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
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
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
6
CLEAN WATER AND SANITATION

0
Research Products
7
AFFORDABLE AND CLEAN ENERGY

0
Research Products
9
INDUSTRY, INNOVATION AND INFRASTRUCTURE

0
Research Products
4
QUALITY EDUCATION

4
Research Products
2
ZERO HUNGER

0
Research Products
17
PARTNERSHIPS FOR THE GOALS

0
Research Products
8
DECENT WORK AND ECONOMIC GROWTH

0
Research Products
1
NO POVERTY

0
Research Products
5
GENDER EQUALITY

0
Research Products
14
LIFE BELOW WATER

0
Research Products
16
PEACE, JUSTICE AND STRONG INSTITUTIONS

0
Research Products
10
REDUCED INEQUALITIES

0
Research Products
12
RESPONSIBLE CONSUMPTION AND PRODUCTION

0
Research Products
13
CLIMATE ACTION

0
Research Products
11
SUSTAINABLE CITIES AND COMMUNITIES

0
Research Products
3
GOOD HEALTH AND WELL-BEING

1
Research Products

Documents
47
Citations
525
h-index
11

Documents
0
Citations
0

Scholarly Output
33
Articles
12
Views / Downloads
3/0
Supervised MSc Theses
3
Supervised PhD Theses
0
WoS Citation Count
155
Scopus Citation Count
157
WoS h-index
7
Scopus h-index
8
Patents
0
Projects
0
WoS Citations per Publication
4.70
Scopus Citations per Publication
4.76
Open Access Source
9
Supervised Theses
3
| Journal | Count |
|---|---|
| IEEE Conference on Virtual Reality and 3D User Interfaces (VR) -- MAR 16-21, 2024 -- Orlando, FL | 3 |
| IEEE Transactions on Haptics | 3 |
| 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, AUSTRALIA | 2 |
| IEEE Access | 2 |
Current Page: 1 / 5
Scopus Quartile Distribution
Competency Cloud

