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Aliza Aliza

dblp:347/2224 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2024
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Learning and educational technologies · 77% Health and well-being technologies · 12% Usability and user experience research · 12%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies › skill acquisition › motor skill learning
eye-hand coordination training
1.522024
Eye-Hand Coordination Training: A Systematic Comparison of 2D, VR, and AR Display Technologies and Task Instructions · VR 2024
Enhancing Eye-Hand Coordination in Volleyball Players: A Comparative Analysis of VR, AR, and 2D Display Technologies and Task Instructions · ISMAR 2024
Virtual and augmented reality
immersive interaction
0.812024
Eye-Hand Coordination Training: A Systematic Comparison of 2D, VR, and AR Display Technologies and Task Instructions · VR 2024
Health and well-being technologies › physical activity
sports training
0.212024
Enhancing Eye-Hand Coordination in Volleyball Players: A Comparative Analysis of VR, AR, and 2D Display Technologies and Task Instructions · ISMAR 2024

Methods — techniques the papers use, named apart from their topics

throughput analysis · 1.5longitudinal user study · 1.5task instructions · 0.8comparative user study · 0.8
YearPublicationVenuePosition
2024 Enhancing Eye-Hand Coordination in Volleyball Players: A Comparative Analysis of VR, AR, and 2D Display Technologies and Task Instructions
abstract
Previous studies analyzed user motor performance with Virtual Reality (VR) and Augmented Reality (AR) Eye-Hand Coordination Training Systems (EHCTSs) while asking participants to follow specific task instructions. Although these studies suggested VR & AR EHCTSs as potential training systems for sports players, they recruited participants for their user studies among general population. In this paper, we examined the training performance of 16 professional volleyball players over 8 days using EHCTSs with three display technologies (VR, AR, and 2D touchscreen) and with four distinct task instructions (prioritizing speed, error rate, accuracy, or none). Our results indicate that volleyball players performed best with 2D touchscreen in terms of time, error rate, accuracy, precision, and throughput. Moreover, their performance was superior when using VR over AR. They also successfully followed the task instructions given to them and consistently improved their throughput performance. These findings underscore the potential of EHCTS in volleyball training and highlight the need for further research to optimize VR & AR user experience and performance.
Nour Hatira, Aliza Aliza, Anil Ufuk Batmaz, Mine Sarac
ISMAR2
2024 Eye-Hand Coordination Training: A Systematic Comparison of 2D, VR, and AR Display Technologies and Task Instructions
abstract
Previous studies on Eye-Hand Coordination Training (EHCT) focused on the comparison of user motor performance across different hardware with cross-sectional studies. In this paper, we compare user motor performance with an EHCT setup in Augmented Reality (AR), Virtual Reality (VR), and on a 2D touchscreen display in a longitudinal study. Through a ten-day user study, we thoroughly analyzed the motor performance of twenty participants with five task instructions focusing on speed, error rate, accuracy, precision, and none. As a novel evaluation criterion, we also analyzed the participants’ performance in terms of effective throughput. The results showed that each task instruction has a different effect on one or more psychomotor characteristics of the trainee, which highlights the importance of personalized training programs. Regarding different display technologies, the majority of participants could see more improvement in VR than in 2D or AR. We also identified that effective throughput is a good candidate for monitoring overall motor performance progress in EHCT systems.
Aliza Aliza, Irene Zaugg, Elif Celik, Wolfgang Stuerzlinger, Francisco R. Ortega 0001, Anil Ufuk Batmaz, Mine Sarac
VR1