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.
Full paper: link
University of Ljubljana, Faculty of Electrical Engineering Trzaska 25 1000 Ljubljana
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.
Full paper: link
In a recent UX magazine article context-awareness was listed as one of the top UX trends in 2013. Yes, the same context-awareness known from HCI literature since the early 90s (the term was first used by Schilit et al. in 1994 to be precise). So it took nearly 20 years for context-awareness to find its way from labs to real life – another confirmation of what Bill Buxton calls the long nose of innovation. Other examples are the mouse and multitouch displays, which took approximately 30 and 20 years to reach mainstream respectively.
The Goriška Museum replaced tour guides to the permanent exhibition on the work of conservators and restorers with sound, light, video and QR codes. The exhibition in Villa Bartolomei in Solkan is one of the first of its kind in Slovenia .