Saraç Stroppa, Mine

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Name Variants
Saraç Stroppa, Mine
Saraç M.
Sarac Stroppa, Mine
Saraç Stroppa,M.
SARAÇ STROPPA, Mine
Sarac Stroppa,Mine
Mine Saraç Stroppa
MINE SARAÇ STROPPA
Saraç Stroppa, MINE
Sarac Stroppa,M.
S.,Mine
M. Saraç Stroppa
Mine SARAÇ STROPPA
Saraç Stroppa, M.
S., Mine
Mine, Sarac Stroppa
SARAÇ STROPPA, MINE
Sarac, Mine
Stroppa, Mine Saraç
Stroppa, Mine Sarac
Job Title
Dr. Öğr. Üyesi
Email Address
Main Affiliation
Mechatronics Engineering
Status
Current Staff
Website
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID

Sustainable Development Goals

4

QUALITY EDUCATION
QUALITY EDUCATION Logo

4

Research Products

6

CLEAN WATER AND SANITATION
CLEAN WATER AND SANITATION Logo

0

Research Products

10

REDUCED INEQUALITIES
REDUCED INEQUALITIES Logo

0

Research Products

13

CLIMATE ACTION
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0

Research Products

14

LIFE BELOW WATER
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0

Research Products

2

ZERO HUNGER
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0

Research Products

8

DECENT WORK AND ECONOMIC GROWTH
DECENT WORK AND ECONOMIC GROWTH Logo

0

Research Products

12

RESPONSIBLE CONSUMPTION AND PRODUCTION
RESPONSIBLE CONSUMPTION AND PRODUCTION Logo

0

Research Products

9

INDUSTRY, INNOVATION AND INFRASTRUCTURE
INDUSTRY, INNOVATION AND INFRASTRUCTURE Logo

0

Research Products

17

PARTNERSHIPS FOR THE GOALS
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0

Research Products

1

NO POVERTY
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0

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11

SUSTAINABLE CITIES AND COMMUNITIES
SUSTAINABLE CITIES AND COMMUNITIES Logo

0

Research Products

15

LIFE ON LAND
LIFE ON LAND Logo

0

Research Products

3

GOOD HEALTH AND WELL-BEING
GOOD HEALTH AND WELL-BEING Logo

1

Research Products

7

AFFORDABLE AND CLEAN ENERGY
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0

Research Products

5

GENDER EQUALITY
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0

Research Products

16

PEACE, JUSTICE AND STRONG INSTITUTIONS
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0

Research Products
Documents

47

Citations

523

h-index

11

Documents

0

Citations

0

Scholarly Output

32

Articles

12

Views / Downloads

3/0

Supervised MSc Theses

3

Supervised PhD Theses

0

WoS Citation Count

149

Scopus Citation Count

150

WoS h-index

7

Scopus h-index

8

Patents

0

Projects

0

WoS Citations per Publication

4.66

Scopus Citations per Publication

4.69

Open Access Source

9

Supervised Theses

3

JournalCount
IEEE Conference on Virtual Reality and 3D User Interfaces (VR) -- MAR 16-21, 2024 -- Orlando, FL3
IEEE Transactions on Haptics3
2022 Ieee/Rsj International Conference on Intelligent Robots and Systems (Iros)2
22nd IEEE International Symposium on Mixed and Augmented Reality (ISMAR) -- OCT 16-20, 2023 -- Sydney, AUSTRALIA2
IEEE Access2
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Scholarly Output Search Results

