Klen Čopič PuciharUniversity of Primorska | UP · Department of Information Science and Technologies
Klen Čopič Pucihar
PhD in Computer Science
About
86
Publications
32,716
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
753
Citations
Introduction
Skills and Expertise
Additional affiliations
October 2009 - October 2014
Publications
Publications (86)
Global corporations are characterised by a large number of employees and geographically dispersed offices. Moreover, the competitiveness in the global market requires them to invest in their human resources to be able to remain a step ahead of competition. Implementing large scale classical education in such environments is challenging and costly....
Digital-augmentation of print-media can provide contextually relevant audio, visual, or haptic content to supplement the static text and images. The design of such augmentation--its medium, quantity, frequency, content, and access technique--can have a significant impact on the reading experience. In the worst case, such as where children are learn...
Augmenting arbitrary physical objects with digital content leads to the missing interface problem, because those objects were never designed to incorporate such digital content and so they lack a user interface. A review of related work reveals that current approaches fail due to limited detection fidelity and spatial resolution. Our proposal, base...
Interactive web documentaries have the potential to engage people with important topics through innovative storytelling approaches. Understanding how users interact with web documentaries and to what extent they consume their content can help documentary filmmakers reach a broader or more engaged audience. In this article, we provide an in-depth an...
Recently, millimeter-wave radar-on-chip sensors such as Google Soli have become readily available in the mobile ecosystem. We envision such radar technology to be integrated into wearables to enable gesture-based interaction possibilities for users 'on the go', e.g. to control various devices such as phone, car infotainment system , etc. even when...
Robots have the potential to enhance teaching of advanced computer science topics, making abstract concepts more tangible and interactive. In this paper, we present Timmy-a GoPiGo robot augmented with projections to demonstrate shortest path algorithms in an interactive learning environment. We integrated a JavaScript-based application that is proj...
Eye gaze is considered an important indicator for understanding and predicting user behaviour, as well as directing their attention across various domains including advertisement design, human-computer interaction and film viewing. In this paper, we present a novel method to enhance the analysis of user behaviour and attention by (i) augmenting vid...
Augmented reality (AR) magic-lens (ML) displays, such as handheld devices, offer a convenient and accessible way to enrich our environment using virtual imagery. Several display technologies, including conventional monocular, less common stereoscopic, and varifocal displays, are currently being used. Vergence and accommodation effects on depth perc...
Improvisation is a vital but often neglected aspect of traditional piano teaching. Challenges such as difficulty in assessment and subjectivity have hindered its effective instruction. Technological approaches, including augmentation, aim to enhance piano instruction, but the specific application of digital augmentation for piano improvisation is u...
This chapter explores how projection-based AR can be used in built environments to improve well-being of occupants. Stress, discomfort or sedentary behaviour are factors that have a negative impact on people’s well-being and efficiency. A number of ambient prototypes have been developed to help people address these issues. In parallel, gamification...
In this chapter, we investigate physical and digital approaches to the phenomenon of book augmentation. Physical approaches do not embed any electronic elements into the book. On the contrary, in digital approaches interactivity is supported by embedding electronic devices into the physical book, holding devices above the book or by placing electro...
Augmented reality (AR) games within the education sector hold the potential to revolutionise the learning experiences by introducing innovative forms of education. However, it remains unclear how these AR games, characterised by diverse game genres, can effectively integrate into traditional educational processes, considering various theoretical le...
Background: Online implementation of suicide prevention interventions offers many advantages, facilitating the dissemination of large-scale suicide prevention interventions. An online tool iAlive aimed at raising awareness and increasing suicide prevention competences in lay people was developed and implemented in Slovenia. Aims: To develop, implem...
This chapter explores the use of Artificial Intelligence (AI) to semantically understand the scene, to decide when to provide Augmented Reality (AR) content or to take other actions, and how to generate the augmented content. The chapter presents a survey of novel Machine Learning techniques that have a capability to assist future AI-driven smart A...
Depth of Field (DoF) has been used in 3D software to imitate realistic vision to improve immersion and depth perception on 2D displays. However, traditional methods of introducing DoF use fixed focus point which is usually located in the center of the screen. This may lead to unwanted blur that could affect user immersion and game satisfaction. In...
