2018
Matjaž Kljun, Rok Krulec, Klen Čopič Pucihar, Franc Solina
Persuasive technologies in m-learning for training professionals: how to keep learners engaged with adaptive triggering
IEEE Transactions on Learning Technologies
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Title: Persuasive technologies in m-learning for training professionals: how to keep learners engaged with adaptive triggering
Journal: IEEE Transactions on Learning Technologies
Year: 2018
Date: 25 May 2018 (early access)
City: Piscataway, New Jersey, USA
Pages:
Publisher: IEEE
DOI: 10.1109/TLT.2018.2840716
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. Mobile e-learning (m-learning) allows users to tailor their professional training and education to their needs and time constraints. However, in self-paced education it is very hard to keep user retention and engagement. To achieve the latter we have designed and developed an m-learning platform for corporate environments based on the triggering persuasive technology principle that try to incite users in regularly using the platform. We have evaluated the application in-the-wild in corporate environments of differently sized companies with 300 users. Users were subjected to three different conditions: no triggering, simple regular triggering and adaptive triggering. The results show that the use of adaptive triggering in m-learning increases user engagement as well as course completion rates more than simple regular triggering and no triggering.
@article{kljun2018triggering, author={M. Kljun and R. Krulec and K. Copic Pucihar and F. Solina}, journal={IEEE Transactions on Learning Technologies}, title={Persuasive technologies in m-learning for training professionals: how to keep learners engaged with adaptive triggering}, year={2018}, volume={}, number={}, pages={1-1}, keywords={Companies;Electronic learning;Globalization;Market research;Task analysis;Training;adaptive triggering;m-learning;mobile learning;persuasive technologies;professional training;triggering}, doi={10.1109/TLT.2018.2840716}, ISSN={1939-1382}, month={} }
TY - JOUR TI - Persuasive technologies in m-learning for training professionals: how to keep learners engaged with adaptive triggering T2 - IEEE Transactions on Learning Technologies SP - 1 EP - 1 AU - M. Kljun AU - R. Krulec AU - K. Copic Pucihar AU - F. Solina PY - 2018 KW - Companies KW - Electronic learning KW - Globalization KW - Market research KW - Task analysis KW - Training KW - adaptive triggering KW - m-learning KW - mobile learning KW - persuasive technologies KW - professional training KW - triggering DO - 10.1109/TLT.2018.2840716 JO - IEEE Transactions on Learning Technologies IS - SN - 1939-1382 VO - VL - JA - IEEE Transactions on Learning Technologies Y1 - ER -
Matjaž Kljun, Klen Čopič Pucihar, Paul Coulton
User Engagement Continuum: Art Engagement and Exploration with Augmented Reality
Springer
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Title: User Engagement Continuum: Art Engagement and Exploration with Augmented Reality
Book: Augmented Reality Art
Year: 2018
Date: 24 February 2018
City: New York City, USA
Pages: 329-342
Publisher: Springer, Cham
DOI: 10.1007/978-3-319-69932-5_18
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 for exploration, creation and expression by not allowing to build upon existing artworks. Novel technologies could change this and augmented reality (AR) is one of the most promising by offering the possibility of mixing physical artworks with digitally augmented users’ creations and/or curation of personalised exhibitions. However, novel technologies could change this and augmented reality (AR) is one of the most promising by offering the possibility of mixing physical artworks with digitally augmented users’ creations and/or curation of personalised exhibitions. In a similar way that web enabled users to become active participants in, for example, commenting, sharing views, rating and deciding on the course of television shows in real time, AR could act as a medium to leave digital augmentation of artworks in real physical spaces. In this chapter, several AR ideas and solutions are presented with a common theme: each allows users to engage with art or cultural heritage in different ways. The chapter finishes with a presentation of user engagement continuum based on how AR solutions support engagement with artwork consumption and creation, and concludes with implications such AR solution would present.
