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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.
O., Erol
Ö.,Erol
Ozcelik, Erol
Ozcelik,E.
O.,Erol
Özçelik,E.
Erol, Özçelik
E.,Özçelik
E.,Ozcelik
E., Ozcelik
Erol, Ozcelik
Ozcelik, E.
Job Title
Doktor Öğretim Üyesi
Email Address
Main Affiliation
Computer Engineering
Status
Former Staff
Website
ORCID ID
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID

Scholarly Output
33
Articles
20
Citation Count
823
Supervised Theses
2
31 results
Scholarly Output Search Results
Now showing 1 - 10 of 31
Conference Object Citation - Scopus: 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 - WoS: 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.Article Citation - WoS: 6Citation - Scopus: 7Teaching Software Verification and Validation Course: a Case Study(Tempus Publications, 2014) Mishra, Deepti; Hacaloglu, Tuna; Mishra, Alok; Computer Engineering; Computer Engineering; Software Engineering; Information Systems Engineering; Software Engineering; Information Systems EngineeringSoftware verification and validation (V & V) is one of the significant areas of software engineering for developing high quality software. It is also becoming part of the curriculum of a universities' software and computer engineering departments. This paper reports the experience of teaching undergraduate software engineering students and discusses the main problems encountered during the course, along with suggestions to overcome these problems. This study covers all the different topics generally covered in the software verification and validation course, including static verification and validation. It is found that prior knowledge about software quality concepts and good programming skills can help students to achieve success in this course. Further, team work can be chosen as a strategy, since it facilitates students' understanding and motivates them to study. It is observed that students were more successful in white box testing than in black box testing.Article Citation - WoS: 61Citation - Scopus: 73The 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 - WoS: 12Citation - Scopus: 13The 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.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.Conference Object Citation - Scopus: 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.Article Citation - WoS: 2Citation - Scopus: 3The Effect of Post-Learning Arousal on Memory in Education(inderscience Enterprises Ltd, 2015) Ozcelik, Erol; Computer EngineeringCognitive 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: 57Citation - Scopus: 70Reducing 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 EngineeringOnline 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.Article Citation - WoS: 8Citation - Scopus: 9Secondary-Task Effects on Learning With Multimedia: an Investigation Through Eye-Movement Analysis(Routledge Journals, Taylor & Francis Ltd, 2017) Acarturk, Cengiz; Ozcelik, Erol; Computer EngineeringThis 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.