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    Citation - WoS: 2
    Citation - Scopus: 2
    Attention 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 Engineering; 06. School Of Engineering; 01. Atılım University
    Recent 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.
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    Citation - WoS: 15
    Citation - Scopus: 15
    Construct 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 Engineering; 06. School Of Engineering; 01. Atılım University
    Background 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.
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    Citation - WoS: 166
    Citation - Scopus: 217
    The Effect of Competition on Learning in Games
    (Pergamon-elsevier Science Ltd, 2015) Cagiltay, Nergiz Ercil; Ozcelik, Erol; Ozcelik, Nese Sahin; Computer Engineering; Software Engineering; 06. School Of Engineering; 01. Atılım University
    Today 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.
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    Citation - WoS: 3
    Citation - Scopus: 4
    The Effect of Post-Learning Arousal on Memory in Education
    (inderscience Enterprises Ltd, 2015) Ozcelik, Erol; Computer Engineering; 06. School Of Engineering; 01. Atılım University
    Cognitive psychological and neurobiological studies have shown that presenting emotional events after learning enhances memory performance. It has been suggested that arousal induced by emotional stimuli modulates memory consolidation. However, little is known about the memory consolidation process in education. The goal of this study is to investigate the effect of post-learning arousal on memory consolidation in an applied educational setting. Participants were presented with either emotionally arousing or neutral pictures after they studied the instructional materials. Their memory for instructional materials was tested by an immediate free-recall test and a recognition test administered after one week. The results suggest that presenting emotionally arousing pictures compared to neutral pictures enhanced recognition memory performance. These findings support that emotional stimuli facilitated consolidation of memory traces. By incorporating theories in cognitive psychology and neurobiology and using them in an educational setting, this study proposes a novel way to enhance learning through emotional arousal.
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    The 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 Engineering; 03. School of Fine Arts Design & Architecture; 06. School Of Engineering; 01. Atılım University
    Surgical 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.
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    Citation - WoS: 12
    Citation - Scopus: 13
    The 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 Engineering; 06. School Of Engineering; 01. Atılım University
    Today, 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.
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    Citation - WoS: 65
    Citation - Scopus: 79
    The 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 Engineering; 06. School Of Engineering; 01. Atılım University
    Considering 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.
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    Effects of Graph Type, Conceptual Domain and Perceptual Organization of Information on Graph Comprehension
    (Wydawnictwo Adam Marszalek, 2012) Ozcelik, Erol; Tekman, Hasan Gurkan; Computer Engineering; 06. School Of Engineering; 01. Atılım University
    The 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.
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    Citation - WoS: 7
    Estimation 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 Engineering; 06. School Of Engineering; 01. Atılım University
    The 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.
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    Citation - WoS: 1
    Evaluation of the Effects of Avatar on Learning Temporomandibular Joint in a Metaverse-Based Training
    (Wiley, 2024) Basmaci, Fulya; Bulut, Ali Can; Ozcelik, Erol; Ekici, Saliha Zerdali; Kilicarslan, Mehmet Ali; Cagiltay, Nergiz Ercil; Computer Engineering; Software Engineering; 06. School Of Engineering; 01. Atılım University
    PurposeAvatars, representing users in the digital world, can influence users' behavior and attitudes. This study evaluates the impact of representing dental students receiving temporomandibular joint (TMJ) education in the metaverse via an anonymous or identified avatar.MethodsParticipants included 80 dental students in their fourth and fifth years of study. They were randomly assigned to either the avatar group (identified avatar) or the control group (anonymous avatar). Prior to training, participants completed a demographic questionnaire and a pretraining knowledge assessment. TMJ training was conducted in the metaverse for both groups. Pre- and post-training assessments included the Spielberger State-Trait Anxiety Inventory and a shyness scale to ensure group comparability. A post-test consisting of five questions was administered to both groups after 2 weeks of training.ResultsThere were no significant differences in pretraining scores for prior knowledge (p = 0.67), trait anxiety (p = 0.28), state anxiety (p = 0.92), or shyness (p = 0.42) between the avatar and control groups, indicating comparability at baseline. Post-training analysis revealed significantly higher post-test scores in the avatar group (median = 80) compared to the control group (median = 60) (p = 0.03).ConclusionsMetaverse environments offer various benefits for students, educators, and educational institutions in health education programs. Representing learners and their identities in training environments can enhance learning outcomes.
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    Citation - WoS: 153
    Citation - Scopus: 185
    An Eye-Tracking Study of How Color Coding Affects Multimedia Learning
    (Pergamon-elsevier Science Ltd, 2009) Ozcelik, Erol; Karakus, Turkan; Kursun, Engin; Cagiltay, Kursat; Computer Engineering; 06. School Of Engineering; 01. Atılım University
    Color 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.