@Inbook{kljun2018continuum, author="Kljun, Matja{\v{z}} and {\v{C}}opi{\v{c}} Pucihar, Klen and Coulton, Paul", editor="Geroimenko, Vladimir", title="User Engagement Continuum: Art Engagement and Exploration with Augmented Reality", bookTitle="Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium", year="2018", publisher="Springer International Publishing", address="Cham", pages="329--342", abstract="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 for exploration, creation and expression by not allowing to build upon existing artworks. Novel technologies could change this and augmented reality (AR) is one of the most promising by offering the possibility of mixing physical artworks with digitally augmented users' creations and/or curation of personalised exhibitions. However, novel technologies could change this and augmented reality (AR) is one of the most promising by offering the possibility of mixing physical artworks with digitally augmented users' creations and/or curation of personalised exhibitions. In a similar way that web enabled users to become active participants in, for example, commenting, sharing views, rating and deciding on the course of television shows in real time, AR could act as a medium to leave digital augmentation of artworks in real physical spaces. In this chapter, several AR ideas and solutions are presented with a common theme: each allows users to engage with art or cultural heritage in different ways. The chapter finishes with a presentation of user engagement continuum based on how AR solutions support engagement with artwork consumption and creation, and concludes with implications such AR solution would present.", isbn="978-3-319-69932-5", doi="10.1007/978-3-319-69932-5_18", url="https://doi.org/10.1007/978-3-319-69932-5_18" }
TY - CHAP AU - Kljun, Matjaž AU - Čopič Pucihar, Klen AU - Coulton, Paul ED - Geroimenko, Vladimir PY - 2018 DA - 2018// TI - User Engagement Continuum: Art Engagement and Exploration with Augmented Reality BT - Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium SP - 329 EP - 342 PB - Springer International Publishing CY - Cham AB - 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 for exploration, creation and expression by not allowing to build upon existing artworks. Novel technologies could change this and augmented reality (AR) is one of the most promising by offering the possibility of mixing physical artworks with digitally augmented users’ creations and/or curation of personalised exhibitions. However, novel technologies could change this and augmented reality (AR) is one of the most promising by offering the possibility of mixing physical artworks with digitally augmented users’ creations and/or curation of personalised exhibitions. In a similar way that web enabled users to become active participants in, for example, commenting, sharing views, rating and deciding on the course of television shows in real time, AR could act as a medium to leave digital augmentation of artworks in real physical spaces. In this chapter, several AR ideas and solutions are presented with a common theme: each allows users to engage with art or cultural heritage in different ways. The chapter finishes with a presentation of user engagement continuum based on how AR solutions support engagement with artwork consumption and creation, and concludes with implications such AR solution would present. SN - 978-3-319-69932-5 UR - https://doi.org/10.1007/978-3-319-69932-5_18 DO - 10.1007/978-3-319-69932-5_18 ID - kljun2018continuum ER -
Klen Čopič Pucihar, Matjaž Kljun
ART for Art: Augmented Reality Taxonomy for Art and Cultural Heritage
Springer
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Title: ART for Art: Augmented Reality Taxonomy for Art and Cultural Heritage
Book: Augmented Reality Art
Year: 2018
Date: 24 February 2018
City: New York City, USA
Pages: 73-94
Publisher: Springer, Cham
DOI: 10.1007/978-3-319-69932-5_3
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 by advances in technology really utilized in a specific context. The proposed method is evaluated on the case study of AR technology adoption in the context of art and cultural heritage. In this process, we build an AR taxonomy for art and cultural heritage which was used to classify 86 AR applications in this domain. The results of classification provided meaningful technology adoption insights, such as: (i) general lack of support for personalization and communication activities of visiting a museum where applications fail to exploit AR potential such as providing support for: context aware bookmarking, artistic expression of the visitor (e.g. enabling visitors to curate augmentations for the exhibited artefacts), sharing the visit experience of “I was here”; (ii) low quality of support for analytical activity where applications fail to show interesting information such as information that is there but cannot be seen by the naked eye; (iii) low quality of support for sensual activity where provided augmentations fall short of extending the art form or the artistic experience.
