Anil Ufuk Batmaz

ORCID: 0000-0001-7948-8093
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About
Contact & Profiles
Research Areas
  • Virtual Reality Applications and Impacts
  • Tactile and Sensory Interactions
  • Interactive and Immersive Displays
  • Augmented Reality Applications
  • Gaze Tracking and Assistive Technology
  • Advanced Optical Imaging Technologies
  • Human-Automation Interaction and Safety
  • Motor Control and Adaptation
  • Data Visualization and Analytics
  • Sport Psychology and Performance
  • Surgical Simulation and Training
  • Mobile Ad Hoc Networks
  • Teleoperation and Haptic Systems
  • Stroke Rehabilitation and Recovery
  • Spatial Cognition and Navigation
  • Energy Efficient Wireless Sensor Networks
  • Anatomy and Medical Technology
  • Energy Harvesting in Wireless Networks
  • Educational Games and Gamification
  • Big Data and Business Intelligence
  • Human Motion and Animation
  • Hydraulic and Pneumatic Systems
  • Simulation and Modeling Applications
  • Usability and User Interface Design
  • Video Analysis and Summarization

Concordia University
2022-2025

Dalhousie University
2024

Kadir Has University
2021-2022

Simon Fraser University
2019-2021

Laboratoire des Sciences de l'Ingénieur, de l'Informatique et de l'Imagerie
2016-2019

Université de Strasbourg
2016-2018

Centre National de la Recherche Scientifique
2016-2018

TOBB University of Economics and Technology
2013-2014

In every century, there are different apparatuses that redefining and refining the notion of immersion. After experiencing panoramas, planetariums or even IMAX movies, we now longing to see whether VR can really fulfil our expectations. We ...

10.1145/3406098 article EN interactions 2020-07-09

While a pinch action is gaining popularity for selection of virtual objects in eye-gaze-based systems, it still unknown how well this method performs compared to other popular alternatives, e.g., button click or dwell action. To determine pinch's performance terms execution time, error rate, and throughput, we implemented Fitts' law task Virtual Reality (VR) where the subjects pointed with their (eye-)gaze selected / activated targets by pinch, clicking button, dwell. Results revealed that...

10.1145/3448018.3457998 article EN ACM Symposium on Eye Tracking Research and Applications 2021-05-25

Previous work hypothesized that for Virtual Reality (VR) and Augmented (AR) displays a mismatch between disparities optical focus cues, known as the vergence accommodation conflict (VAC), affects depth perception thus limits user performance in 3D selection tasks within arm's reach (peri-personal space). To investigate this question, we built multifocal stereo display, which can eliminate influence of VAC pointing investigated distances. In study, participants performed virtual hand task...

10.1145/3491102.3502067 article EN CHI Conference on Human Factors in Computing Systems 2022-04-28

Most AR and VR headsets use stereoscopic displays to show virtual objects in 3D. However, the limitations of current stereo display systems affect depth perception through conflicting cues, which then also hand interaction peri-personal space, i.e., within arm's reach. We performed a Fitts' law experiment better understand impact deficiencies on pointing at close-by targets arranged laterally or along line sight. According our results, movement direction corresponding change target time...

10.1109/vr.2019.8797975 article EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2019-03-01

While commercial Virtual Reality (VR) controllers are mostly designed to be held in a power grip, previous research showed that using pen-like devices with precision grip can improve user performance for selection VR, potentially even matching achievable mouse. However, it is not known if the improvement due style. In this work, 12 subjects performed Fitts' task at 3 different depth conditions input device used both and grip. Our results identify significantly improves VR through significant...

10.1109/vrw50115.2020.00012 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2020-03-01

Despite knowing exactly what an object looks like, searching for it in a person's visual field is time-consuming and error-prone experience. In Augmented Reality systems, new algorithms are proposed to speed up search time reduce human errors. However, these might not always provide 100% accurate cues, which affect users' perceived reliability of the algorithm and, thus, performance. Here, we examined detrimental effects automation bias caused by imperfect cues presented head-mounted display...

10.1109/tvcg.2024.3372062 article EN IEEE Transactions on Visualization and Computer Graphics 2024-03-04

Effects of different visual displays on the time and precision bare-handed or tool-mediated eye-hand coordination were investigated in a pick-and-place-task with complete novices. All them scored well above average spatial perspective taking ability performed task their dominant hand. Two groups novices, four men women each group, had to place small object precise order centre five targets Real-world Action Field (RAF), as swiftly possible precisely possible, using tool not (control). Each...

10.1371/journal.pone.0183789 article EN cc-by PLoS ONE 2017-08-31

Previous research on eye-hand coordination training systems has investigated user performance a wall, 2D touchscreens, and in Virtual Reality (VR). In this paper, we designed an reaction test to investigate compare three different virtual environments (VEs) – VR, Augmented (AR), touchscreen. VR AR conditions also included two feedback mid-air passive haptics. Results showed that compared AR, participants were significantly faster made fewer errors both VR. However, throughput of the was...

