HCI-IS 2019 keynote & schedule

Some more information for tomorrow’s conference. See you soon!

KEYNOTE

Title: Mobile Interruptibility Management: The Role of Social Roles

Abstract: As we go about our daily lives we enact different social roles, with work and private roles being the most prominent. The traditional role boundaries have been shattered with the introduction of mobile communication devices – a work-related email might arrive during a family dinner, while a private chat message might buzz in a business meeting. While role blurring introduced with mobile phones might increase stress due to role conflict, it can also simplify task handling and provide the necessary flexibility (e.g. an option to work from home). In this talk I will present a line of research on mobile interruptiblity with a particular focus on the impact of social roles on notification handling. We will see how mobile device usage varies with the currently enacted social role, as well as how preferences for notification handling vary among individuals. Finally, I will discuss our vision of a system that matches the desired role boundary handling with the way notifications are managed on mobile devices.

Bio: Veljko Pejovic is an assistant professor of computer science at the University of Ljubljana, Slovenia. His interests include mobile computing, HCI, resource-efficient computing, and the interaction of technology and society. His work on modelling user movement and communication behavior from mobile call records won the 2013 Orange D4D Challenge, while his work on interruptibility modelling resulted in the best paper nomination at the ACM UbiComp’14 conference.

SCHEDULE

Download schedule of Human-Computer Interaction in Information Society 2019 available here.

HCI-IS 2019 accepted papers, posters and presentations

RESEARCH PAPERS

Analiza vpliva težavnosti računalniške igre na izmerjene vrednosti fizioloških signalov
Timotej Knez, Martin Gjoreski, Veljko Pejović

Privacy preserving indoor location and fall detection system
Aleksandar Tošić, Jernej Vičič, Michael Burnard

Exploratory data analysis of stream data in sports medicine domain
Maja Vrancich, Maja Matetic

Sledenje pogledu s spletno kamero
Luka Vranješ, Jure Žabkar

Prepričljive tehnologije za spodbujanje pravilne drže telesa pri sedenju
Luka Zorč, Klen Čopič Pucihar, Matjaž Kljun

Nuni-A case study: a platform to distribute digital content to analog television data towards enhancing quality of life of senior citizen in Mexico
Cuauhtli Campos, Carlos Alberto Martínez Sandoval

EXTENDED ABSTRACTS

Umestitev interaktivnih elementov in elementov igrifikacije na vnaprej zastavljeni učni poti
Borut Kolar, Matjaž Kljun, Klen Čopič Pucihar

Interakcija z umetniškimi deli preko množičnega ocenjevanja
Patrik Širol, Klen Čopič Pucihar, Matjaž Kljun

Igrifikacija virtualnega obiska učne poti Škocjan z uporabo mobilnih tehnologij in 360-stopinjskih posnetkov
Tilen Jesenko, Matjaž Kljun, Klen Čopič Pucihar

Virtual reality and neurocognitive intervention: an active game-based rehabilitation approach towards assisting autistic children with cognitive deficit
Maheshya Weerasinghe, Nuwan Attygalle, Julie Ducasse

Interakcija z umetninami z uporabo tehnologije dopolnjene resničnosti
Boštjan Čotar, Matjaž Kljun, Klen Čopič Pucihar

POSTERS

The missing interface: micro-gestures on augmented objects
Klen Čopič Pucihar, Christian Sandor, Matjaž Kljun, Wolfgang Huerst, Alexander Plopski, Takafumi Taketomi, Hirokazu Kato, Luis A. Leiva

3D virtual tracing and depth perception problem on mobile AR
Leon Gombač, Klen Čopič Pucihar, Matjaž Kljun, Paul Coulton, Jan Grbac             

Playing with the artworks: engaging with art throughan augmented reality game
Klen Čopič Pucihar, Matjaž Kljun, Paul Coulton

Dual camera magic lens for handheld AR sketching
Klen Čopič Pucihar, Jens Grubert, Matjaž Kljun

Conference schedule will follow soon.

Note: links to camera-ready papers are added as they come in. Conference proceedings available here.

Interactive Video Management by means of an Exercise Bike

Jan Štrekelj, Branko Kavšek
University of Primorska Faculty of Mathematics, Natural Sciences and Information Technologies Glagoljaška 8, 6000 Koper, Slovenia

Abstract: This paper describes the concept of virtual reality and the use of this technology in practice. The main part of the work is about reviewing the various stages of the development of a prototype system for interactive video management by means of an exercise bike. Systems, that are currently available on the market, are, due to their ease of use, closed units, for which upgrades are not possible or come at a great expense. The main advantage of the presented prototype, besides affordability, is a simple option to upgrade the system by adding sensors and/or modules; this allows us to extend the system in every stage of development. A low-cost computer (Raspberry Pi) is used as a processing unit, for calculating the speed of the wheel and sending this information to the control unit. The control unit processes the received data and sets the playback speed of the video clip accordingly. There is great potential for improvement on the developed prototype. Thus, ideas for further development are presented in the concluding section.

