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Browsing by Author "Hudhud Mughrabi, Moaaz"

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    Citation - WoS: 8
    Citation - Scopus: 11
    Effect of Stereo Deficiencies on Virtual Distal Pointing
    (Assoc Computing Machinery, 2022) Batmaz, Anil Ufuk; Mughrabi, Moaaz Hudhud; Machuca, Mayra Donaji Barrera; Stuerzlinger, Wolfgang; Hudhud Mughrabi, Moaaz; Barrera Machuca, Mayra Donaji
    Previous 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.
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    Citation - WoS: 2
    Citation - Scopus: 2
    Effects 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 Ufuk; Hudhud Mughrabi, Moaaz
    Mirror 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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    Citation - WoS: 4
    Citation - Scopus: 4
    The 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, Wolfgang; Hudhud Mughrabi, Moaaz
    To 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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    Citation - WoS: 1
    Citation - Scopus: 1
    The 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, Wolfgang; Hudhud Mughrabi, Moaaz
    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.
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    Citation - WoS: 13
    Citation - Scopus: 14
    Performance Analysis of Saccades for Primary and Confirmatory Target Selection
    (Assoc Computing Machinery, 2022) Mutasim, Aunnoy K.; Batmaz, Anil Ufuk; Mughrabi, Moaaz Hudhud; Stuerzlinger, Wolfgang; Hudhud Mughrabi, Moaaz
    In 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.
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