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Conference Object Citation - Scopus: 8Simulation-Based Environments for Surgical Practice(Institute of Electrical and Electronics Engineers Inc., 2017) 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.Article Citation - WoS: 156Citation - Scopus: 192An Eye-Tracking Study of How Color Coding Affects Multimedia Learning(Pergamon-elsevier Science Ltd, 2009) Ozcelik, Erol; Karakus, Turkan; Kursun, Engin; Cagiltay, KursatColor 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.Article Recognition and Misclassification Patterns of Basic Emotional Facial Expressions: An Eye-Tracking Study in Young Healthy Adults(MDPI, 2025) Alkan, NeşeAccurate recognition of basic facial emotions is well documented, yet the mechanisms of misclassification and their relation to gaze allocation remain under-reported. The present study utilized a within-subjects eye-tracking design to examine both accurate and inaccurate recognition of five basic emotions (anger, disgust, fear, happiness, and sadness) in healthy young adults. Fifty participants (twenty-four women) completed a forced-choice categorization task with 10 stimuli (female/male poser x emotion). A remote eye tracker (60 Hz) recorded fixations mapped to eyes, nose, and mouth areas of interest (AOIs). The analyses combined accuracy and decision-time statistics with heatmap comparisons of misclassified versus accurate trials within the same image. Overall accuracy was 87.8% (439/500). Misclassification patterns depended on the target emotion, but not on participant gender. Fear male was most often misclassified (typically as disgust), and sadness female was frequently labeled as fear or disgust; disgust was the most incorrectly attributed response. For accurate trials, decision time showed main effects of emotion (p < 0.001) and participant gender (p = 0.033): happiness was categorized fastest and anger slowest, and women responded faster overall, with particularly fast response times for sadness. The AOI results revealed strong main effects and an AOI x emotion interaction (p < 0.001): eyes received the most fixations, but fear drew relatively more mouth sampling and sadness more nose sampling. Crucially, heatmaps showed an upper-face bias (eye AOI) in inaccurate trials, whereas accurate trials retained eye sampling and added nose and mouth AOI coverage, which aligned with diagnostic cues. These findings indicate that the scanpath strategy, in addition to information availability, underpins success and failure in basic-emotion recognition, with implications for theory, targeted training, and affective technologies.Article Citation - WoS: 207Citation - Scopus: 240Why Does Signaling Enhance Multimedia Learning? Evidence From Eye Movements(Pergamon-elsevier Science Ltd, 2010) Ozcelik, Erol; Arslan-Ari, Ismahan; Cagiltay, KursatPrevious studies have suggested that signaling enhances multimedia learning. However, there is not enough evidence showing why signaling leads to better performance. The goal of this study was to examine the effects of signaling on learning outcomes and to reveal the underlying reasons for this effect by using eye movement measures. The participants were 40 undergraduate students who were presented with either signaled or nonsignaled multimedia materials. Labels in the illustration were signaled by temporarily changing the color of the items. The results suggest that the signaled group outperformed the nonsignaled group on transfer and matching tests. Eye movement data shows that signaling guided attention to relevant information and improved the efficiency and effectiveness of finding necessary information. (C) 2009 Elsevier Ltd. All rights reserved.Conference Object Citation - WoS: 1Citation - Scopus: 1Eye-Tracking To Enhance Usability: a Race Game(Springer international Publishing Ag, 2019) Ilhan, A. EzgiAn important field of research in human-computer interaction studies is the usability of computer games. This paper provides brief definitions of human-computer interactions and usability, and also describes the relevance of these interactions to computer games. Design decisions concerning game elements such as graphical user interface, feedback messages, position and the colour of functional buttons located on the game screen play an important role in identifying the usability and playability of computer games. This study uses eye-tracking technology in order to record eye movements to focus the action of "seeing", which reflects the inner world of humans. A managerial racing game was chosen as an example to analyse its usability. In this context, the design of the social race game was reviewed by recording eye movement data of the participants. The results of eye-tracking data were supported by user comments, which were finally used to improve the design and usability features of the game.

