Batmaz, Anıl Ufuk

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Batmaz, Anıl Ufuk
A.,Batmaz
A. U. Batmaz
Anıl Ufuk, Batmaz
Batmaz, Anil Ufuk
A.,Batmaz
A. U. Batmaz
Anil Ufuk, Batmaz
Batmaz, A.U.
Batmaz, Anil U.
Batmaz, Anil Ufuk K.
Job Title
Dr. Öğr. Üyesi
Email Address
Aubatmaz@khas.edu.tr
ORCID ID
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID
Scholarly Output

25

Articles

3

Citation Count

0

Supervised Theses

0

Scholarly Output Search Results

Now showing 1 - 10 of 25
  • Editorial
    Citation Count: 0
    Preface
    (Association for Computing Machinery, Inc, 2022) Batmaz, Anıl Ufuk; Ortega, F.; Piumsomboon, T.; Weyers, B.; Peck, T.; Barrera, M.; Batmaz, A.U.
    [No abstract available]
  • Conference Object
    Citation Count: 0
    Subtask-Based Virtual Hand Visualization Method for Enhanced User Accuracy in Virtual Reality Environments
    (Ieee Computer Soc, 2024) Batmaz, Anıl Ufuk; Saraç Stroppa, Mine; Bashar, Mohammad Raihanul; Gemici, Mucahit; Sarac, Mine; Kersten-Oertel, Marta; Batmaz, Anil Ufuk
    In the virtual hand interaction techniques, the opacity of the virtual hand avatar can potentially obstruct users' visual feedback, leading to detrimental effects on accuracy and cognitive load. Given that the cognitive load is related to gaze movements, our study focuses on analyzing the gaze movements of participants across opaque, transparent, and invisible hand visualizations in order to create a new interaction technique. For our experimental setup, we used a Purdue Pegboard Test with reaching, grasping, transporting, and inserting subtasks. We examined how long and where participants concentrated on these subtasks and, using the findings, introduced a new virtual hand visualization method to increase accuracy. We hope that our results can be used in future virtual reality applications where users have to interact with virtual objects accurately.
  • Conference Object
    Citation Count: 9
    My Eyes Hurt: Effects of Jitter in 3D Gaze Tracking
    (IEEE Computer Soc, 2022) Batmaz, Anıl Ufuk; Mutasim, Aunnoy K.; Stuerzlinger, Wolfgang; Batmaz, Anil Ufuk
    Jitter, small fluctuations in the signal, is one of the major sources for a decrease in motor performance and a negative user experience in virtual reality (VR) systems. Current technologies still cannot eliminate jitter in VR systems, especially in the eye-gaze tracking systems embedded in many head-mounted displays. In this work, we used an HTC Vive Pro Eye, artificially added 0.5 degrees, 1 degrees, and 1.5 degrees jitter to the eye-tracking data, and analyzed user performance in an ISO 9241:411 pointing task with targets at 1 or 2 meters visual distance using angular Fitts' law. The results showed that the user's error rate significantly increases with increased jitter levels. No significant difference was observed for time and throughput. Additionally, we observed a significant decrease in performance in terms of time, error rate, and accuracy for the more distant targets. We hope that our results guide researchers, practitioners, and developers towards better gaze-tracking-based VR applications.
  • Conference Object
    Citation Count: 1
    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.
    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.
  • Conference Object
    Citation Count: 1
    The Impact of Haptic Feedback During Sudden, Rapid Virtual Interactions
    (Ieee, 2023) Batmaz, Anıl Ufuk; Saraç Stroppa, Mine; Batmaz, Anil U.; Leonardis, Daniele; Sarac, Mine
    Haptic feedback is known to improve the realism and the performance of virtual tasks during manipulation or teleoperation tasks. However, these benefits might depend on the nature of virtual tasks or the intensity of haptic rendering. In this paper, we focused on the impact of the presence and the intensity of the haptic stimulus during sudden, rapid virtual interactions through a variation of an ISO 9241:411 - task instead of calm, exploration-based interactions. We conducted a user study where the haptic stimulus is rendered through a realistic 1-DoF fingertip haptic device with different intensity levels (full-strength, half-strength, and no-strength) as they are asked to choose highlighted targets on a 6-by-5 grid as fast and correctly as possible. Our results show that haptic feedback did not significantly affect user performance regarding time, throughput, or the nature of the selection behavior. However, participants made significantly more errors when haptic feedback was present in half-strength compared to full-strength and no-strength conditions. In the post-experiment questionnaire, participants reported having favored haptic feedback in full strength in terms of perceived realism, enjoyment, and immersion.