Now showing 1 - 10 of 32
  • Conference Object
    Citation - WoS: 3
    Citation - Scopus: 4
    Effect of Hand and Object Visibility in Navigational Tasks Based on Rotational and Translational Movements in Virtual Reality
    (Ieee Computer Soc, 2024) Hatira, Amal; Gelmez, Zeynep Ecem; Batmaz, Anil Ufuk; Sarac, Mine
    During 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.
  • Article
    Citation - WoS: 28
    Perceived Intensities of Normal and Shear Skin Stimuli Using a Wearable Haptic Bracelet
    (IEEE-Inst Electrical Electronics Engineers Inc, 2022) Sarac, Mine; Huh, Tae Myung; Choi, Hojung; Cutkosky, Mark R.; Di Luca, Massimiliano; Okamura, Allison M.
    Our aim is to provide effective interaction with virtual objects, despite the lack of co-location of virtual and real-world contacts, while taking advantage of relatively large skin area and ease of mounting on the forearm. We performed two human participant studies to determine the effects of haptic feedback in the normal and shear directions during virtual manipulation using haptic devices worn near the wrist. In the first study, participants performed significantly better while discriminating stiffness values of virtual objects when the feedback consisted of normal displacements compared to shear displacements. Participants also commented that they could detect normal cues much easier than shear, which motivated us to perform a second study to find the point of subjective equality (PSE) between normal and shear stimuli. Our results show that shear stimuli require a larger actuator displacement but less force than normal stimuli to achieve perceptual equality for our haptic bracelets. We found that normal and shear stimuli cannot be equalized through skin displacement nor the interaction forces across all users. Rather, a calibration method is needed to find the point of equality for each user where normal and shear stimuli create the same intensity on the user's skin.
  • Master Thesis
    Gerçeklı̇k İle Artırılmış Gerçeklı̇ğı̇n Karşılaştırılması: El-göz Koordı̇nasyonu ve Sertlı̇k Ayrımı Üzerı̇ne
    (2024) Alıza, Alıza; Stroppa, Mine Saraç
    Bu tez 2 kullanıcı çalışmasından oluşmaktadır. İlk çalışma için Fitts yasasına dayalı bir El-Göz Koordinasyon Eğitimi (EHCT) sistemi tasarlanmıştır. Bu çalışmada kullanıcı motor performansı uzun süreli bir çalışma kapsamında Sanal Gerçeklik (VR), Artırılmış Gerçeklik (AR) ve 2 boyutlu (2D) dokunmatik ekran kullanırken karşılaştırılmıştır. Yirmi katılımcının motor performansını, doğruluk, hassasiyet, hız, hata oranı ve hiçbirine odaklanan beş görev talimatı kullanarak on günlük bir kullanıcı çalışması boyunca inceledik. Çalışmanın bulguları, her bir görev talimatının katılımcıların bir veya daha fazla psikomotor özelliği üzerinde benzersiz bir etkiye sahip olduğunu ortaya koyarak özelleştirilmiş eğitim sistemlerinin önemini vurgulamıştır. Çeşitli ekran teknolojilerini incelediğimizde, çoğu katılımcının VR kullanırken gösterdiği performans gelişimlerinin 2D veya AR kullanmaya kıyasla daha iyi olduğunu gözlemledik. Ayrıca, EHCT sistemlerinde genel motor performansının gelişimini izlemek için etkili bir verimliliğin mükemmel bir seçim olabileceğini bulduk. İkinci çalışma için ise, iki farklı ortamda dokunsal geri bildirim sağlarken algı ve performanstaki farklılıkları araştırmak için tasarlanmıştır: VR ve AR. Bu kullanıcı çalışmasında, katılımcılar aynı görünen ancak farklı sertlik seviyelerine sahip sanal kutularla etkileşime girmiş ve Doğrusal Motor tabanlı bileğe takılan Haptik cihaz (LAWrHap) aracılığıyla aldıkları haptik geri bildirime dayanarak daha yüksek sertlik seviyesine sahip nesneleri belirleyebilmişlerdir. Bu çalışmanın bulguları, dokunsal geribildirimin VR ve AR sistemlerine entegre edilmesinin, VR ile karşılaştırıldığında, hassasiyeti ve verimliliği artıran gerçek dünya bağlamsal ipuçları sayesinde görev performansını ve algısını geliştirdiğini ortaya koymuştur. Doğruluk ve hassasiyet ortamlar arasında benzer olsa da VR veya AR kullanmak bilişsel yükün azaltılması ve daha etkili kullanıcı etkileşimleri açısından farklı avantajlar sunmuştur. Anahtar Sözcükler: Sanal Gerçeklik Etkileşimleri, Artırılmış Gerçeklik Etkileşimleri, Göz-El Koordinasyonu, Ekran teknolojileri, Görev talimatları, Dokunsal Arayüzler
  • Master Thesis
    Sanal Gerçeklikte İnce Motor Kontrolünün Geliştirilmesi: El Görünürlüğünün ve Bilekte Giyilen Dokunsal Geri Bildirimin Etkisi
    (2024) Hatıra, Amal; Stroppa, Mine Sarac
