Browsing by Author "Özçelik, Erol"
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Article Citation Count: 0Attention mediates the effect of emotional arousal on learning outcomes in multimedia learning: an eye-tracking study(Routledge Journals, Taylor & Francis Ltd, 2023) Aksaray, Sevgi Genc; Ozcelik, Erol; Computer EngineeringRecent findings from psychological studies have shown that emotional arousal improves human memory. However, more evidence is necessary if these results are generalisable to multimedia learning environments. Considering these needs, the study has the goal to examine the effect of emotional arousal on multimedia learning. Fifty-seven participants were presented with instructional materials with either high- or low-arousing words and pictures in an experimental study. The eye movements of participants were recorded while they studied the instructional materials to examine the online processes during learning. The results suggest that emotional arousal enhanced recall and transfer scores. The eye-tracking results demonstrate that emotional arousal attracted attention. The results of the mediation analysis suggest that fixation time on emotional pictures as an indicator of attention mediated the relationship between emotional arousal and learning outcomes. The findings show the importance of the guidance of attention by emotional multimedia elements for learning.Article Citation Count: 13Construct and face validity of the educational computer-based environment (ECE) assessment scenarios for basic endoneurosurgery skills(Springer, 2017) Cagiltay, Nergiz Ercil; Ozcelik, Erol; Sengul, Gokhan; Berker, Mustafa; Computer Engineering; Software EngineeringBackground In neurosurgery education, there is a paradigm shift from time-based training to criterion-based model for which competency and assessment becomes very critical. Even virtual reality simulators provide alternatives to improve education and assessment in neurosurgery programs and allow for several objective assessment measures, there are not many tools for assessing the overall performance of trainees. This study aims to develop and validate a tool for assessing the overall performance of participants in a simulation-based endoneurosurgery training environment. Methods A training program was developed in two levels: endoscopy practice and beginning surgical practice based on four scenarios. Then, three experiments were conducted with three corresponding groups of participants (Experiment 1, 45 (32 beginners, 13 experienced), Experiment 2, 53 (40 beginners, 13 experienced), and Experiment 3, 26 (14 novices, 12 intermediate) participants). The results analyzed to understand the common factors among the performance measurements of these experiments. Then, a factor capable of assessing the overall skill levels of surgical residents was extracted. Afterwards, the proposed measure was tested to estimate the experience levels of the participants. Finally, the level of realism of these educational scenarios was assessed. Results The factor formed by time, distance, and accuracy on simulated tasks provided an overall performance indicator. The prediction correctness was very high for the beginners than the one for experienced surgeons in Experiments 1 and 2. When non-dominant hand is used in a surgical procedure-based scenario, skill levels of surgeons can be better predicted. The results indicate that the scenarios in Experiments 1 and 2 can be used as an assessment tool for the beginners, and scenario-2 in Experiment 3 can be used as an assessment tool for intermediate and novice levels. It can be concluded that forming the balance between perceived action capacities and skills is critical for better designing and developing skill assessment surgical simulation tools.Article Citation Count: 156The effect of competition on learning in games(Pergamon-elsevier Science Ltd, 2015) Cagiltay, Nergiz Ercil; Ozcelik, Erol; Ozcelik, Nese Sahin; Computer Engineering; Software EngineeringToday serious games are having an important impact on areas other than entertainment. Studies show that serious games have a potential of creating learning environments to better reach the educational and training goals. The game design characteristics and game elements are need to be explored in detail for increasing the expected benefits of the gaming environments. In this study, the effect of competition, one of the design elements of game environments, on learning is analyzed experimentally. The study is conducted with 142 students. The results of this study show that when a competition environment is created in a serious game, motivation and post-test scores of learners improve significantly. The results of this study are expected to guide the serious game designers for improving the potential benefits of serious games. (C) 2015 Elsevier Ltd. All rights reserved.Conference Object Citation Count: 0The effect of split attention in surgical education(Springer Verlag, 2014) Özçelik,E.; Ercil Cagiltay,N.; Sengul,G.; Tuner,E.; Unal,B.; Department of Modern Languages; Computer EngineeringSurgical education through simulation is an important area to improve the level of education and to decrease the risks, ethical considerations and cost of the educational