Mine Dastan

Dr. Mine Dastan

orcid

Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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5 July 2024 in IEEE Computer Graphics and Applications
Verified
Journal Article
Closed access
Fabio VangiFabio Vangi
Fabio Vangi
Marina RicciMarina Ricci
Marina Ricci
Mine DastanMine Dastan
Mine Dastan
Michele FiorentinoMichele Fiorentino
Michele Fiorentino
The metaverse, driven by mixed reality (MR), is positioned as the future market, revolutionizing product exploration in virtual space. Existing literature on this subject mainly focuses on Business-To-Consumer (B2C) perspectives, leaving a gap in understanding Business-To-Business (B2B) applications, particularly in the fashion industry. This paper introduces a “Mixed Tactile Catalog” (MTC) for B2B that combines a physical, foldable cardboard booth with an MR application linked to a Head-Mounted Display (HMD). Targeting the fashion sector's need for high standards in material evaluation, the MTC allows retailers and distributors to browse garments, customize material attributes, and receive visual and tangible feedback. Evaluation through a focus group of 10 industry experts revealed positive feedback. The MTC maintains the tangibility of traditional B2B showrooms and reduces the environmental impact by minimizing transportation, samples, and waste. This innovative approach offers an efficient and sustainable alternative to conventional physical showrooms, enhancing both economic and ecological aspects.

10 September 2024 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
Mine DastanMine Dastan
Mine Dastan
Michele FiorentinoMichele Fiorentino
Michele Fiorentino
EWElias Walter
Elias Walter
CDChristian Diegritz
Christian Diegritz
Antonio E. UvaAntonio E. Uva
Antonio E. Uva
NNNassir Navab
Nassir Navab
We propose a new scene-aware foveated rendering method, which incorporates the scene awareness and characteristics of the human visual system into the mapping-based foveated rendering framework. First, we generate the conservative visual importance map that encodes the visual features of the scene, visual acuity, and gaze motion. Second, we construct the pixel size control map using a convolution kernel method. Third, we utilize the pixel size control map to guide the foveated rendering. At last, a temporal coherent refinement strategy is used to maintain the smooth foveated rendering for the adjacent frames. Compared to the state-of-the-art mapping-based foveated rendering methods using the same compression ratio, our method achieves smaller MSE, higher PSNR, and SSIM in the fovea, periphery, salient regions, and the whole image. We also conducted user studies, and the results proved that the perceptual quality of our method has a high visual similarity with the around truth rendered with the full resolution.

1 October 2022
Verified
Conference Paper
Closed access
Mine DastanMine Dastan
Mine Dastan
AUAntonio Emmanuele Uva
Antonio Emmanuele Uva
MFMichele Fiorentino
Michele Fiorentino
Drill tool positioning in dental implantology is a challenging task requiring 5DOF precision as the rotation around the tool axis is not influential. This work improves the quasi-static visual elements of the state-of-the-art with a novel Augmented Collimation Widget (ACW), an interactive tool of position and angle error visualization based on the gestalt reification, the human ability to group geometric elements. The user can seek in a quick, pre-attentive way the collimation of five (three positional and two rotational) error component widgets (ECWs), taking advantage of three key aspects: component separation and reification, error visual amplification, and dynamic hiding of the collimated components. We compared the ACW with the golden standard in a within-subjects (N=30) user test using 32 implant targets, measuring the time, error, and usability. ACW performed significantly better in positional (+19%) and angular (+47%) precision accuracy and with less mental demand (-6%) and frustration (-13%), but with an expected increase in task time (+59%) and physical demand (+64%). The interview indicated the ACW as the main preference and aesthetically more pleasant than GSW, candidating it as the new golden standard for implantology, but also for other applications where 5DOF positioning is key.