Humans have been developing and playing musical instruments for millennia. With technological advancements, instruments were becoming ever more sophisticated. In recent decades computer-supported innovations have also been introduced in hardware design, usability, and aesthetics. One of the most commonly digitally augmented instruments is the piano...
Humans have been developing and playing musical instruments for millennia. With technological advancements, instruments were becoming ever more sophisticated. In recent decades computer-supported innovations have also been introduced in hardware design, usability, and aesthetics. One of the most commonly digitally augmented instruments is the piano...
Ubiquitous nature, versatility, and durability enabled paper to maintain its importance in the digital age. It is not surprising there have been numerous attempts to combine paper with the digital content. One way to do so is to place paper on a horizontal interactive display (e.g. tabletop or tablet). The paper thus becomes "the screen" on which t...
Despite the drive to digitise learning, paper still holds a prominent role within educational settings. While computational devices have several advantages over paper (e.g. changing and showing content based on user interaction and needs) their prolonged or incorrect usage can hinder educational achievements. In this paper, we combine the interacti...
A critical component of user studies is gaining access to a representative sample of the population researches intend to investigate. Nevertheless, the vast majority of human-computer interaction (HCI)studies, including augmented reality (AR) studies, rely on convenience sampling. The outcomes of these studies are often based on results obtained fr...
The distinct properties and affordances of paper provide benefits that enabled paper to maintain an important role in the digital age. This is so much so, that some pen–paper interaction has been imitated in the digital world with touchscreens and stylus pens. Because digital medium also provides several advantages not available to physical paper,...
Experiential learning (ExL) is the process of learning through experience or more specifically “learning through reflection on doing”. In this paper, we propose a simulation of these experiences, in Augmented Reality (AR), addressing the problem of language learning. Such systems provide an excellent setting to support “adaptive guidance”, in a dig...
Learning vocabulary in a primary or secondary language is enhanced when we encounter words in context. This context can be afforded by the place or activity we are engaged with. Existing learning environments include formal learning, mnemonics, flashcards, use of a dictionary or thesaurus, all leading to practice with new words in context. In this...
Virtual Reality (VR) provides new possibilities for modern knowledge work. However, the potential advantages of virtual work environments can only be used if it is feasible to work in them for an extended period of time. Until now, there are limited studies of long-term effects when working in VR. This paper addresses the need for understanding suc...
While virtual reality (VR) has been explored in the field of architecture, its implications on people who experience their future office space in such a way has not been extensively studied. In this explorative study, we are interested in how VR and other representation methods support users in projecting themselves into their future office space a...
Experiential learning (ExL) is the process of learning through experience or more specifically "learning through reflection on doing". In this paper, we propose a simulation of these experiences, in Augmented Reality (AR), addressing the problem of language learning. Such systems provide an excellent setting to support "adaptive guidance", in a dig...
Learning vocabulary in a primary or secondary language is enhanced when we encounter words in context. This context can be afforded by the place or activity we are engaged with. Existing learning environments include formal learning, mnemonics, flashcards, use of a dictionary or thesaurus, all leading to practice with new words in context. In this...
Gesture recognition with miniaturised radar sensors has received increasing attention as a novel interaction medium. The practical use of radar technology, however, often requires sensing through materials. Yet, it is still not well understood how the internal structure of materials impacts recognition performance. To tackle this challenge, we coll...
Virtual Reality (VR) provides new possibilities for modern knowledge work. However, the potential advantages of virtual work environments can only be used if it is feasible to work in them for an extended period of time. Until now, there are limited studies of long-term effects when working in VR. This paper addresses the need for understanding suc...
The most common way to consume art is through observation and acknowledgement of its existence. From the viewpoint of preserving art and cultural heritage, such passive consumption seems adequate. However, throughout history art has always been the subject of endless reinterpretations and its reframing has a possibility to shed new perspectives on...
Understanding how effective technology adoption is and how well opportunities created by advances in technology are utilised is vital for supporting adoption and development of technology. To this end, we propose an activity-based taxonomy method designed to produce technology adoption insights. The method is applied on adoption of Augmented Realit...
