Organizacija delavnice “iHDI – International workshop on Human-Drone Interaction”

So-organizirali smo prvo delavnico v sklopu ACM CHI na temo “human-drone interaction” (http://hdi.famnit.upr.si/) oz. interakcije človek-dron. V zadnjih leti se je uporaba dronov zelo povečala tako v zasebne kot v komercialne namene.

human drone interaction workshop

Izjemno zanimanje je svojevrstno razburljivo in hkrati grozljivo. Droni prinašajo namreč veliko prednosti kot so na primer dostava na oddaljene lokacije, pomoč ljudem s posebnimi potrebami, športnikom, kmetijstvu in reševanju. Hkrati pa se postavlja vprašanje kaj pomeni imeti drone v svojem okolju iz vidika varnosti, zasebnosti in nadzora. Na delavnici, ki je potekala 5. maja – dan po tem, ko je bila z dronom prvič na svetu dostavljena človeška ledvica, smo se dotaknili teh in drugih tem ter zaključili, da samo sodelovajnje z vladami pri odstranjevanju ovir za uporabo dronov in raziskovalci drugih področij (tehnologi, sociologi, fiziki …), lahko premagamo ovire pri uspešni inegraciji dronov v naša okolja.

 

Predstavitev ACM SIGCHI Chapter Bled Slovenia na ACM CHI 2019 konferenci

Na letošnji konferenci ACM CHI 2019 – Conference on Human Factors in Computing Systems (https://chi2019.acm.org/), ki je premierna konferenca na področju interakcije človek-računalnik smo prvič predstavili ACM SIGCHI Zbor

(Chapter) Bled Slovenija. Zbor je združenje slovenskih raziskolacev in profesiolacev, ki jih zanimajo področja interakcija človek-računalnik, uporabniška izkušnja and uporabniški vmesniki.

HCI skupnost v Sloveniji se povezuje

Slovenska skupnost raziskovalcev na področju Interackcije človek-računalnik se je v zadnjih mesecih formalno združila v ACM SIGCHI Chapter Bled Slovenia in se tako pridružila drugim naprednim državam, ki se zavedajo pomena oblikovanja tehnoloških rešitev po meri uporabnika.

SIGCHI je posebna in hkrati ena največjih interesnih skupin v okviru največjega svetovnega računalniškega združenja ACM (Association of Computing Machinery), ki deluje tudi v slovenskem prostoru (ACM Slovenija). Glavna naloga združenja ACM je promocija in podpora napredku računalništva kot znanosti in poklica. Združenje tudi podeljuje Turingovo nagrado, ki velja za najprestižnejšo nagrado na področju računalništva in informatike.

Slovenski raziskovalci (Institut “Jožef Stefan”Univerza v Ljubljani, Univerza v Mariboru in Univerza na Primorskem) se bodo kot skupnost prvič predstavili javnosti v Glasgowu v Veliki Britaniji na vrhunski mednarodni konferenci ACM CHI.”

Tečaj testiranje uporabnosti

Izobraževalni tečaj, 25. 10. 2018, 15:00 – 18:00
Institut “Jožef Stefan”, Jamova cesta 39, Ljubljana

V okviru projekta TETRAMAX organiziramo uvodni tečaj testiranja uporabnosti ob upoštevanju uporabniško usmerjenega snovanja izdelka/aplikacije. Rezultati testiranja so koristni predvsem pri določanju funkcionalnosti novih produktov v zgodnji fazi načrtovanja ter pri odkrivanju morebitnih napak in pomanjkljivosti ciljnega izdelka/aplikacije.

Brezplačna prijava

Testiranje uporabnosti se izvaja pri uporabniško usmerjenem snovanju proizvoda in praviloma poteka v več fazah. Posamezna faza se običajno večkrat ponovi, tako da se upoštevajo pripombe uporabnikov. Testiranje/izboljševanje se na nivoju posamezne faze ponavlja toliko časa, dokler ne dosežemo zastavljenih ciljev.

Začetna faza testiranja ima obliko raziskovalne študije (angl. exploratory study), v okviru katere se ugotavlja, ali uporabnik razume in zna uporabljati posamezne funkcije testiranega objekta. Ob tem se beleži tudi pripombe uporabnika. Predmet testiranja je na nivoju nedelujočega prototipa, pri čemer so posamezne funkcije zgolj nakazane, ne pa še dejansko realizirane. Na osnovi rezultatov testiranja se izboljšuje prototip (spreminjajo se njegove funkcije, vizualni izgled in podobno). Naslednja faza je ocenjevalni test (angl. assessment test). Tu ima uporabnik že na razpolago delujoč prototip testiranega objekta. Za dano nalogo se beležijo podatki o uspešnosti izvajanja (v kolikem času je bila naloga opravljena, po kakšnem vrstnem redu opravil je bila naloga opravljena, in podobno). Večina rezultatov te faze testiranja je empirične narave. V tretjo fazo spada verifikacijski test (angl. verification test), katerega namen je izmeriti učinkovitost (kako dobro) in efikasnost (v kolikšnem času) delovanja danega produkta. Sem spada tudi primerjalni test s sorodnimi produkti konkurence.

Brezplačna prijava

Vsebina tečaja:

  • Opredelitev pojma “uporabnost” po standardu ISO 9241-11: Guidance on Usability
    (1998)
  • Podrobnejši opis izvedbe raziskovalne študije, ocenjevalnega testa in verifikacijskega testa
  • Določitev metrike za ovrednotenje rezultatov testiranja
  • Opis plana za izvedbo testiranja uporabnosti in navedba podporne dokumentacije
  • Opis primera iz prakse

Predavatelja:

Franc Novak, Institut “Jožef Stefan”
Špela Poklukar, Ektimo d.o.o.

Predavanje bo v slovenščini. Kotizacije ni.

 

Posted in HCI

Usability testing avalanche bulletins of the Alpine arc

As a follow-up study to the redesign of the Slovenian avalanche bulletin from the past year, the Computer Systems Department of the Jožef Stefan Institute is conducting an online usability evaluation of the avalanche bulletins from the Alpine arc region. There are 20 SUS questionnaires, 1 for each bulletin, waiting for responses at the links below:

Please help us spread the word and get as many responses as possible from people who use the bulletin. It will help us evaluate future bulletin redesigns and hopefully improve the safety of our mountains.

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: 

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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: 

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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: 

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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