    Bu tez, el görünürlüğünü değiştirme ve bilekte takılan dokunsal geri bildirim uygulayarak sanal gerçeklik ortamlarında ince motor kontrolünü geliştirmeyi araştırmaktadır. Çalışma, hassas manipülasyon ve ince kontrol gerektiren VR uygulamalarındaki zorlukları ele almayı amaçlamaktadır, genellikle dokunsal geri bildirimin eksikliği ve mevcut etkileşim yöntemlerinin sınırlamaları tarafından engellenmektedir. Kullanıcı performansını değerlendirmek amacıyla, el görselleştirme tekniklerinin ve bilekte takılan cihazlardan gelen titreşimli geri bildirimin etkisini incelemek için bir dizi deney gerçekleştirilmiştir. Sonuçlar, ince motor görevler sırasında el görünürlüğünün çarpışma sayısını önemli ölçüde etkilediğini, şeffaf ellerin opak olanlardan daha iyi performans sağladığını göstermiştir. Ayrıca, dokunsal geri bildirimin entegrasyonu, kullanıcı güvenini artırmış ve çarpışma oranlarını azaltmıştır, ancak ek duyusal işlem gerektirdiğinden görev tamamlama süresini uzatmıştır. Bulgular, el görünürlüğünü optimize etmenin ve etkili dokunsal geri bildirimi dahil etmenin, VR'de ince motor kontrolünü önemli ölçüde geliştirebileceğini ve genel kullanıcı deneyimini iyileştirebileceğini önermektedir.
  • Conference Object
    Citation - WoS: 3
    Citation - Scopus: 4
    The Impact of Evolutionary Computation on Robotic Design: a Case Study With an Underactuated Hand Exoskeleton
    (Ieee, 2024) Akbas, Baris; Yuksel, Huseyin Taner; Soylemez, Aleyna; Zyada, Mazhar Eid; Sarac, Mine; Stroppa, Fabio
    Robotic exoskeletons can enhance human strength and aid people with physical disabilities. However, designing them to ensure safety and optimal performance presents significant challenges. Developing exoskeletons should incorporate specific optimization algorithms to find the best design. This study investigates the potential of Evolutionary Computation (EC) methods in robotic design optimization, with an underactuated hand exoskeleton (U-HEx) used as a case study. We propose improving the performance and usability of the U-HEx design, which was initially optimized using a naive brute-force approach, by integrating EC techniques such as Genetic Algorithm and Big Bang-Big Crunch Algorithm. Comparative analysis revealed that EC methods consistently yield more precise and optimal solutions than brute force in a significantly shorter time. This allowed us to improve the optimization by increasing the number of variables in the design, which was impossible with naive methods. The results show significant improvements in terms of the torque magnitude the device transfers to the user, enhancing its efficiency. These findings underline the importance of performing proper optimization while designing exoskeletons, as well as providing a significant improvement to this specific robotic design.
  • Review
    Citation - WoS: 7
    Citation - Scopus: 8
    Optimizing soft robot design and tracking with and without evolutionary computation: an intensive survey
    (Cambridge Univ Press, 2024) Stroppa, Fabio; Majeed, Fatimah Jabbar; Batiya, Jana; Baran, Eray; Sarac, Mine
    Soft robotic devices are designed for applications such as exploration, manipulation, search and rescue, medical surgery, rehabilitation, and assistance. Due to their complex kinematics, various and often hard-to-define degrees of freedom, and nonlinear properties of their material, designing and operating these devices can be quite challenging. Using tools such as optimization methods can improve the efficiency of these devices and help roboticists manufacture the robots they need. In this work, we present an extensive and systematic literature search on the optimization methods used for the mechanical design of soft robots, particularly focusing on literature exploiting evolutionary computation (EC). We completed the search in the IEEE, ACM, Springer, SAGE, Elsevier, MDPI, Scholar, and Scopus databases between 2009 and 2024 using the keywords "soft robot," "design," and "optimization." We categorized our findings in terms of the type of soft robot (i.e., bio-inspired, cable-driven, continuum, fluid-driven, gripper, manipulator, modular), its application (exploration, manipulation, surgery), the optimization metrics (topology, force, locomotion, kinematics, sensors, and energy), and the optimization method (categorized as EC or non-EC methods). After providing a road map of our findings in the state of the art, we offer our observations concerning the implementation of the optimization methods and their advantages. We then conclude our paper with suggestions for future research.
  • Conference Object
    Citation - WoS: 5
    Citation - Scopus: 10
    EyeGuide & EyeConGuide: Gaze-based Visual Guides to Improve 3D Sketching Systems
    (Assoc Computing Machinery, 2024) Turkmen, Rumeysa; Gelmez, Zeynep Ecem; Batmaz, Anil Ufuk; Stuerzlinger, Wolfgang; Asente, Paul; Sarac, Mine