10.1109/vr46266.2020.00037 article EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2020-03-01

The speed and precision with which objects are moved by hand or hand-tool interaction under image guidance depend on a specific type of visual spatial sensorimotor learning. Novices have to learn optimally control what their hands doing in real-world environment while looking at an representation the scene video monitor. Previous research has shown slower task execution times lower performance scores image-guidance compared situations direct action viewing. cognitive processes for overcoming...

10.1186/s40359-016-0161-0 article EN cc-by BMC Psychology 2016-11-14

Eye-hand coordination training systems are used to improve user performance during fast movements in sports training. In this work, we explored gaze tracking a Virtual Reality (VR) system with VR headset. Twelve subjects performed pointing study or without passive haptic feedback. Results showed that spent an average of 0.55 s visually find and another 0.25 before their finger selected target. We also identified that, feedback did not increase the user. Moreover, tracker accuracy...

10.1145/3334480.3382924 article EN 2020-04-25

Jitter, small fluctuations in the signal, is one of major sources for a decrease motor performance and negative user experience virtual reality (VR) systems. Current technologies still cannot eliminate jitter VR systems, especially eye-gaze tracking systems embedded many head-mounted displays. In this work, we used an HTC Vive Pro Eye, artificially added 0.5°, 1°, 1.5° to eye-tracking data, analyzed ISO 9241: 411 pointing task with targets at 1 or 2 meters visual distance using angular...

10.1109/vrw55335.2022.00070 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2022-03-01

The vergence-accommodation conflict (VAC) limits user performance in current Virtual Reality (VR) systems. In this paper, we investigate the effects of VAC a single-focal VR system using three experimental conditions: with no VAC, constant and varying VAC. Previous work area had yielded conflicting results, so decided to re-investigate issue. Eighteen participants performed an ISO 9241:411 task study that closely replicates previous work, except angle space was rotated 20 degrees downward,...

10.1145/3611659.3615686 article EN cc-by 2023-10-09

Virtual Reality (VR) applications like OpenBrush offer artists access to 3D sketching tools within the digital virtual space. These allow users "paint" using strokes that emulate real-world mark-making. Yet, paint these through (unimodal) VR controllers. Given in is a relatively nascent field, this paper investigates ways expand our understanding of space, taking full advantage what an immersive canvas offers. Through study conducted with participation artists, we identify potential methods...

10.1145/3613904.3642758 article EN cc-by 2024-05-11

Even when in a static position, data acquired from 6 Degrees of Freedom (DoF) trackers is affected by noise, which typically called jitter. In this study, we analyzed the effects 3D rotational jitter on Virtual Reality (VR) controllers Fitts' law experiment, explored how such affects user performance. Eight subjects performed experiment with or without additional cursor. Results show that while error rate significantly increased above ±0.5° and subjects' effective throughput started to...

10.1145/3290607.3312752 article EN 2019-04-30

3D pointing is an integral part of Virtual Reality interaction. Typical devices rely on trackers and are thus subject to fluctuations in the reported pose, i.e., jitter. In this work, we explored how different levels rotational jitter affect performance if selection methods can mitigate effects Towards this, designed a Fitts' Law experiment with three methods. first method, subjects used single controller position select object. second their dominant hand point at objects trigger button...

10.1109/vr.2019.8798038 article EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2019-03-01

Fitts' law and throughput based on effective measures are two mathematical models frequently used to analyze human motor performance in a standardized pointing task, e.g., compare the of input output devices. Even though has been deeply studied 2D, it is not well understood how different task execution strategies affect 3D virtual environments. In this work, we examine measure, claimed be invariant strategies, Virtual Reality (VR) systems with three such "as fast, as precise, fast precise...

10.1109/tvcg.2022.3203105 article EN IEEE Transactions on Visualization and Computer Graphics 2022-08-31

Haptic feedback is known to improve the realism and performance of virtual tasks during manipulation or teleoperation tasks. However, these benefits might depend on nature intensity haptic rendering. In this paper, we focused impact presence stimulus sudden, rapid interactions through a variation an ISO 9241:411 task- instead calm, exploration-based interactions. We conducted user study where rendered realistic 1-DoF fingertip device with different levels (full-strength, half-strength,...

10.1109/whc56415.2023.10224429 article EN 2023-07-10

Introduction Decision-making based on AI can be challenging, especially when considering the uncertainty associated with predictions. Visualizing in refers to techniques that use visual cues represent level of confidence or an model's outputs, such as predictions decisions. This study aims investigate impact visualizing decision-making and trust AI. Methods We conducted a user 147 participants, utilizing static classic gaming scenarios proxy for human-AI collaboration decision-making. The...

10.3389/fcomp.2025.1464348 article EN cc-by Frontiers in Computer Science 2025-02-07

State-of-the-art Virtual Reality (VR) Head-Mounted Displays (HMDs) enable users to interact with virtual objects using their hands via built-in camera systems. However, the accuracy of hand movement detection algorithm is often affected by limitations in both hardware and software, including image processing & machine learning algorithms used for skeleton detection. In this work, we investigated a visual feedback mechanism create an early warning system that detects recognition failures VR...

10.1109/tvcg.2025.3549544 article EN IEEE Transactions on Visualization and Computer Graphics 2025-01-01
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