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.

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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.

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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.

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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.

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Evaluation of input devices for view manipulation in 3D space

Few weeks ago there Peter Škrlj has completed his Bachelor Thesis titled: Evaluation of input devices for view manipulation in 3D space.

The thesis is in Slovenian language and is accessible here. Below you can find a short abstract.

Abstract

As part of the thesis we have developed applications for the extension of the vein display with support for two additional navigation devices (3D Connexion Space Navigator Mouse and hand gesture based navigation device Leap Motion) which represented an extension of possible input devices besides the keyboard and a mouse to manipulate the view of 3D model of neck veins. In addition to the implementation of support for the device in the application we carried out a user study in which we assessed the usability and ease of use of devices in the application. The results consisted from data we collected from the users’ experience while they solved various manipulation tasks and the answers received from questionnaires SUS (System Usability Scale) which constitute one of the tools with which we can assess interfaces. Analysis of the results confirmed that the 3D mouse is more useful in such an environment and also highlighted some shortcomings of the hands free navigation device Leap Motion.