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Now showing 1 - 10 of 66
  • Conference Object
    The Borderline Between Serious Games and Simulations
    (Iated-int Assoc Technology Education & development, 2014) Guney, Sinem; Cagiltay, Nergiz Ercil; Tuner, Emre; Cereci, Ibrahim
    Game and simulation-based environments allow trainees to develop motor and cognitive skills as well as to provide some very detailed measurement values which in turn provide a feedback mechanism. It is a well known fact that games and simulation are potentially creating safer and cheaper active learning environments. Even when several benefits of games and simulations are reported in the literature, there is no exact definition of a game and simulation drawing the borders in between. Hence this causes to some complexities and misunderstandings in the field. Accordingly, in this study a definition for simulations and games is searched by being based on the studies found in the literature. Based on these definitions a borderline for the games and simulations will be provided. Results of study aim to guide the educational technology designers by better defining their education designs and better understanding their affect on the educational environments.
  • Conference Object
    Citation - WoS: 17
    Citation - Scopus: 23
    Maintenance, Sustainability and Extendibility in Virtual and Remote Laboratories
    (Elsevier Science Bv, 2011) Kara, Ali; Ozbek, Mehmet Efe; Cagiltay, Nergiz Ercil; Aydin, Elif
    This study presents discussions on sustainability of Virtual and Remote Laboratories (VRL), and provides challenges toward maintenance of VRLs. Technical and pedagogical issues in extension and sustenance of VRLs are discussed with the experiences of the authors gained in the development of a VRL system, European Remote Radio Laboratory (ERRL) platform. Moreover, the study presents actions to be taken in sustenance plan and expendability of VRL system with the advances in Information and Communication Technologies (ICT) and educational technologies along with the needs of educators and learners in formal education. (C) 2011 Published by Elsevier Ltd.
  • Article
    Citation - WoS: 8
    Citation - Scopus: 10
    Evaluation of Ten Open-Source Eye-Movement Classification Algorithms in Simulated Surgical Scenarios
    (Ieee-inst Electrical Electronics Engineers inc, 2019) Dalveren, Gonca Gokce Menekse; Cagiltay, Nergiz Ercil
    Despite providing several insights into visual attention and evidence regarding certain brain states and psychological functions, classifying eye movements is a highly demanding process. Currently, there are several algorithms to classify eye movement events which use different approaches. However, to date, only a limited number of studies have assessed these algorithms under specific conditions, such as those required for surgical training programmes. This study presents an investigation of ten open-source eye-movement classification algorithms using the Eye Tribe eye-tracker. The algorithms were tested on the eye-movement records obtained from 23 surgical residents, who performed computer-based surgical simulation tasks under different hand conditions. The aim was to offer data for the improvement of surgical training programmes. According to the results, due to the different classification methods and default threshold values, the ten algorithms produced different results. Considering the fixation duration, the only common event for all of the investigated algorithms, the binocular-individual threshold (BIT) algorithm resulted in a different clustering compared to the other algorithms. Based on the other set of common events, three clusters were determined by eight algorithms (except BIT and event detection (ED)), distinguishing dispersion-based, velocity-based and modified versions of velocity-based algorithms. Accordingly, it was concluded that dispersion-based and velocity-based algorithms provided different results. Additionally, as it individually specifies the threshold values for the eye-movement data, when there is no consensus about the threshold values to be set, the BIT algorithm can be selected. Especially for such cases like simulation-based surgical skill-training, the use of individualised threshold values in the BIT algorithm can be more beneficial in classifying the raw eye data and thus evaluating the individual progress levels of trainees based on their eye movement behaviours. In conclusion, the threshold values had a critical effect on the algorithm results. Since default values may not always be suitable for the unique features of different data sets, guidelines should be developed to indicate how the threshold values are set for each algorithm.
  • Conference Object
    An Rfid Based Location Finding and Tracking With Guidance
    (Ieee, 2008) Oktem, Rusen; Aydin, Elif Uray; Cagiltay, Nergiz Ercil
    This paper tackles an RFID based location finding and tracking system. The system is an integral part of a navigation aid being developed for guiding visually disabled people in a store. The aid is composed of a portable hardware interface unit, a standalone RFID unit, and a central processing unit. The units interact via wireless communication to locate the position of the user in a known indoor environment and tracking his/her movement. An active RFID tag helps to estimate the location of a user and the user is guided to follow a route accordingly, via a tactile compass. The system uses RF signal strengths and is based on Bayes Decision Theory. Initial simulation results with the system prove promising for location finding and tracking, especially when the tracked person is guided by a system.