33 results
Scholarly Output Search Results
Now showing 1 - 10 of 33
Article Citation - WoS: 1Citation - Scopus: 1Gamifying Haptics User Studies: Comparison of Response Times From Smartphone Interfaces(IEEE Computer Soc, 2025) Kudsi, Bushra; Xu, Doris; Sen, Umit; Yoshida, Kyle T.; Stroppa, Fabio; Nunez, Cara M.; Sarac, MineHaptics user studies are often restricted to a set, physical location and use methods that do not captivate the user. Applying game design elements can create an entertaining environment and increase user engagement. Using ubiquitous tools, like smartphones, to conduct haptics user studies could allow researchers to access larger participant groups while a gamified approach could facilitate the data collection by making the experiment more enjoyable. To explore this concept, this work presents a gamified version of an existing psychophysical experiment that investigates response time to multisensory cues using a smartphone based on "Whac-A-Mole". We conducted a user study to compare our gamified interface with an existing psychophysical interface with thirteen participants exploring the response time from eighteen combinations of auditory, haptic, and visual stimuli at different levels of intensities and participant preferences for both interfaces. The results demonstrate that the gamified interface successfully captured similar trends in response times and significantly elevated participant enjoyment ($p < 0.003$), but did not result in equivalent response times to the original interface. This work shows the benefits and drawbacks of following a gamification approach when designing haptics user studies and discusses factors and trade-offs to consider when gamifying studies.Conference Object Citation - WoS: 7Citation - Scopus: 9Effects 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 UfukThe 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.Conference Object Citation - WoS: 15Citation - Scopus: 15Haptic Feedback Relocation From the Fingertips To the Wrist for Two-Finger Manipulation in Virtual Reality(IEEE, 2022) Palmer, Jasmin E.; Sarac, Mine; Garza, Aaron A.; Okamura, Allison M.Relocation of haptic feedback from the fingertips to the wrist has been considered as a way to enable haptic interaction with mixed reality virtual environments while leaving the fingers free for other tasks. We present a pair of wrist-worn tactile haptic devices and a virtual environment to study how various mappings between fingers and tactors affect task performance. The haptic feedback rendered to the wrist reflects the interaction forces occurring between a virtual object and virtual avatars controlled by the index finger and thumb. We performed a user study comparing four different finger-totactor haptic feedback mappings and one no-feedback condition as a control. We evaluated users' ability to perform a simple pick-and-place task via the metrics of task completion time, path length of the fingers and virtual cube, and magnitudes of normal and shear forces at the fingertips. We found that multiple mappings were effective, and there was a greater impact when visual cues were limited. We discuss the limitations of our approach and describe next steps toward multi-degreeof-freedom haptic rendering for wrist-worn devices to improve task performance in virtual environments.Article Citation - WoS: 28Perceived 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.Conference Object Citation - WoS: 5Citation - Scopus: 7Perception of Mechanical Properties Via Wrist Haptics: Effects of Feedback Congruence(IEEE, 2022) Sarac, Mine; Di Luca, Massimiliano; Okamura, Allison M.Despite non-co-location, haptic stimulation at the wrist can potentially provide feedback regarding interactions at the fingertips without encumbering the user's hand. Here we investigate how two types of skin deformation at the wrist (normal and shear) relate to the perception of the mechanical properties of virtual objects. We hypothesized that a congruent mapping (i.e. when the most relevant interaction forces during a virtual interaction spatially match the haptic feedback at the wrist) would result in better perception than other mappings.We performed an experiment where haptic devices at the wrist rendered either normal or shear feedback during manipulation of virtual objects with varying stiffness, mass, or friction properties. Perception of mechanical properties was more accurate with congruent skin stimulation than noncongruent. In addition, discrimination performance and subjective reports were positively influenced by congruence. This study demonstrates that users can perceive mechanical properties via haptic feedback provided at the wrist with a consistent mapping between haptic feedback and interaction forces at the fingertips, regardless of congruence.Conference Object Citation - WoS: 3Citation - Scopus: 6Effect of Grip Style on Peripersonal Target Pointing in Vr Head Mounted Displays(Ieee Computer Soc, 2023) Batmaz, Anil Ufuk; Turkmen, Rumeysa; Sarac, Mine; Machuca, Mayra Donaji Barrera; Stuerzlinger, WolfgangWhen working in Virtual Reality (VR), the user's performance is affected by how the user holds the input device (e.g., controller), typically using either a precision or a power grip. Previous work examined these grip styles for 3D pointing at targets at different depths in peripersonal space and found that participants had a lower error rate with the precision grip but identified no difference in movement speed, throughput, or interaction with target depth. Yet, this previous experiment was potentially affected by tracking differences between devices. This paper reports an experiment that partially replicates and extends the previous study by evaluating the effect of grip style on the 3D selection of nearby targets with the same device. Furthermore, our experiment re-investigates the effect of the vergence-accommodation conflict (VAC) present in current stereo displays on 3D pointing in peripersonal space. Our results show that grip style significantly affects user performance. We hope that our results are useful for researchers and designers when creating virtual environments.Article Citation - WoS: 7Citation - Scopus: 13Touch To Learn: a Review of Haptic Technology's Impact on Skill Development and Enhancing Learning Abilities for Children(Wiley, 2024) Hatira, Amal; Sarac, MineEarly childhood education is critical in shaping children's intellectual and motor skills as it provides a solid foundation for cognitive, social, and emotional development, which highly depends on spatial thinking. Haptic feedback can be effectively used for educational and training purposes, particularly in fields such as physics, math, and arts, offering a more interactive learning media and supporting kinesthetic learners by its nature. Herein, different ways of implementing haptic feedback on different educational scenarios from the perspective of technological development and their impact on children's learned skills and outcomes (e.g., their motivation, their analytical or spatial thinking abilities, or fine motor skills) will be examined. This article provides an overview of how haptic feedback has been implemented in different learning scenarios for children. Particularly, it is indicated that haptics can potentially improve early childhood learning outcomes and spatial reasoning skills as it can increase children's interest, participation, performance in educational activities, and analytical ability. The major drawbacks of the current studies, such as variance in participants' learning challenges and small sample numbers are also highlighted. Haptic feedback can be used for educationand training , offering a more interactive learning media and supporting kinesthetic learners by its nature. Herein, we provide an overview of how haptic feedback has been implemented in different learning scenarios for children from the perspective of technological development and their impact on learned skills, achieved motivation, thinking abilities, or fine motor skills.image (c) 2024 WILEY-VCH GmbHArticle Citation - WoS: 2Citation - Scopus: 2Haptic Relocation Away From the Fingertip: Where, Why, and How(IEEE Computer Soc, 2025) Sarac, MineTactile haptic devices are often designed to render meaningful, complex, and realistic touch-based information on users' skin. While fingertips and hands are the most preferred body locations to render haptic feedback, recent trends allow such feedback to be extended to alternative body locations (e.g., wrist, arm, torso, foot) for various scenarios due to reasons such as wearability and needs of the application. In this paper, I address the new concept of haptic relocation. It refers to scenarios in which the expected feedback is related to the fingertips but rendered on a different body location instead - e.g., contact forces registered by two robotic fingers during teleoperation rendered to the users' wrist instead of the fingers. I investigated the design choices of wearable haptic devices for haptic relocation concerning different body locations, targeted applications, and actuator selection. I discuss approaches and design choices from the literature by speculating on the possible reasons, and conclude the paper by highlighting some challenges and issues to be mindful of in the future. This paper will guide engineers and researchers in searching for alternative haptic rendering solutions - especially when fingers and hands are not available for haptic interaction.Review Citation - WoS: 11Citation - Scopus: 14Optimizing Exoskeleton Design with Evolutionary Computation: An Intensive Survey(Mdpi, 2023) Stroppa, Fabio; Soylemez, Aleyna; Yuksel, Huseyin Taner; Akbas, Baris; Sarac, MineExoskeleton devices are designed for applications such as rehabilitation, assistance, and haptics. Due to the nature of physical human-machine interaction, designing and operating these devices is quite challenging. Optimization methods lessen the severity of these challenges and help designers develop the device they need. In this paper, we present an extensive and systematic literature search on the optimization methods used for the mechanical design of exoskeletons. We completed the search in the IEEE, ACM, and MDPI databases between 2017 and 2023 using the keywords exoskeleton, design, and optimization. We categorized our findings in terms of which limb (i.e., hand, wrist, arm, or leg) and application (assistive, rehabilitation, or haptic) the exoskeleton was designed for, the optimization metrics (force transmission, workspace, size, and adjustability/calibration), and the optimization method (categorized as evolutionary computation or non-evolutionary computation methods). We discuss our observations with respect to how the optimization methods have been implemented based on our findings. We conclude our paper with suggestions for future research.