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    Citation - WoS: 18
    Citation - Scopus: 24
    Fusion of Smartphone Sensor Data for Classification of Daily User Activities
    (Springer, 2021) Sengul, Gokhan; Ozcelik, Erol; Misra, Sanjay; Damasevicius, Robertas; Maskeliunas, Rytis; Computer Engineering; 06. School Of Engineering; 01. Atılım University
    New 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.
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    Citation - WoS: 11
    Citation - Scopus: 13
    Gesture-Based Interaction for Learning: Time To Make the Dream a Reality
    (Wiley, 2012) Ozcelik, Erol; Sengul, Gokhan; Computer Engineering; 06. School Of Engineering; 01. Atılım University
    [No Abstract Available]
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    Citation - WoS: 1
    Haptic User Interface Integration for 3d Game Engines
    (Springer-verlag Berlin, 2014) Sengul, Gokhan; Cagiltay, Nergiz Ercil; Ozcelik, Erol; Tuner, Emre; Erol, Batuhan; Department of English Language and Literature; Computer Engineering; Software Engineering; 06. School Of Engineering; Department of English Language and Literature; 17. Graduate School of Social Sciences; 02. School of Arts and Sciences; 01. Atılım University
    Touch 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.
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    Citation - WoS: 21
    Citation - Scopus: 24
    Insights 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 Engineering; 06. School Of Engineering; 01. Atılım University
    The 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.
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    Problems of Endoneurosurgery Education: a Case Study in Turkey
    (Iated-int Assoc Technology Education & development, 2015) Cagiltay, Nergiz Ercil; Berker, Mustafa; Ozcelik, Erol; Computer Engineering; Software Engineering; 06. School Of Engineering; 01. Atılım University
    Endoneurosurgery consists of neurological operations performed using an endoscope. Unlike traditional surgery operations, natural body cavities are used as entry points, hence inflicting minimum damage to the patient. These operations are considered as minimal invasive surgeries (or MIS), where surgeons see the operation area in two-dimensional view on the monitor and perform the operation based on that view. Studies show that MIS causes minimal harm to human body and reduces the death risk and that these surgeries are at least as safe as those performed using microscopes. Despite having certain advantages, they also come with certain problems, one of which is that the endoscopic view is two-dimensional, not three; in other words, since endoneurosurgery is performed via the images from the endoscope, the surgeon's perception should enable them to transform those images seen through the endoscope and convert them mentally to their correct anatomical models. In that concern, lack of depth perception can cause serious injuries, even resulting in deaths if not dealt with in advance by training. To be successful in such an environment, the surgeon has to gain critical skills. Hence, the education programs of surgery and endoneurosurgery has unique problems. The main aim of this study is to better understand the problems of endoneurosurgery education in Turkey. For this, a survey study is conducted with 31 participants, who are either currently enrolled in endoneurosurgery education programs in Turkey or experts in the field. Supportively semi-structured individual interviews are also conducted with 5 participants. This data is collected to better understand the methods being used in these programs, their problems and the participants' preferred methods to be used. Additionally, the participants' attitudes towards are also investigated regarding the use of new technologies to enhance the current education programs. The results indicate that, in Turkey, endoneurosurgery training programs are still mostly offered in traditional ways while other educational methods are used in an extremely limited manner. Main problems of integrating new technologies into these education programs are highlighted as: the most widely used educational method for endoneurosurgery in Turkey is the traditional one, see one-do one-teach one, provided in the operating theatre on real patients with an extremely limited practice alternative for the assistants. To improve the practice educators and trainees are willing to use alternative education environments, such as virtual reality and box training. However, they are not available and there are no curriculum integration models for these technologies.