environments. In the literature there are several studies conducted to better understand the effect of these simulation environments on learning. However among those studies the human-computer interaction point of view is very limited. Surgeons need to look at radiological images such as magnetic resonance images (MRI) to be sure about the location of the patient's tumor during a surgical operation. Thus, they go back and forth between physically separated places (e.g. the operating table and light screen display for MRI volume sets). This study is conducted to investigate the effect of presenting different information sources in close proximity on human performance in surgical education. For this purpose, we have developed a surgical education simulation scenario which is controlled by a haptic interface. To better understand the effect of split attention in surgical education, an experimental study is conducted with 27 subjects. The descriptive results of study show that even the integrated group performed the tasks with a higher accuracy level (by traveling less distance, entering less wrong directions and hitting less walls), the results are not statistically significant. Accordingly, even there are some evidences about the effect of split attention on surgical simulation environments, the results of this study need to be validated by controlling students' skill levels on controlling the haptic devices and 2D/3D space perception skills. The results of this study may guide the system developers to better design the HCI interface of their designs especially for the area of surgical simulation. © 2014 Springer International Publishing.Conference Object Citation Count: 0The Effect of Split Attention in Surgical Education(Springer-verlag Berlin, 2014) Ozcelik, Erol; Cagiltay, Nergiz Ercil; Sengul, Gokhan; Tuner, Emre; Unal, Bulent; Industrial Design; Computer Engineering; Software EngineeringSurgical education through simulation is an important area to improve the level of education and to decrease the risks, ethical considerations and cost of the educational environments. In the literature there are several studies conducted to better understand the effect of these simulation environments on learning. However among those studies the human-computer interaction point of view is very limited. Surgeons need to look at radiological images such as magnetic resonance images (MRI) to be sure about the location of the patient's tumor during a surgical operation. Thus, they go back and forth between physically separated places (e.g. the operating table and light screen display for MRI volume sets). This study is conducted to investigate the effect of presenting different information sources in close proximity on human performance in surgical education. For this purpose, we have developed a surgical education simulation scenario which is controlled by a haptic interface. To better understand the effect of split attention in surgical education, an experimental study is conducted with 27 subjects. The descriptive results of study show that even the integrated group performed the tasks with a higher accuracy level (by traveling less distance, entering less wrong directions and hitting less walls), the results are not statistically significant. Accordingly, even there are some evidences about the effect of split attention on surgical simulation environments, the results of this study need to be validated by controlling students' skill levels on controlling the haptic devices and 2D/3D space perception skills. The results of this study may guide the system developers to better design the HCI interface of their designs especially for the area of surgical simulation.Article Citation Count: 12The Effect of Training, Used-Hand, and Experience on Endoscopic Surgery Skills in an Educational Computer-Based Simulation Environment (ECE) for Endoneurosurgery Training(Sage Publications inc, 2019) Cagiltay, Nergiz Ercil; Ozcelik, Erol; Isikay, Ilkay; Hanalioglu, Sahin; Suslu, Ahmet E.; Yucel, Taskin; Berker, Mustafa; Computer Engineering; Software EngineeringToday, virtual simulation environments create alternative hands-on practice opportunities for surgical training. In order to increase the potential benefits of such environments, it is critical to understand the factors that influence them. This study was conducted to determine the effects of training, used-hand, and experience, as well as the interactions between these variables, on endoscopic surgery skills in an educational computer-based surgical simulation environment. A 2-hour computer-based endoneurosurgery simulation training module was developed for this study. Thirty-one novice- and intermediate-level resident surgeons from the departments of neurosurgery and ear, nose, and throat participated in this experimental study. The results suggest that a 2-hour training during a 2-month period through computer-based simulation environment improves the surgical skills of the residents in both-hand tasks, which is necessary for endoscopic surgical procedures but not in dominant hand tasks. Based on the results of this study, it can be concluded that computer-based simulation environments potentially improve surgical skills; however, the scenarios for such training