  • Conference Object
    Citation Count: 4
    Effect of Stereo Deficiencies on Virtual Distal Pointing
    (Assoc Computing Machinery, 2022) Batmaz, Anıl Ufuk; Mughrabi, Moaaz Hudhud; Machuca, Mayra Donaji Barrera; Stuerzlinger, Wolfgang
    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.
  • Conference Object
    Citation Count: 2
    Re-investigating the Effect of the Vergence-Accommodation Conflict on 3D Pointing
    (Assoc Computing Machinery, 2023) Batmaz, Anıl Ufuk; Saraç Stroppa, Mine; Sarac, Mine; Machuca, Mayra Donaji Barrera; Stuerzlinger, Wolfgang
    The vergence-accommodation conflict (VAC) limits user performance in current Virtual Reality (VR) systems. In this paper, we investigate the effects of the VAC in a single-focal VR system using three experimental conditions: with no VAC, with a constant VAC, and with a varying VAC. Previous work in this area had yielded conflicting results, so we decided to re-investigate this issue. Eighteen participants performed an ISO 9241:411 task in a study that closely replicates previous work, except that the angle of the task space was rotated 20 degrees downward, to make the task less fatiguing to perform, which addresses a potential confound in previous work. We found that the varying VAC condition had worse performance than the other conditions, which indicates that the contrasting results in previous work were very likely due to biomechanical factors. We hope that our work contributes to the understanding of the influence of the VAC in VR systems and potential strategies for improving user experience and performance in immersive virtual environments.
  • Conference Object
    Citation Count: 9
    The Effect of the Vergence-Accommodation Conflict on Virtual Hand Pointing in Immersive Displays
    (Assoc Computing Machinery, 2022) Batmaz, Anıl Ufuk; Machuca, Mayra Donaji Barrera; Sun, Junwei; Stuerzlinger, Wolfgang
    Previous work hypothesized that for Virtual Reality (VR) and Augmented Reality (AR) displays a mismatch between disparities and optical focus cues, known as the vergence and accommodation conflict (VAC), affects depth perception and thus limits user performance in 3D selection tasks within arm's reach (peri-personal space). To investigate this question, we built a multifocal stereo display, which can eliminate the influence of the VAC for pointing within the investigated distances. In a user study, participants performed a virtual hand 3D selection task with targets arranged laterally or along the line of sight, with and without a change in visual depth, in display conditions with and without the VAC. Our results show that the VAC influences 3D selection performance in common VR and AR stereo displays and that multifocal displays have a positive effect on 3D selection performance with a virtual hand.
  • Conference Object
    Citation Count: 3
    Measuring the Effect of Stereo Deficiencies on Peripersonal Space Pointing
    (IEEE Computer Soc, 2023) Batmaz, Anıl Ufuk; Saraç Stroppa, Mine; Sarac, Mine; Machuca, Mayra Barrera; Stuerzlinger, Wolfgang
    State-of-the-art Virtual Reality (VR) and Augmented Reality (AR) headsets rely on singlefocal stereo displays. For objects away from the focal plane, such displays create a vergence-accommodation conflict (VAC), potentially degrading user interaction performance. In this paper, we study how the VAC affects pointing at targets within arm's reach with virtual hand and raycasting interaction in current stereo display systems. We use a previously proposed experimental methodology that extends the ISO 9241-411:2015 multi-directional selection task to enable fair comparisons between selecting targets in different display conditions. We conducted a user study with eighteen participants and the results indicate that participants were faster and had higher throughput in the constant VAC condition with the virtual hand. We hope that our results enable designers to choose more efficient interaction methods in virtual environments.
  • Conference Object
    Citation Count: 1
    On the Effectiveness of Virtual Eye-Hand Coordination Training with Head Mounted Displays
    (IEEE Computer Soc, 2023) Batmaz, Anıl Ufuk; Kaya, Furkan; Batmaz, Anil Ufuk; Aliza, Aliza; Stuerzlinger, Wolfgang; Borazan, Baris; Tonyali, Emir
    Eye-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.