For around 300 years, humans have been learning to play the modern piano either with a teacher or on their own. In recent years teaching and learning have been enhanced using augmented technologies that support novices. Other technologies have also tried to improve different use cases with the piano, such as composing and performing. Researchers an...
Virtual Reality (VR) has the potential to support mobile knowledge workers by complementing traditional input devices with a large three-dimensional output space and spatial input. Previous research on supporting VR knowledge work explored domains such as text entry using physical keyboards and spreadsheet interaction using combined pen and touch i...
Virtual Reality (VR) has the potential to support mobile knowledge workers by complementing traditional input devices with a large three-dimensional output space and spatial input. Previous research on supporting VR knowledge work explored domains such as text entry using physical keyboards and spreadsheet interaction using combined pen and touch i...
This article explores video-viewing behavior when videos are wrapped in interactive content in the case of iOtok, a 13-episodes web documentary series. The interaction and viewing data were collected over a period of one year, providing a dataset of more than 12,200 total video views by 6000 users. Standard metrics (video views, percentage viewed,...
An increasing number of consumer-oriented head-mounted displays (HMD) for augmented and virtual reality (AR/VR) are capable of finger and hand tracking. We report on the accuracy of off-the-shelf VR and AR HMDs when used for touch-based tasks such as pointing or drawing. Specifically, we report on the finger tracking accuracy of the VR head-mounted...
Physical objects are usually not designed with interaction capabilities to control digital content. Nevertheless, they provide an untapped source for interactions since every object could be used to control our digital lives. We call this the missing interface problem: Instead of embedding computational capacity into objects, we can simply detect u...
In this chapter, we describe Mixed Reality (MR) systems and applications in tourism from the perspective of when they support tourists: before, during or after the journey. MR technologies have been around for five decades and have seen many developmental stages and breakthroughs. However, only in the past two decades have the technologies been ava...
Music and sounds have always been an integral part of our society since the prehistoric times. However, music listening has moved from a social experience to a more personal one with audio systems such as speakers moving ever closer to our ear canal. Based on this pattern and various futuristic visions of how we are going to listen to music, one ca...
Established as separate disciplines, Augmented Reality (AR) and Virtual Reality (VR) have already positioned themselves as strong research disciplines. However, being part of the same Reality-Virtuality continuum, as presented by Paul Milgram, it is possible to envision (i) a smooth transition between systems using different degrees of virtuality o...
We explored the paper augmentation technique where a tablet com- puter is placed under the paper to modify its content appearance and create the illusion of a static object appearing perceptually dynamic. Our approach is based on the Deformation Lamps (DL) technique commonly used with front projection. However, we applied it to rear projection, whi...
Music has always been an integral part of our society since the prehistoric times. For the past five centuries, music instruments have been perfected and the industry is nowadays worth billions of dollars. With recent innovations in computer interfaces, music information retrieval and artificial intelligence, playing music is not in the sole domain...
The eectiveness of AR superimposed instructions with video see-through displays has been extensively explored due to the widespread availability of suitable handheld devices such as smart-phones. However, looking through a camera lens in such devices aects users' performance due to distortions in visual representation and hardware capacity. While t...
Despite the substantial body of work and positive reported outcomes of AR (Augmented Reality) usage for education, researchers claim that compared to other digital technologies such as multimedia and web services for teaching and learning, research in AR is still at an early stage, with the majority of studies being short-term, one-time experiments...
Intense stress, discomfort or sedentary behaviour are factors that have a negative impact on people’s well-being and efficiency. A number of prototypes have been developed to help people address these issues. In parallel, gamification techniques have been successfully used in applications that aim to improve people’s health by encouraging them to c...
Augmented Reality (AR) games, in the education sector, have the potential to enable new forms of learning and transform the learning experience. However, it remains unclear how these AR games whose designs are based on diverse game genres can be used to leverage the conventional education process in the context of different theoretical paradigms an...
Reading is a complex process that is changing dramatically during the ongoing evolution from purely physical books to digital ones. Between the two poles of physical and digital, there is an emerging field where physical is being augmented by digital and vice versa. In this chapter, we investigate physical and digital approaches to the book augment...