@Inbook{copic2018art4art, author="{\v{C}}opi{\v{c}} Pucihar, Klen and Kljun, Matja{\v{z}}", editor="Geroimenko, Vladimir", title="ART for Art: Augmented Reality Taxonomy for Art and Cultural Heritage", bookTitle="Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium", year="2018", publisher="Springer International Publishing", address="Cham", pages="73--94", abstract="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 by advances in technology really utilized in a specific context. The proposed method is evaluated on the case study of AR technology adoption in the context of art and cultural heritage. In this process, we build an AR taxonomy for art and cultural heritage which was used to classify 86 AR applications in this domain. The results of classification provided meaningful technology adoption insights, such as: (i) general lack of support for personalization and communication activities of visiting a museum where applications fail to exploit AR potential such as providing support for: context aware bookmarking, artistic expression of the visitor (e.g. enabling visitors to curate augmentations for the exhibited artefacts), sharing the visit experience of ``I was here''; (ii) low quality of support for analytical activity where applications fail to show interesting information such as information that is there but cannot be seen by the naked eye; (iii) low quality of support for sensual activity where provided augmentations fall short of extending the art form or the artistic experience.", isbn="978-3-319-69932-5", doi="10.1007/978-3-319-69932-5_3", url="https://doi.org/10.1007/978-3-319-69932-5_3" }
TY - CHAP AU - Čopič Pucihar, Klen AU - Kljun, Matjaž ED - Geroimenko, Vladimir PY - 2018 DA - 2018// TI - ART for Art: Augmented Reality Taxonomy for Art and Cultural Heritage BT - Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium SP - 73 EP - 94 PB - Springer International Publishing CY - Cham AB - 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 by advances in technology really utilized in a specific context. The proposed method is evaluated on the case study of AR technology adoption in the context of art and cultural heritage. In this process, we build an AR taxonomy for art and cultural heritage which was used to classify 86 AR applications in this domain. The results of classification provided meaningful technology adoption insights, such as: (i) general lack of support for personalization and communication activities of visiting a museum where applications fail to exploit AR potential such as providing support for: context aware bookmarking, artistic expression of the visitor (e.g. enabling visitors to curate augmentations for the exhibited artefacts), sharing the visit experience of “I was here”; (ii) low quality of support for analytical activity where applications fail to show interesting information such as information that is there but cannot be seen by the naked eye; (iii) low quality of support for sensual activity where provided augmentations fall short of extending the art form or the artistic experience. SN - 978-3-319-69932-5 UR - https://doi.org/10.1007/978-3-319-69932-5_3 DO - 10.1007/978-3-319-69932-5_3 ID - copic2018art4art ER -
2017
Jürgen Scheible, Markus Funk, Klen Čopič Pucihar, Matjaž Kljun, Mark Lochrie, Paul Egglestone, Peter Škrlj
Using Drones for Art and Exergaming
IEEE Pervasive Computing
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Title: Using Drones for Art and Exergaming
Journal: IEEE Pervasive Computing
Year: 2017
Date: 05 January 2017
City: Piscataway, New Jersey, USA
Pages: 48 – 56
Publisher: IEEE
DOI: 10.1109/MPRV.2017.4
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 Kljun, Mark Lochrie, Paul Egglestone, and Peter Skrlj present a moving projection platform that can project content onto arbitrary surfaces while tracking user interaction within and around the displayed content. In particular, they explore how the platform’s mobility and rich interaction possibilities create opportunities for advancing research focused on human-drone interaction during street games. This department is part of a special issue on drones.lter their common behaviour — a result of a new possibility of initiating communication without the fear of jeopardizing their integrity.
@article{copic2017drones, title={Using drones for art and exergaming}, author={Scheible, J{\"u}rgen and Funk, Markus and Pucihar, Klen Copic and Kljun, Matjaz and Lochrie, Mark and Egglestone, Paul and Skrlj, Peter}, journal={IEEE Pervasive Computing}, volume={16}, number={1}, pages={48--56}, year={2017}, publisher={IEEE} }
TY - JOUR TI - Using Drones for Art and Exergaming T2 - IEEE Pervasive Computing SP - 48 EP - 56 AU - J. Scheible AU - M. Funk AU - K. C. Pucihar AU - M. Kljun AU - M. Lochrie AU - P. Egglestone AU - P. Skrlj PY - 2017 KW - autonomous aerial vehicles KW - human-robot interaction KW - robot vision KW - content delivery KW - drone-assisted art making KW - exergaming KW - flying displays KW - human-drone interaction KW - interactive context-aware projections KW - street games KW - user interaction tracking KW - Art KW - Cameras KW - Drones KW - Mobile handsets KW - Pervasive computing KW - Three-dimensional displays KW - Internet of Things KW - art KW - drones KW - exergaming KW - gaming KW - graphics KW - mobile KW - pervasive computing KW - robotics DO - 10.1109/MPRV.2017.4 JO - IEEE Pervasive Computing IS - 1 SN - 1536-1268 VO - 16 VL - 16 JA - IEEE Pervasive Computing Y1 - Jan.-Mar. 2017 ER -
2016
Matjaž Kljun, Klen Čopič Pucihar
“Break the Ice”: The Use of Technology to Initiate Communication in Public Spaces
