Özçelik, Erol

Job Title:Doktor Öğretim Üyesi
Main Affiliation: Computer Engineering
Status: Former Staff
Name Variants:
Özçelik, Erol O., Erol Ö.,Erol Ozcelik, Erol Ozcelik,E. O.,Erol Özçelik,E. Erol, Özçelik E.,Özçelik E.,Ozcelik E., Ozcelik Erol, Ozcelik Ozcelik, E.

Scholarly Output Search Results

Now showing 1 - 10 of 34
  • Article
    Citation - WoS: 55
    Citation - Scopus: 61
    Encoding the Future: Successful Processing of Intentions Engages Predictive Brain Networks
    (Academic Press inc Elsevier Science, 2010-01) Poppenk, J.; Moscovitch, M.; McIntosh, A. R.; Ozcelik, E.; Craik, F. I. M.
    Evidence 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 - WoS: 3
    Evaluation of the Effects of Avatar on Learning Temporomandibular Joint in a Metaverse-Based Training
    (Wiley, 2024-12-17) Basmaci, Fulya; Bulut, Ali Can; Ozcelik, Erol; Ekici, Saliha Zerdali; Kilicarslan, Mehmet Ali; Cagiltay, Nergiz Ercil
    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.
  • Article
    Öğretmenlerin Çevrimiçi Bilgi Arama Stratejilerinin Farklı Değişkenler Açısından İncelenmesi
    (2015) Turan, Zeynep; Reisoğlu, İlknur; Özçelik, Erol; Göktaş, Yüksel
    Bu 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.
  • Article
    Citation - WoS: 70
    Citation - Scopus: 84
    The Effect of Uncertainty on Learning in Game-Like Environments
    (Pergamon-elsevier Science Ltd, 2013-09) Ozcelik, Erol; Cagiltay, Nergiz Ercil; Ozcelik, Nese Sahin
    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.
  • Conference Object
    Citation - WoS: 6
    Citation - Scopus: 8
    Simulation-Based Environments for Surgical Practice
    (Institute of Electrical and Electronics Engineers Inc., 2017-04) Dalveren,G.G.M.; Çağıltay,N.E.; Özçelik,E.; Maraş,H.
    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. © 2017 IEEE.
  • Master Thesis
    Yapay Sinir Ağı ile Meme Kanseri Tahmin
    (2016) Alhasadi, Aymen; Özçelik, Erol
    Meme kanseri dünyada kadınlar arasında başlıca ölüm nedeni olarak yer almaktadır. Bu çalışmanın amacı, ameliyat sonrası meme kanseri tekrarını tahmin eden gürbüz bir yöntem bulmaktır. Bu çalışmada 194 örnek içeren Wisconsin Prognostik Meme Kanseri veritabanı kullanılmıştır. Meme kanseri ile ilgili gerçek veriler içerdiği için bu veritabanı seçilmiştir. Bu tezde, meme kanseri tahminini için çok katmanlı perceptron ve genelleştirilmiş regresyon sinir ağı işe koşulmuştur. Yapay sinir ağları ile ulaşılan sonuçlar ayrıca destek vektör makinesi ile elde edilenlerle karşılaştırılmıştır. En iyi sonuç, genelleştirilmiş regresyon sinir ağı yöntemi kullanıldığında bulunmuştur. Sonuçlar ve gelecek çalışmalar tartışılmıştır.
  • Conference Object
    The Effect of Split Attention in Surgical Education
    (Springer Verlag, 2014) Özçelik,E.; Ercil Cagiltay,N.; Sengul,G.; Tuner,E.; Unal,B.
    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. © 2014 Springer International Publishing.
  • Article
    Citation - WoS: 3
    Citation - Scopus: 4
    The Effect of Post-Learning Arousal on Memory in Education
    (inderscience Enterprises Ltd, 2015) Ozcelik, Erol
    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.
  • Article
    Citation - WoS: 11
    Citation - Scopus: 12
    Secondary-Task Effects on Learning With Multimedia: an Investigation Through Eye-Movement Analysis
    (Routledge Journals, Taylor & Francis Ltd, 2016-04-04) Acarturk, Cengiz; Ozcelik, Erol
    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.
  • Conference Object
    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
    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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