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    Citation - WoS: 21
    Citation - Scopus: 30
    Quantification of the Effects of Transcutaneous Electrical Nerve Stimulation With Functional Magnetic Resonance Imaging: a Double-Blind Randomized Placebo-Controlled Study
    (W B Saunders Co-elsevier inc, 2010) Kara, Murat; Ozcakar, Levent; Gokcay, Didem; Ozcelik, Erol; Yorubulut, Mehmet; Guneri, Sinem; Cetin, Alp; Computer Engineering; 06. School Of Engineering; 01. Atılım University
    Objective: To evaluate the effects of transcutaneous electric nerve stimulation (TENS) by using functional magnetic resonance imaging (fMRI) in patients with carpal tunnel syndrome (CTS). Design: Randomized controlled trial. Settings: University medical center and an outpatient imaging center. Participants: Female patients with CTS (n=20) were randomized into 2 groups receiving either TENS (n=10) or sham TENS (n=10). In both groups, an initial baseline fMRI session was performed via stimulating digits 2, 5, and 3 in turn, I scan run for each. TENS versus sham TENS treatment was given, and a repeat imaging was performed starting 20 minutes after the treatment as follows: second finger on the 20th minute, fifth finger on the 25th minute (ulnar nerve innervated control finger), and third finger on the 30th min. Interventions: Not applicable. Main Outcome Measure: Differences in fMRI activation between the 2 groups were evaluated. Results: Our results demonstrated that 20 to 25 minutes after TENS treatment-but not in the sham TENS group-a significant fMRI signal decrease for digit 2 (post-TENS vs baseline) was observed in the secondary somatosensory regions, ipsilateral primary motor cortex (M1), contralateral supplementary motor cortex (SMA), contralateral parahippocampal gyrus, contralateral lingual gyrus, and bilateral superior temporal gyrus. Measurements on the 25th to 30th minutes for digit 5 were similar between the groups, with presence of activities in areas other than generally activated regions because of painful stimuli. Thirty to 35 minutes after TENS treatment, a significant fMRI signal decrease for digit 3 was detected in the contralateral M1 and contralateral SMA only in the TENS group. Conclusions: Our findings showed that TENS treatment significantly decreased the pain-related cortical activations caused by stimulation of the median nerve innervated fingers up to 35 minutes after treatment.
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    Citation - WoS: 58
    Citation - Scopus: 72
    Reducing the Spatial Distance Between Printed and Online Information Sources by Means of Mobile Technology Enhances Learning: Using 2d Barcodes
    (Pergamon-elsevier Science Ltd, 2011) Ozcelik, Erol; Acarturk, Cengiz; Computer Engineering; 06. School Of Engineering; 01. Atılım University
    Online information sources, such as pictures and animations on web pages are frequently used for complementing printed course material in educational contexts. The concurrent use of online and printed information sources by students, however, requires going back and forth between physically separated course material, such as a course book and a computer screen, thus leading to suboptimal learning outcomes. Compatible with the principles identified by the recent theoretical frameworks for multimedia learning, mobile technology provides learners with the opportunity to bring online and printed course material close together. Mobile phones make online information available within a small desktop space, in close proximity to printed course material. The challenges that are relevant to text input methods can be overcome by the 2D barcode technology. This study investigates the use of camera-equipped mobile phone and 2D barcode technology as an alternative to the use of computer screen for complementing printed course material. The results of the experimental investigation suggest that, by facilitating the access to online information sources by 2D barcode tags on course books, mobile phones have the potential to enhance learning. (C) 2011 Elsevier Ltd. All rights reserved.
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    Citation - WoS: 10
    Citation - Scopus: 11
    Secondary-Task Effects on Learning With Multimedia: an Investigation Through Eye-Movement Analysis
    (Routledge Journals, Taylor & Francis Ltd, 2017) Acarturk, Cengiz; Ozcelik, Erol; Computer Engineering; 06. School Of Engineering; 01. Atılım University
    This study investigates secondary-task interference on eye movements through learning with multimedia. We focus on the relationship between the influence of the secondary task on the eye movements of learners, and the learning outcomes as measured by retention, matching, and transfer. Half of the participants performed a spatial tapping task while studying the instructional materials, whereas the other half studied the materials, without spatial tapping. The results revealed suboptimal learning outcomes under the secondary task, which was accompanied by fewer transitions of gaze between the text and the figure. We propose that the suboptimal learning outcomes might be due to the disrupted processing of pictures, and possibly due to the less efficient integration, of the information gathered from the text and figures.
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    Citation - WoS: 6
    Simulation-Based Environments for Surgical Practice
    (Ieee, 2017) Dalveren, Gonca Gokce Menekse; Cagiltay, Nergiz Ercil; Ozcelik, Erol; Maras, Hakan; Computer Engineering; Software Engineering; Information Systems Engineering; 06. School Of Engineering; 01. Atılım University
    Modeling and simulation environments provide several insights about the real situations such as endoscopic surgery. Endoscopic surgery requires both hand skills, so, understanding the effect of using dominant or non dominant hand on mental workload is important to better design, develop and implement modeling and simulation environments to support real-life implementations of surgical procedures. This experimental study presents a simulation application of eye-tracking approach to understand mental workload in different hand conditions: dominant hand, non-dominant hand and both hand. The results of the study show that, performing simulated surgical tasks by both hands compared to dominant hand, increases mental workload which is evident by higher pupil size. Accordingly, to manage the mental-load problems of surgeons while performing complex tasks that require both hand usage simulation-based environments can be used. Consequently, collection of detailed information such as eye-data, can give several insights about the behaviors of the surgeons. Also, their required skills can be improved by development of simulation and training environments.
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