7 March 2024 in Sensors
Verified
Journal Article
Open access
PDF file
Mine DastanMine Dastan
Mine Dastan
Marina RicciMarina Ricci
Marina Ricci
Fabio VangiFabio Vangi
Fabio Vangi
Michele FiorentinoMichele Fiorentino
Michele Fiorentino
Chromotherapy rooms (CRs) are physical spaces with colored lights able to enhance an individual’s mood, well-being, and, in the long term, their health. Virtual reality technology can be used to implement CR (VRCRs) and provide higher flexibility at lower costs. However, existing VRCRs are limited to a few use cases, and they do not fully explore the potential and pitfalls of the technology. This work contributes by comparing three VRCR designs: empty, static, and dynamic. Empty is just a void but a blue-colored environment. Static adds static abstract graphics (flowers and sea texture), and dynamic adds dynamic elements (animated star particle systems, fractals, and ocean flow). All conditions include relaxing low-beta and ocean sounds. We conducted a between-subject experiment (n = 30) with the three conditions. Subjects compiled a self-perceived questionnaire and a mathematical stress test before and after the VRCR experience. The results demonstrated that the dynamic condition provided a higher sense of presence, while the self-perceived stress level was insignificant. Dynamic VR conditions are perceived as having a shorter duration, and participants declared that they felt more involved and engaged than in the other conditions. Overall, the study demonstrated that VRCRs have a non-trivial behavior and need further study of their design, especially considering their role in a future where VR will be an everyday working interface.

9 September 2024 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Open access
Mine DastanMine Dastan
Mine Dastan
Michele FiorentinoMichele Fiorentino
Michele Fiorentino
Antonio E. UvaAntonio E. Uva
Antonio E. Uva
Numerous prior studies have investigated real-time assembly instructions using Augmented Reality (AR). However, most such experiments were conducted in laboratory settings with simplistic assembly tasks, failing to represent real-world industrial conditions. To ascertain to what extent results obtained in a laboratory environment may differ from studies in actual industrial environments, we carried out a user study with 32 manufacturing apprentices. We compared assembly task execution results in two settings, a classroom and an industrial workshop environment. To facilitate the experiments, we developed AR-guided manual assembly systems for simple and more complex assets. Our findings reveal a significantly improved task performance in the industrial workshop, reflected in faster task completion times, fewer errors, and subjectively perceived higher flow. This contradicted participants' subjective ratings, as they expected to perform better in the classroom environment. Our results suggest that the actual manufacturing environment is critical in evaluating AR systems for real-world industrial applications.

11 February 2025 in Future Internet
Verified
Journal Article
Open access
PDF file
SPSaverio Piccininni
Saverio Piccininni
Mine DastanMine Dastan
Mine Dastan
Fabio VangiFabio Vangi
Fabio Vangi
Michele FiorentinoMichele Fiorentino
Michele Fiorentino
Modern design products are increasingly complex and emotionally significant, demanding versatile and collaborative customization. However, a literature and commercial review reveals a limited availability of flexible, multi-user, photorealistic Virtual Reality (VR) systems for product configuration. We introduce MAGIC (Multi-user Advanced Graphic Immersive Configurator), a collaborative platform combining realistic graphics with ergonomic validation using digital avatars, addressing the limitations of 2D visualization and existing tools. MAGIC is evaluated in a yacht design case study involving 30 participants in an immersive, co-located configuration of a sailing yacht to assess the system’s usability and the potential of VR for customizing complex products. Results show MAGIC’s feasibility in supporting multi-user configuration (100% success rate) and achieving a strong usability score (SUS = 80.83). User feedback highlights that high-quality graphics and additional content significantly enhance immersion and user engagement. However, encountered challenges with navigation methods and spatial perception indicate areas for improvement. MAGIC’s collaborative and immersive capabilities can be extended to other industries demanding proactive customer engagement in the customization of large, heavy products and ergonomic design. Moreover, by promoting prototype dematerialization and providing an interactive remote tool for end users, MAGIC offers potential environmental and economic benefits to boost the competitiveness of small and medium enterprises (SMEs).