modules need to consider especially the bimanual coordination of hands and should be regularly adapted to the individual skill levels and progresses.Article Citation Count: 66The effect of uncertainty on learning in game-like environments(Pergamon-elsevier Science Ltd, 2013) Ozcelik, Erol; Cagiltay, Nergiz Ercil; Ozcelik, Nese Sahin; Computer Engineering; Software EngineeringConsidering the role of games for educational purposes, there has an increase in interest among educators in applying strategies used in popular games to create more engaging learning environments. Learning is more fun and appealing in digital educational games and, as a result, it may become more effective. However, few research studies have been conducted to establish principles based on empirical research for designing engaging and entertaining games so as to improve learning. One of the essential characteristics of games that has been unexplored in the literature is the concept of uncertainty. This study examines the effect of uncertainty on learning outcomes. In order to better understand this effect on learning, a game-like learning tool was developed to teach a database concept in higher education programs of software engineering. The tool is designed in two versions: one including uncertainty and the other including no uncertainty. The experimental results of this study reveal that uncertainty enhances learning. Uncertainty is found to be positively associated with motivation. As motivation increases, participants tend to spend more time on answering the questions and to have higher accuracy in these questions. (C) 2013 Elsevier Ltd. All rights reserved.Article Citation Count: 0Effects of Graph Type, Conceptual Domain and Perceptual Organization of Information on Graph Comprehension(Wydawnictwo Adam Marszalek, 2012) Ozcelik, Erol; Tekman, Hasan Gurkan; Computer EngineeringThe growing interest in using graphs in education created the need for research-based guidelines. This study examined the effects of graph type, conceptual domain and perceptual organization of information on graph comprehension. Forty-two undergraduate students were given eight different kinds of graphs, and their descriptions were analyzed. The results indicated that graphical reasoning was influenced by perceptual grouping of information in visual chunks rather than by type of graph. Learners faced difficulties when an unconventional graph format was used. Implications for research and practice were also discussed.Article Citation Count: 63Encoding the future: Successful processing of intentions engages predictive brain networks(Academic Press inc Elsevier Science, 2010) Poppenk, J.; Moscovitch, M.; McIntosh, A. R.; Ozcelik, E.; Craik, F. I. M.; Computer EngineeringEvidence from cognitive, patient and neuroimaging research indicates that "remembering to remember" intentions, i.e., prospective memory (PM) retrieval, requires both general memory systems involving the medial temporal lobes and an executive system involving rostral PFC (BA 10). However, it is not known how prospective memories are initially formed. Using fMRI, we investigated whether brain activity during encoding Of future intentions and present actions differentially predicted later memory for those same intentions (PM) and actions (retrospective memory). We identified two significant patterns of neural activity: a network linked to overall memory and another linked specifically to PM. While overall memory success was predicted by temporal lobe activations that included the hippocampus, PM success was also uniquely predicted by activations in additional regions, including left rostrolateral PFC and the right parahippocampal gyrus. This finding extends the role of these structures to the formation of individual intentions. It also provides the first evidence that PM encoding, like PM retrieval, is supported by both a common episodic memory network and an executive network specifically recruited by future-oriented processing. (C) 2009 Elsevier Inc. All rights reserved.Article Citation Count: 6Estimation of Polypropylene Concentration of Modified Bitumen Images by Using k-NN and SVM Classifiers(Asce-amer Soc Civil Engineers, 2015) Tapkin, Serkan; Sengoz, Burak; Sengul, Gokhan; Topal, Ali; Ozcelik, Erol; Computer EngineeringThe goal of this study is to design an expert system that automatically classifies the microscopic images of polypropylene fiber (PPF) modified bitumen including seven different contents of fibers. Optical microscopy was used to capture the images from thin films of polypropylene fiber modified bitumen samples at a magnification scale of 100 x. A total of 313 images were pre-processed, and features were extracted and selected by the exhaustive search method. The k-nearest neighbor (k-NN) and multiclass support vector machine (SVM) classifiers were applied to quantify the representation capacity. The k-NN and multiclass SVM classifiers reached an accuracy rate of 87% and 86%, respectively. The results suggest that the proposed expert system can successfully estimate the concentration of PPF in bitumen images with good generalization characteristics. (C) 2014 American Society of Civil Engineers.Article Citation Count: 151An eye-tracking study of how color coding affects