12th IFIP TC9 Human Choice and Computers Conference HCC12, pp. 143 – 149
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Title: “Break the Ice”: The Use of Technology to Initiate Communication in Public Spaces
Journal: 12th IFIP TC9 Human Choice and Computers Conference HCC12
Year: 2016
Dates: 7-9 September
City: Manchester, UK
Pages: 143 – 149
Publisher: Springer
DOI: 10.1007/978-3-319-44805-3_12
The use of mobile technologies in public spaces often serves to dis- connect users from their surroundings and alienate them from current social set- ting. However, digital interactions are often seen as the most appropriate meth- od for communicating with strangers because they can be impersonal and free people from the fear of face-to-face rejection and social judgment that is based on first appearance and impression. This paper aims to explore if the perceived sense of security when using internet and mobile technologies for communica- tion could also be established in a public setting of a cafeteria and benefit indi- viduals when they are lonely in a public space. For this purpose, we built a technology probe that facilitates digital interactions (e.g. games, instant messag- ing, collaborative sketching, etc.) between collocated individuals in a public set- tings of a cafeteria by placing tablet computers on all tables. Our exploratory study shows that people could benefit from such a system as it is likely to alter their common behaviour — a result of a new possibility of initiating communi- cation without the fear of jeopardizing their integrity.
@inproceedings{Kljun2016break, abstract = {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 and social judgment that is based on first appearance and impression. This paper aims to explore if the perceived sense of security when using internet and mobile technologies for communication could also be established in a public setting of a cafeteria and benefit individuals when they are lonely in a public space. For this purpose, we built a technology probe that facilitates digital interactions (e.g. games, instant messaging, collaborative sketching, etc.) between collocated individuals in a public settings of a cafeteria by placing tablet computers on all tables. Our exploratory study shows that people could benefit from such a system as it is likely to alter their common behaviour—a result of a new possibility of initiating communication without the fear of jeopardizing their integrity.}, address = {Salford, UK}, author = {Kljun, Matja{\v{z}} and Pucihar, Klen {\v{C}}opi{\v{c}}}, booktitle = {12th IFIP TC 9 International Conference on Human Choice and Computers, HCC12 2016}, doi = {10.1007/978-3-319-44805-3_12}, editor = {Kreps, David and Fletcher, Gordon and Griffiths, Marie}, pages = {143--149}, publisher = {Springer International Publishing}, title = {{“Break the Ice”: The Use of Technology to Initiate Communication in Public Spaces}}, url = {http://link.springer.com/10.1007/978-3-319-44805-3_12}, year = {2016} }
TY - CONF T1 - “Break the Ice”: The Use of Technology to Initiate Communication in Public Spaces A1 - Kljun, Matjaž A1 - Pucihar, Klen Čopič ED - Kreps, David ED - Fletcher, Gordon ED - Griffiths, Marie Y1 - 2016/// PB - Springer International Publishing JF - 12th IFIP TC 9 International Conference on Human Choice and Computers, HCC12 2016 SP - 143 EP - 149 CY - Salford, UK DO - 10.1007/978-3-319-44805-3_12 UR - http://link.springer.com/10.1007/978-3-319-44805-3_12 N2 - 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 and social judgment that is based on first appearance and impression. This paper aims to explore if the perceived sense of security when using internet and mobile technologies for communication could also be established in a public setting of a cafeteria and benefit individuals when they are lonely in a public space. For this purpose, we built a technology probe that facilitates digital interactions (e.g. games, instant messaging, collaborative sketching, etc.) between collocated individuals in a public settings of a cafeteria by placing tablet computers on all tables. Our exploratory study shows that people could benefit from such a system as it is likely to alter their common behaviour—a result of a new possibility of initiating communication without the fear of jeopardizing their integrity. ER -
Klen Čopič Pucihar, Matjaž Kljun, Paul Coulton
Using a Mobile Phone as a 2D Virtual Tracing Tool: Static Peephole vs. Magic Lens
12th IFIP TC9 Human Choice and Computers Conference HCC12, pp. 277 – 288
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Title: Using a Mobile Phone as a 2D Virtual Tracing Tool: Static Peephole vs. Magic Lens
Journal: 12th IFIP TC9 Human Choice and Computers Conference HCC12
Year: 2016
Dates: 7-9 September
City: Manchester, UK
Pages: 277 – 288
Publisher: Springer
DOI: 10.1007/978-3-319-44805-3_22
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) a traditional tracing method with a printed template, (ii) a virtual tracing method Static Peephole (SP) in which the virtual template is manually adjusted to a physical contour by drag and pinch gestures, and (iii) a virtual tracing method augmented reality Magic Lens (ML) in which template is projected on the physical object such as paper hence navigation is possible through physical movement of the mobile device. The results show that it is possible to use mobile phones for virtual tracing, however, ML only achieved comparable performance to SP mode and traditional methods continued to be quicker and preferred by users.