    Visual guides help to align strokes and raise accuracy in Virtual Reality (VR) sketching tools. Automatic guides that appear at relevant sketching areas are convenient to have for a seamless sketching with a guide. We explore guides that exploit eye-tracking to render them adaptive to the user's visual attention. EYEGUIDE and EYECONGUIDE cause visual grid fragments to appear spatially close to the user's intended sketches, based on the information of the user's eye-gaze direction and the 3D position of the hand. Here we evaluated the techniques in two user studies across simple and complex sketching objectives in VR. The results show that gaze-based guides have a positive effect on sketching accuracy, perceived usability and preference over manual activation in the tested tasks. Our research contributes to integrating gaze-contingent techniques for assistive guides and presents important insights into multimodal design applications in VR.
  • Article
    Multimodal Feedback in Automated Training Systems for Cardiopulmonary Resuscitation: A Review
    (IEEE-Inst Electrical Electronics Engineers Inc, 2026) Sarac, Mine; Cetin, Sevval; Aslan, Baran; Tas, Ali; Stroppa, Fabio
    Incorporating multimodal feedback in automated cardiopulmonary resuscitation (CPR) training systems has emerged as a crucial advancement in medical education, aiming to improve the quality and efficacy of CPR performance. This work presents an extensive and technical literature search on automated training CPR systems, specifically focusing on the feedback modality they provide during training sessions. We completed the search in the IEEE, ACM, Springer, SAGE, Elsevier, MDPI, Scholar, and Scopus databases between 2015 and 2025 (August) using the keywords "CPR," "Virtual Reality (VR)," "Augmented Reality (AR)," "feedback," and "training." We categorized our findings based on the type of feedback provided (i.e., visual, audio, haptic, or a combination of these), the display type used to render the feedback, the technology used to monitor the trainee's performance, and the type of manikin used. We conclude with recommendations for future research.
  • Conference Object
    Citation - WoS: 7
    Citation - Scopus: 9
    Effects of Opaque, Transparent and Invisible Hand Visualization Styles on Motor Dexterity in a Virtual Reality Based Purdue Pegboard Test
    (Ieee Computer Soc, 2023) Voisard, Laurent; Hatira, Amal; Sarac, Mine; Kersten-Oertel, Marta; Batmaz, Anil Ufuk
    The virtual hand interaction technique is one of the most common interaction techniques used in virtual reality (VR) systems. A VR application can be designed with different hand visualization styles, which might impact motor dexterity. In this paper, we aim to investigate the effects of three different hand visualization styles transparent, opaque, and invisible - on participants' performance through a VR-based Purdue Pegboard Test (PPT). A total of 24 participants were recruited and instructed to place pegs on the board as quickly and accurately as possible. The results indicated that using the invisible hand visualization significantly increased the number of task repetitions completed compared to the opaque hand visualization. However, no significant difference was observed in participants' preference for the hand visualization styles. These findings suggest that an invisible hand visualization may enhance performance in the VR-based PPT, potentially indicating the advantages of a less obstructive hand visualization style. We hope our results can guide developers, researchers, and practitioners when designing novel virtual hand interaction techniques.
  • Article
    Haptic-Assisted Soldering Training Protocol in Virtual Reality: The Impact of Scaffolded Guidance
    (Institute of Electrical and Electronics Engineers Inc., 2025) Yilmaz, M.; Batmaz, A.U.; Sarac, M.
    In this paper, we present a virtual training platform for soldering based on immersive visual feedback (i.e., a Virtual Reality (VR) headset) and scaffolded guidance (i.e., disappearing throughout the training) provided through a haptic device (Phantom Omni). We conducted a between-subject user study experiment with four conditions (2D monitor with no guidance, VR with no guidance, VR with constant, active guidance, and VR with scaffolded guidance) to evaluate their performance in terms of procedural memory, motor skills in VR, and skill transfer to real life. Our results showed that the scaffolded guidance offers the most effective transitioning from the virtual training to the real-life task — even though the VR with no guidance group has the best performance during the virtual training. These findings are critical for the industry and academy looking for safer and more effective training techniques, leading to better learning outcomes in real-life implementations. Furthermore, this work offers new insights into further haptic research in skill transfer and learning approaches while offering information on the possibilities of haptic-assisted VR training for complex skills, such as welding and medical stitching. © 2025 Elsevier B.V., All rights reserved.