 

Presentation: 

Full paper: link

I was here: a system for creating augmented reality digital graffiti in public place

Erik Šimer, Matjaž Kljun, Klen Čopil Pucihar
University of Primorska, FAMNIT, Glagoljaška 8. Koper, Slovenia

Abstract: Since ancient times travelers and tourists try to leave their marks in places they visit. However, carving or writing on historic landmarks can cause irreversible damage on such sites. One possible solution are digital graffiti. These can for example be created through projection mapping where beams of light wrap the object with the digital graffiti created by users so everyone at the site can see them. However this may disturb other visitors being there at the same time. In this paper we explore an alternative solution for creating digital graffiti by utilizing Mobile Augmented Reality (MAR) technology. We developed a mobile application which allows users to: (i) select an object or a building, (ii) map a 3D mesh onto it in order to prepare its 2D plane , and (iii) draw a graffiti on this plane. After completing the drawing the application wraps the object or the building with a modified 2D texture creating an illusion of digital graffiti. In order to (i) evaluate the social acceptance of placing digital graffiti onto historic landmarks and to (ii) evaluate if the use of our prototype is socially acceptable in public spaces, we carried out a small reflective user study. We created a couple of simple graffiti on different historic buildings and posted them on social networking site Facebook. Despite amateur appearance, posted photos received attention and generated some positive responses and questions.

Virtual graffiti

Virtual graffiti

Full paper: link

Towards affordable Mobile Crowd Sensing device

Gal Pavlin
University of Ljubljana, Faculty of Electrical Engineering Trzaska 25 1000 Ljubljana
Marko Pavlin
Jožef Stefan Institute, Jamova cesta 39, 1000 Ljubljana, Slovenia

Abstract: In this paper, we describe first prototype of mobile crowd sensing device. The device serves as a source for signals in the potential crowd sensing studies. Presented device has no intention to compete with the existing mobile devices, such as mobile phones, but to complement them where they lack of the features like affordability, simple use and new opportunities in different segments of our lives. Our main goal was to develop a device, which can cover all aspects of mobile crowd sensing and at the same time to keep the device cost at very affordable level. The described device is capable of integration into most widely available sunglasses. The complete device consisting of two separate “lenses” forms distributed ecosystem serving as source for sound, light, acceleration and temperature signals while at the same time providing actuator function with integrated LED matrix display.

Presentation: 

Full paper: link

Towards the improvement of GUARD graphical user interface

Žiga Kopušar
Guardiaris d.o.o., Podjunska ulica 13, Ljubljana, Slovenia
Franc Novak
Jožef Stefan Institute, Jamova cesta 39, 1000 Ljubljana, Slovenia

Abstract: In this paper, we describe a case study of usability testing of the GUARD Control Desk graphical user interface, which is a part of the GUARD simulator and is used for exercise planning, execution and evaluation in soldier training. The usability testing was performed in the development phase of a new version of user interface.

Presentation: 

Full paper: link

Wizard of Oz experiment for Prototyping Multimodal Interfaces in Virtual Reality

Blaž Gombač, Matej Zemljak, Patrik Širol, Damir Deželjin, Klen Čopič Pucihar, Matjaž Kljun
University of Primorska, FAMNIT, Glagoljaška 8, Koper, Slovenia

Abstract: In recent years the field of virtual reality has witnessed a rapid growth with significant investments in both hardware and software development. It has several potential applications for entertainment, education and enterprise where users benefit from being immersed into virtual worlds. VR headsets are available in several forms and price ranges from simple and inexpensive Google Cardboard to more complex products such as Oculus Rift. Nevertheless, designing fully operational virtual reality applications for researching new complex multimodal interaction possibilities (e.g. mid-air gesture, voice, haptics, etc.) may be difficult to implement, costly and time consuming. For this reason we have looked into ways of rapidly prototyping virtual reality interactions. Our approach consists of the Wizard of Oz experiment in which subjects interact with a computer system believing to be autonomous, but is in reality operated by researchers. The presented system allows non-technical designers to explore various multimodal interactions with rapid prototyping of VR environments.

Full paper: link

Evaluation of common input devices for web browsing: mouse vs touchpad vs touchscreen

Andrej Maleckar, Matjaž Kljun, Peter Rogelj, Klen Čopič Pucihar
University of Primorska, FAMNIT, Glagoljaška 8, Koper, Slovenia

Abstract: With the ever increasing connectivity to the Internet the use of the web has spread from static environments of desktop computers to mobile context where we interact with the web though laptop computers, tablet computers, mobile phones and wearable devices. Recent studies have shown that young people access the web using various devices and input techniques and spend on average more than 20 hours a week on the web. In this paper we plan to investigate which input technology is most usable or preferred for performing different tasks on the web. We decided to compare and evaluate the usability of the three most used input devices for web browsing, namely: a computer mouse and a touchpad on a laptop, and a touchscreen on a smartphone. For this purpose we have built a custom web page where users had to perform seven common tasks on web: open a URL address, copy/paste a URL address, copy/paste text, scroll up-down, scroll left-right, zoom in the context of a web page, and navigate a map. The results show that the mouse is still a preferred input device with shortest completion times, followed by the touchscreen interface even if it performed slower at some tasks compared to touchpad, which was marked as least preferred.

Presentation: 

Full paper: link

Improving the usability of online usability surveys with an interactive Stripe scale

Matevž Pesek, Alja Isakovic, Gregor Strle, Matija Marolt
University of Ljubljana, Faculty of Computer and Information Science, Laboratory for Computer graphics and Multimedia, Večna Pot 113, 1000 Ljubljana, Slovenia

Abstract: The paper introduces Stripe, an interactive continuous scale for online surveys that makes it easy to compare multiple answers on a single screen. The Stripe is evaluated as an alternative to the n-point Likert scale, which is commonly used in online usability questionnaires like the System Usability Scale (SUS). The paper presents the results of a user study, which confirmed the validity of results gained with the proposed Stripe interface by applying both the Stripe and the Likert interface to an online SUS questionnaire. Additionally, the results of our study show that the participants favor the Stripe interface in terms of intuitiveness and ease of use, and even perceive the Stripe interface as less time consuming than the standard Likert scaled interface based on radio buttons.

Presentation: 

Full paper: link