multimedia learning(Pergamon-elsevier Science Ltd, 2009) Ozcelik, Erol; Karakus, Turkan; Kursun, Engin; Cagiltay, Kursat; Computer EngineeringColor coding has been proposed to promote more effective learning. However, insufficient evidence currently exists to show how color coding leads to better learning. The goal of this study was to investigate the underlying cause of the color coding effect by utilizing eye movement data. Fifty-two participants studied either a color-coded or conventional format of multimedia instruction. Eye movement data were collected during the study. The results indicate that color coding increased retention and transfer performance. Enhancement of learning by color coding was due to efficiency of locating corresponding information between illustration and text. Color coding also attracted attention of learners to perceptually salient information. (C) 2009 Elsevier Ltd. All rights reserved.Article Citation Count: 15Fusion of smartphone sensor data for classification of daily user activities(Springer, 2021) Sengul, Gokhan; Ozcelik, Erol; Misra, Sanjay; Damasevicius, Robertas; Maskeliunas, Rytis; Computer EngineeringNew mobile applications need to estimate user activities by using sensor data provided by smart wearable devices and deliver context-aware solutions to users living in smart environments. We propose a novel hybrid data fusion method to estimate three types of daily user activities (being in a meeting, walking, and driving with a motorized vehicle) using the accelerometer and gyroscope data acquired from a smart watch using a mobile phone. The approach is based on the matrix time series method for feature fusion, and the modified Better-than-the-Best Fusion (BB-Fus) method with a stochastic gradient descent algorithm for construction of optimal decision trees for classification. For the estimation of user activities, we adopted a statistical pattern recognition approach and used the k-Nearest Neighbor (kNN) and Support Vector Machine (SVM) classifiers. We acquired and used our own dataset of 354 min of data from 20 subjects for this study. We report a classification performance of 98.32 % for SVM and 97.42 % for kNN.Article Citation Count: 12Gesture-based interaction for learning: time to make the dream a reality(Wiley, 2012) Ozcelik, Erol; Sengul, Gokhan; Computer Engineering[No Abstract Available]Conference Object Citation Count: 0GUIs with Haptic interfaces(Springer Verlag, 2015) Arda Aydin,M.; Cagiltay,N.E.; Ozcelik,E.; Tuner,E.; Sahin,H.; Tokdemir,G.; Computer EngineeringWhile there are many studies regarding utilization of Haptic feedback to enhance desktop GUIs and utilizing Haptic devices as additional interfaces to improve performance in current interaction techniques, there are not many studies that uses Haptic device as a primary input device. In this study, we present an experimentation conducted with 30 students, comparing performance of a Haptic device with mouse to use a GUI elements commonly used with mouse gestures. This study is inspired by a system that utilizes both mouse and a Haptic device, thus also taking task switching into consideration. We conclude that it is possible to achieve an acceptable performance with a Haptic device in a desktop-like GUI but further study and experimentation is necessary. © Springer International Publishing Switzerland 2015.Conference Object Citation Count: 2Haptic user interface integration for 3D game engines(Springer Verlag, 2014) Sengul,G.; Çaǧiltay,N.E.; Özçelik,E.; Tuner,E.; Erol,B.; Computer Engineering; English Translation and InterpretationTouch and feel senses of human beings provide important information about the environment. When those senses are integrated with the eyesight, we may get all the necessary information about the environment. In terms of human-computer-interaction, the eyesight information is provided by visual displays. On the other hand, touch and feel senses are provided by means of special devices called "haptic" devices. Haptic devices are used in many fields such as computer-aided design, distance-surgery operations, medical simulation environments, training simulators for both military and medical applications, etc. Besides the touch and sense feelings haptic devices also provide force-feedbacks, which allows designing a realistic environment in virtual reality applications. Haptic devices can be categorized into three classes: tactile devices, kinesthetic devices and hybrid devices. Tactile devices simulate skin to create contact sensations. Kinesthetic devices apply forces to guide or inhibit body movement, and hybrid devices attempt to combine tactile and kinesthetic feedback. Among these kinesthetic devices exerts controlled forces on the human body, and it is the most suitable type for the applications such as surgical simulations. The education environments that require skill-based improvements, the touch and feel senses are very important. In some cases providing such educational environment is very expensive, risky and may also consist of some ethical issues. For example, surgical education is one of these fields. The traditional education is provided in operating room on real patients. This type of education is very expensive, requires long time periods, and does not