; Amini, M.; Stuerzlinger, W.; Sarac, M.; Pfeuffer, K.; Machuca, M.D.B.; Batmaz, A.U.
    Due to the increasing availability and popularity of virtual reality (VR) systems, 3D sketching applications have also boomed. Most of these applications focus on peripersonal sketching, e.g., within arm’s reach. Yet, sketching in larger scenes requires users to walk around the virtual environment while sketching or to change the sketch scale repeatedly. This paper presents Depth3DSketch, a 3D sketching technique that allows users to sketch objects up to 2.5 m away with a freehand sketching technique. Users can select the sketching depth with three interaction methods: using the joystick on a single controller, the intersection from two controllers, or the intersection from the controller ray and the user’s gaze. We compared these interaction methods in a user study. Results show that users preferred the joystick to select visual depth, but there was no difference in user accuracy or sketching time between the three methods. © 2025 Copyright held by the owner/author(s).
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    Citation - Scopus: 5
    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.; Mechatronics Engineering
    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.
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    Enhancing Eye-Hand Coordination in Volleyball Players: a Comparative Analysis of Vr, Ar, and 2d Display Technologies and Task Instructions
    (Institute of Electrical and Electronics Engineers Inc., 2024) Batmaz, Anıl Ufuk; Aliza, A.; Batmaz, A.U.; Sarac, M.; Mechatronics Engineering
    Previous 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. © 2024 IEEE.
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    Citation - Scopus: 11
    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.; Mechatronics Engineering
    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.
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    Citation - Scopus: 0
    The Influence of Eye Gaze Interaction Technique Expertise and the Guided Evaluation Method on Text Entry Performance Evaluations
    (Association for Computing Machinery, 2025) Mutasim, A.K.; Batmaz, A.U.; Hudhud Mughrabi, M.; Stuerzlinger, W.
    Any 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. © 2025 ACM.
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    Editorial
    Citation - Scopus: 0
    Preface
    (Association for Computing Machinery, Inc, 2022) Sra, M.; Batmaz, Anıl Ufuk; Ortega, F.; Piumsomboon, T.; Weyers, B.; Peck, T.; Barrera, M.; Batmaz, A.U.; Mechatronics Engineering
    [No abstract available]
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    Citation - Scopus: 2
    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.; Mechatronics Engineering
    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.