Existing augmented reality (AR) taxonomies act as generic classifiers of AR systems and do not provide any insights into technology adoption for a given use context. For this reason, this chapter proposes an alternative activity-based taxonomy method that is designed for technology adopters and aims to highlight how well are opportunities created b...
The most common way to consume art is through observation and acknowledgement of its existence. From the viewpoint of preserving art and cultural heritage, such passive consumption seems adequate. From the viewpoint of preserving art and cultural heritage, such passive consumption seems adequate. Yet, passive consumptions hinders users’ potential f...
This Spotlight department features two separate articles. In "Flying Displays and Drone-Assisted Art Making," Jürgen Scheible and Markus Funk provide an overview of their work in creating flying displays and viewports for drone-assisted art making. In "Interactive Context-Aware Projections with Drones for Exergaming," Klen Copic Pucihar, Matjaz Klj...
The use of mobile technologies in public spaces often serves to disconnect users from their surroundings and alienate them from current social setting. However, digital interactions are often seen as the most appropriate method for communicating with strangers because they can be impersonal and free people from the fear of face-to-face rejection an...
Despite the existence of a plethora of annotating software for digital documents, many users still prefer reading and annotating them physically on paper. While others have proposed the idea of merging these two worlds, none of them fits all the design requirements identified in this paper (working in real-time, use readily available hardware, augm...
Traditional sketching aids rely on the physical production of templates or stencils which is particularly problematic in the case of larger formats. One possible solution is 2D virtual tracing using a virtual template to create a physical sketch. This paper evaluates a mobile phone as a 2D virtual tracing tool by comparing three tracing methods: (i...
In the majority of cases our experiences of artworks in galleries and museums is as passive observers. While this is widely accepted practice in terms artwork preservation it limits the engagement potential with younger visitors. In this paper, we present the results of a focus group with nine K-6 children revealing their opinions about (i) art, (i...
Mobile Augmented Reality (AR) is most commonly implemented using a camera and a flat screen. Such implementation removes binocular disparity from users' observation. To compensate, people use alternative depth cues (e.g. depth ordering). However, these cues may also get distorted in certain AR implementations, creating depth distortion which is pro...
*** Draft :* http://pim.famnit.upr.si/blog/uploads/Papers/copic2016pimexploratory.pdf
*** Purpose *
– Personal projects are any kind of projects whose management is left to an individual untrained in project management and is greatly influenced by this individual’s personal touch. This includes the majority of knowledge workers who daily manage in...
Moving Projector Platform (MPP) is a concept of using an autonomous vehicle, such as Unmanned Aerial Vehicle (UAV), commonly known as a 'drone', as a means to deliver and move the projection to arbitrary location. As a proof of concept this paper presents a design plan for a Moving Projector Game (MPG) called StreetGamez, which facilitates the game...
Since ancient times travellers and tourists were carving or writing their names and messages on historic landmarks. This behaviour has prevailed to this day as tourists try to leave their marks at places they visit. Such behaviour, today often seen as vandalism, is particularly problematic since the society tries to preserve historic landmarks whil...
Terms of service (ToS) are becoming a ubiquitous part of online account creation. There is a general understanding that users rarely read them and do not particularly care about binding themselves into legally enforceable contracts with online service providers. Some services are trying to change this trend with presenting ToS sections as key point...
One challenge of supporting in-situ sketching tasks with Magic Lenses on handheld Augmented Reality systems is to provide accurate and robust pose tracking without disrupting the sketching experience. Typical tracking approaches rely on the back-facing camera both for tracking and providing the view of the physical scene. This typically requires a...
One challenge of supporting in-situ sketching tasks with Magic Lenses on handheld Augmented Reality systems is to provide accurate and robust pose tracking without disrupting the sketching experience. Typical tracking approaches rely on the back-facing camera both for tracking and providing the view of the physical scene. This typically requires a...
The utilization of mobile augmented reality to display gallery artworks or museum content in novel ways is a well-established concept in the augmented reality research community. However, the focus of these systems is generally technologically driven or only addresses the end user and not the views of the gallery or the original artist. In this pap...