allow any error-and-try type of experiences. It is stressfully for both the educators and the learners. Additionally there are several ethical considerations. Simulation environments supported by such haptic user interfaces provide an alternative and safer educational alternative. There are several studies showing some evidences of educational benefits of this type of education (Tsuda et al 2009; Sutherland et al 2006). Similarly, this technology can also be successfully integrated to the physical rehabilitation process of some diseases requiring motor skill improvements (Kampiopiotis & Theodorakou, 2003). Hence, today simulation environments are providing several opportunities for creating low cost and more effective training and educational environment. Today, combining three dimensional (3D) simulation environments with these haptic interfaces is an important feature for advancing current human-computer interaction. On the other hand haptic devices do not provide a full simulation environment for the interaction and it is necessary to enhance the environment by software environments. Game engines provide high flexibility to create 3-D simulation environments. Unity3D is one of the tools that provides a game engine and physics engine for creating better 3D simulation environments. In the literature there are many studies combining these two technologies to create several educational and training environments. However, in the literature, there are not many researches showing how these two technologies can be integrated to create simulation environment by providing haptic interfaces as well. There are several issues that need to be handled for creating such integration. First of all the haptic devices control libraries need to be integrated to the game engine. Second, the game engine simulation representations and real-time interaction features need to be coordinately represented by the haptic device degree of freedom and force-feedback speed and features. In this study, the integration architecture of Unity 3D game engine and the PHANToM Haptic device for creating a surgical education simulation environment is provided. The methods used for building this integration and handling the synchronization problems are also described. The algorithms developed for creating a better synchronization and user feedback such as providing a smooth feeling and force feedback for the haptic interaction are also provided. We believe that, this study will be helpful for the people who are creating simulation environment by using Unity3D technology and PHANToM haptic interfaces. © 2014 Springer International Publishing.Article Citation Count: 16Insights From Pupil Size to Mental Workload of Surgical Residents: Feasibility of an Educational Computer-Based Surgical Simulation Environment (ECE) Considering the Hand Condition(Sage Publications inc, 2018) Dalveren, Gonca Gokce Menekse; Cagiltay, Nergiz Ercil; Ozcelik, Erol; Maras, Hakan; Computer Engineering; Information Systems Engineering; Software EngineeringThe advantage of simulation environments is that they present various insights into real situations, where experimental research opportunities are very limited-for example, in endoscopic surgery. These operations require simultaneous use of both hands. For this reason, surgical residents need to develop several motor skills, such as eye-hand coordination and left-right hand coordination. While performing these tasks, the hand condition (dominant, nondominant, both hands) creates different degrees of mental workload, which can be assessed through mental physiological measures-namely, pupil size. Studies show that pupil size grows in direct proportion to mental workload. However, in the literature, there are very limited studies exploring this workload through the pupil sizes of the surgical residents under different hand conditions. Therefore, in this study, we present a computer-based simulation of a surgical task using eye-tracking technology to better understand the influence of the hand condition on the performance of skill-based surgical tasks in a computer-based simulated environment. The results show that under the both-hand condition, the pupil size of the surgical residents is larger than the one under the dominant and nondominant hand conditions. This indicates that when the computer-simulated surgical task is performed with both hands, it is considered more difficult than in the dominant and nondominant hand conditions. In conclusion, this study shows that pupil size measurements are sufficiently feasible to estimate the mental workload of the participants while performing surgical tasks. The results of this study can be used as a guide by instructional system designers of skill-based training programs.Master Thesis Makine öğrenme yöntemleriyle kalp hastalıklarını tahmin etme(2016) Benzreıg, Ashraf M. Saıed; Özçelik, Erol; Computer EngineeringKalp hastalıkları dünyada bir numaralı ölüm nedeni olarak sıralanmaktad, Bu tezin amacı kalp hastalığı tahmin etmek için gürbüz bir yöntem bulmaktır. UCI makine öğrenme veritabanından elde edilen 297 vaka, 14 nitelik ve 2 sınıf içeren bir veriseti kullanılmıştır. Bu tez çalışmasında kalp hastalığı tahmin etmek için yapay sinir ağı, destek vektör makinesi (DVM) ve