  • Conference Object
    Understanding the Effect of Passive View on Surgical Performance in Simulation-Based Endoscopic Surgery Education
    (Iated-int Assoc Technology Education A& development, 2016) Topalli, Damla; Cagiltay, Nergiz Ercil
    With the improvements of technologies in the field of surgery, minimally invasive surgical (MIS) technique have become the standard of surgical care for many patients which is performed through the camera view of the operational area from small entry points to the patients' body. Unlike open surgery, MIS is, by its nature, a technique that is very suitable for simulation based training. Developing special skills by using surgical simulations before entering an operating room enables more focused and efficient performance, which minimizes time in the operating room and enhances patient safety. Beside the benefits, MIS reveals some drawbacks as well, such as passive view. Passive view occurs when the surgeon needs the help of assistant to control the camera instead of controlling by his own movements. In such cases, performing the operation from the assistant's camera controlled view is considered as passive view. Earlier studies show that this passive view problem affects the surgical performance. Accordingly, the related surgery training programs should consider providing skills on passive view and the surgical tool designers also should consider this problem in their designs. Hence understanding the concept of passive view in general and understanding its possible affects on surgical performance is critical to improve the surgery process. Additionally, understanding the instructional considerations to better provide environments to practice for gaining these skills are critical for the domain of endoscopic surgery education programs. However, in the literature there are not many studies related with the passive view problem in endoscopic surgery procedures. In this study, a literature review is conducted to better understand the problems related with the passive view. Additionally, a pilot experimental study is conducted through a surgical simulation environment. The results of this study aimed to provide guidelines to the surgical training programs and the instructional system designers to improve the skills of the trainees to better deal with passive-view problem in endoscopic surgery.
  • Article
    Citation - WoS: 4
    Citation - Scopus: 8
    Remote Rf Laboratory Requirements: Engineers' and Technicians' Perspective
    (Anadolu Univ, 2007) Cagiltay, Nergiz Ercil; Aydin, Elif Uray; Kara, Ali; Department of Electrical & Electronics Engineering; Software Engineering
    This study aims to find out requirements and needs to be fulfilled in developing remote Radio Frequency (RF) laboratory. Remote laboratories are newly emerging solutions for better supporting of e-learning platforms and for increasing their efficiency and effectiveness in technical education. By this way, modern universities aim to provide lifelong learning environments to extend their education for a wider area and support learners anytime and anywhere when they need help. However, as far as the authors concern, there is no study investigating the requirements and needs of remote laboratories in that particular field in the literature. This study is based on electrical engineers' and technicians' perspectives on the requirements of a remote laboratory in RF domain. Its scope covers investigation of the participants' perceptions toward computer mediated communication and it attempts to answer the questions: which studying strategies are preferred by the learners and what kind of RF laboratory content should be provided. The analysis of the results showed that, geographic independence, finding quickly the elements of past communication and temporal independence are declared as the most important advantages of computer-mediated communication. However, reading significant amount of information is a problem of these environments. In the context of how to show the content, respondents want to see shorter text on the screen. Therefore the instructions should include little amount of text and must be supported with figures and interactive elements. The instructional materials developed for such learner groups should support both linear and non-linear instructions. While analyzing the content to be provided, we have seen that, most of the participants do not have access to high level equipments and traditional experiments are considered as the necessary ones for both engineers and technicians.
  • Article
    Citation - WoS: 24
    Citation - Scopus: 42
    Using Learning Styles Theory in Engineering Education
    (Taylor & Francis Ltd, 2008) Cagiltay, Nergiz Ercil
    Studies have shown that, while learning different concepts, people sometimes take different approaches (learning styles). Accordingly, their performance reflected differently in their academic studies. With the effect of globalisation to the educational environments, the influence of individual learning styles on educational performance is getting more significant. In this study, a learning style assessment tool was used to examine the relationship between students' learning styles and their performance in engineering education programmes. At the beginning of the programme, 285 students' learning styles were measured using a learning style assessment tool. Four years after the engineering education, their performance in the programme was compared with their individual learning styles. This study shows that most of the students are assimilators. Divergers and convergers follow the assimilators. The number of accommodators is very limited. The relationship between engineering students' learning styles and their performance is found: assimilators and convergers performed better than the divergers and accommodators. The performance difference between assimilators and divergers is statistically significant. The results of this study show that the learning style theory is a potential tool for guiding the design and improvement of courses and helping students to improve their individual performance.
  • 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.
  • Conference Object
    Citation - WoS: 6
    Simulation-Based Environments for Surgical Practice
    (Ieee, 2017) Dalveren, Gonca Gokce Menekse; Cagiltay, Nergiz Ercil; Ozcelik, Erol; Maras, Hakan
    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.
  • Article
    Citation - WoS: 22
    Citation - Scopus: 36
    An Analysis of Course Characteristics, Learner Characteristics, and Certification Rates in MITx MOOCs
    (Athabasca Univ Press, 2020) Cagiltay, Nergiz Ercil; Cagiltay, Kursat; Celik, Berkan; Software Engineering
    Massive Open Online Courses (MOOCs), capable of providing free (or low cost) courses for millions of learners anytime and anywhere, have gained the attention of researchers, educational institutions, and learners worldwide. Even though they provide several benefits, there are still some criticisms of MOOCs. For instance, MOOCs' high dropout rates or predominantly elite participation are considered to be important problems. In order to develop solutions for these problems, a deeper understanding of MOOCs is required. Today, despite the availability of several research studies about MOOCs, there is a shortage of in-depth research on course characteristics, learner characteristics, and predictors of certification rates. This study examined MOOC and learner characteristics in detail and explored the predictors of course certification rates based on data from 122 Massachusetts Institute of Technology MOOCs (MITx) on edX platform as well as data about the 2.8 million participants registered in these MOOCs. The results indicated that as the number of courses offered and the number of learners enrolled increased in years, there was a decrease in the certification rates among enrolled learners. According to our results, the number of average chapters completed, total forum messages, and mean age predicted course certification rates positively. On the other hand, the total number of chapters in a course predicted the course certification rates negatively. Based on these results, shorter and more interactive MOOCs are recommended by considering the needs of the learners, course content design, and strategies encouraging the enrolled students to enter the courses.