Özçelik, Erol

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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.
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Doktor Öğretim Üyesi
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Scholarly Output

33

Articles

20

Citation Count

823

Supervised Theses

2

Scholarly Output Search Results

Now showing 1 - 10 of 31
  • Article
    Citation Count: 0
    Effects of Graph Type, Conceptual Domain and Perceptual Organization of Information on Graph Comprehension
    (Wydawnictwo Adam Marszalek, 2012) Özçelik, Erol; Tekman, Hasan Gurkan; Computer Engineering
    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.
  • Article
    Citation Count: 9
    The Underlying Reasons of the Navigation Control Effect on Performance in a Virtual Reality Endoscopic Surgery Training Simulator
    (Taylor & Francis inc, 2019) Özçelik, Erol; Dalveren, Gonca Gökçe Menekşe; Berker, Mustafa; Dalveren, Gonca Gokce Menekse; Çağıltay, Nergiz; Computer Engineering; Information Systems Engineering; Software Engineering
    Navigation control skills of surgeons become very critical for surgical procedures. Strategies improving these skills are important for developing higher-quality surgical training programs. In this study, the underlying reasons of the navigation control effect on performance in a virtual reality-based navigation environment are evaluated. The participants' performance is measured in conditions: navigation control display and paper-map display. Performance measures were collected from 45 beginners and experienced residents. The results suggest that navigation display significantly improved performance of the participants. Also, navigation was more beneficial for beginners than experienced participants. The underlying reason of the better performance in the navigation condition was due to lower number of looks to the map, which causes attention shifts between information sources. Accordingly, specific training scenarios and user interfaces can be developed to improve the navigation skills of the beginners considering some strategies to lower their number of references to the information sources.
  • Article
    Citation Count: 16
    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; Dalveren, Gonca Gökçe Menekşe; Cagiltay, Nergiz Ercil; Özçelik, Erol; Ozcelik, Erol; Maras, Hakan; Çağıltay, Nergiz; Computer Engineering; Information Systems Engineering; Software Engineering
    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.
  • Article
    Citation Count: 7
    Secondary-Task Effects on Learning With Multimedia: an Investigation Through Eye-Movement Analysis
    (Routledge Journals, Taylor & Francis Ltd, 2017) Acarturk, Cengiz; Özçelik, Erol; Ozcelik, Erol; Computer Engineering
    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.
  • Article
    Citation Count: 66
    The Effect of Uncertainty on Learning in Game-Like Environments
    (Pergamon-elsevier Science Ltd, 2013) Ozcelik, Erol; Özçelik, Erol; Cagiltay, Nergiz Ercil; Ozcelik, Nese Sahin; Çağıltay, Nergiz; Computer Engineering; Software Engineering
    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 Count: 2
    Haptic User Interface Integration for 3d Game Engines
    (Springer Verlag, 2014) Sengul,G.; Özçelik, Erol; Çaǧiltay,N.E.; Özçelik,E.; Şengül, Gökhan; Tuner,E.; Erol, Berkay; Erol,B.; Computer Engineering; English Translation and Interpretation
    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. © 2014 Springer International Publishing.
  • Article
    Citation Count: 7
    Öğretmenlerin Çevrimiçi Bilgi Arama Stratejilerinin Farklı Değişkenler Açısından İncelenmesi
    (2015) Turan, Zeynep; Özçelik, Erol; Reisoğlu, İlknur; Özçelik, Erol; Göktaş, Yüksel; Computer Engineering
    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.
  • Conference Object
    Citation Count: 0
    Guis With Haptic Interfaces
    (Springer Verlag, 2015) Arda Aydin,M.; Özçelik, Erol; Cagiltay,N.E.; Tokdemir, Gül; Ozcelik,E.; Tuner,E.; Sahin,H.; Tokdemir,G.; Computer Engineering
    While 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.
  • Article
    Citation Count: 13
    Construct and Face Validity of the Educational Computer-Based Environment (ece) Assessment Scenarios for Basic Endoneurosurgery Skills
    (Springer, 2017) Cagiltay, Nergiz Ercil; Şengül, Gökhan; Ozcelik, Erol; Sengul, Gokhan; Özçelik, Erol; Berker, Mustafa; Çağıltay, Nergiz; Computer Engineering; Software Engineering
    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.
  • Article
    Citation Count: 12
    Gesture-Based Interaction for Learning: Time To Make the Dream a Reality
    (Wiley, 2012) Ozcelik, Erol; Şengül, Gökhan; Sengul, Gokhan; Özçelik, Erol; Computer Engineering
    [No Abstract Available]