k-yakın komşu gibi üç farklı makine öğrenme yöntemi işe koşulmuştur. En iyi performans yapay sinir ağları kullanıldığında elde edilmiştir. Sonuçlar tartışılmıştır.Article Citation Count: 7Öğretmenlerin çevrimiçi bilgi arama stratejilerinin farklı değişkenler açısından incelenmesi(2015) Turan, Zeynep; Reisoğlu, İlknur; Özçelik, Erol; Göktaş, Yüksel; Computer EngineeringBu çalışmanın amacı öğretmenlerin çevrimiçi bilgi arama stratejilerini cinsiyet, günlük internet kullanımı ve bilgi arama deneyimi açılarından incelemektir. Çalışmada, veriler 42 öğretmenden demografik bilgi anketi ve sesli düşünme rehberiyle toplanmıştır. Nitel olarak elde edilen veriler alanyazındaki bilgi arama stratejilerine göre sayısallaştırılmıştır. Elde edilen verilere Mann Whitney U ve Kruskal Wallis testleri uygulanmıştır. Analizler sonucunda öğretmenlerin bilgi arama stratejilerinin cinsiyet ve günlük internet kullanım düzeyi açılarından anlamlı farklılık göstermediği tespit edilmiştir. Çevrimiçi bilgi arama deneyimi açısından deneyimli ve deneyimsiz öğretmenlerin amaçlı düşünme bilgi arama stratejisi açısından anlamlı farklılık gösterdiği ortaya çıkmıştır.Conference Object Citation Count: 1Personality Type Indicator Models in Serious Games: A case study in a Surgical Navigation Game(Ieee, 2015) Menekse, G. G.; Cagiltay, N. E.; Ozcelik, E.; Computer EngineeringSerious games are a popular concept in both the research and commercial areas. It is agreed that the concept refers to the use of computer games without the main purpose of pure entertainment. In addition to being entertaining, they have some additional educational or training objectives as well. Serious games are used in different areas such as military, government, educational, corporate, and healthcare. However, according to their individual differences, it is not always possible to provide such an educational environment that fits expectations and preferences of all audience. Hence, personalization is becoming an essential issue in serious game environments, which focus on a human-centered paradigm aiming to provide adaptive and personalized services to the users according to the context. However, how such a personalization should be affectively implemented in the design of serious games is a challenge. This study aims to better understand the affect of personality types on game play. For this purpose, a game-based simulation environment which also records all details of the player during the performance of several tasks in the game play was used. Twenty nine students were asked to play the simulation game. Additionally, their personality types were collected based on the theory of psychological types by Carl Jung, the Myers-Briggs Type Indicator (MBTI) which measures personality preferences as defined by Four Dichotomous pairs of mental functions or attitudes. The correlation between these personality types and individual performance measures of players during the game play was analyzed. However no significant correlation between game parameters and the players' personality types has been recorded. This may be because of the limited number of participants that need to be examined in the future studies.Conference Object Citation Count: 2Personality type indicator models in serious games: A case study in a surgical navigation game(Institute of Electrical and Electronics Engineers Inc., 2015) Menekse,G.G.; Cagiltay,N.E.; Ozcelik,E.; Computer EngineeringSerious games are a popular concept in both the research and commercial areas. It is agreed that the concept refers to the use of computer games without the main purpose of pure entertainment. In addition to being entertaining, they have some additional educational or training objectives as well. Serious games are used in different areas such as military, government, educational, corporate, and healthcare. However, according to their individual differences, it is not always possible to provide such an educational environment that fits expectations and preferences of all audience. Hence, personalization is becoming an essential issue in serious game environments, which focus on a human-centered paradigm aiming to provide adaptive and personalized services to the users according to the context. However, how such a personalization should be affectively implemented in the design of serious games is a challenge. This study aims to better understand the affect of personality types on game play. For this purpose, a game-based simulation environment which also records all details of the player during the performance of several tasks in the game play was used. Twenty nine students were asked to play the simulation game. Additionally, their personality types were collected based on the theory of psychological types by Carl Jung, the Myers-Briggs Type Indicator (MBTI) which measures personality preferences as defined by Four Dichotomous pairs of mental functions or attitudes. The correlation between these personality types and individual performance measures of players during the game play was analyzed. However no significant correlation between game parameters and the players' personality types has been recorded. This may be because of the limited number of participants that need to be examined in the future studies. © 2015 IEEE.