@inproceedings{CopicPucihar2016a, abstract = {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) a traditional tracing method with a printed template, (ii) a virtual tracing method Static Peephole (SP) in which the virtual template is manually adjusted to a physical contour by drag and pinch gestures, and (iii) a virtual tracing method augmented reality Magic Lens (ML) in which template is projected on the physical object such as paper hence navigation is possible through physical movement of the mobile device. The results show that it is possible to use mobile phones for virtual tracing, however, ML only achieved comparable performance to SP mode and traditional methods continued to be quicker and preferred by users.}, address = {Salford, UK}, author = {{{\v{C}}opi{\v{c}} Pucihar}, Klen and Kljun, Matja{\v{z}} and Coulton, Paul}, booktitle = {12th IFIP TC 9 International Conference on Human Choice and Computers, HCC12 2016}, doi = {10.1007/978-3-319-44805-3_22}, editor = {Kreps, David and Fletcher, Gordon and Griffiths, Marie}, keywords = {Magic lens,Sketching,Static peephole,Virtual tracing}, pages = {277--288}, publisher = {Springer International Publishing}, title = {{Using a Mobile Phone as a 2D Virtual Tracing Tool: Static Peephole vs. Magic Lens}}, url = {http://link.springer.com/10.1007/978-3-319-44805-3_22}, year = {2016} }
TY - CONF T1 - Using a Mobile Phone as a 2D Virtual Tracing Tool: Static Peephole vs. Magic Lens A1 - Čopič Pucihar, Klen A1 - Kljun, Matjaž A1 - Coulton, Paul ED - Kreps, David ED - Fletcher, Gordon ED - Griffiths, Marie Y1 - 2016/// KW - Magic lens KW - Sketching KW - Static peephole KW - Virtual tracing PB - Springer International Publishing JF - 12th IFIP TC 9 International Conference on Human Choice and Computers, HCC12 2016 SP - 277 EP - 288 CY - Salford, UK DO - 10.1007/978-3-319-44805-3_22 UR - http://link.springer.com/10.1007/978-3-319-44805-3_22 N2 - 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) a traditional tracing method with a printed template, (ii) a virtual tracing method Static Peephole (SP) in which the virtual template is manually adjusted to a physical contour by drag and pinch gestures, and (iii) a virtual tracing method augmented reality Magic Lens (ML) in which template is projected on the physical object such as paper hence navigation is possible through physical movement of the mobile device. The results show that it is possible to use mobile phones
Jan Grbac, Matjaž Kljun, Klen Čopič Pucihar, Leo Gombač
Collaborative Annotation Sharing in Physical and Digital Worlds
12th IFIP TC9 Human Choice and Computers Conference HCC12, pp. 303 – 313
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Title: Collaborative Annotation Sharing in Physical and Digital Worlds
Journal: 12th IFIP TC9 Human Choice and Computers Conference HCC12
Year: 2016
Dates: 7-9 September
City: Manchester, UK
Pages: 303 – 313
Publisher: Springer
DOI: 10.1007/978-3-319-44805-3_24
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, augment physical annotations with digital content, support annotation sharing and collaborative learning). In this paper we present the implemented prototype and a focus group study aimed at under- standing studying habits and how the system would fit in these. The focus group revealed that paper material is often discarded or archived and annota- tions lost, web resources are not saved and fade with time, and that the proto- type proposed fits in their studying habits and does not introduce any privacy concerns — be it ones related to the prototype’s camera (used in public setting) or ones related to annotations sharing.
@inproceedings{Grbac2016, abstract = {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, augment physical annotations with digital content, support annotation sharing and collaborative learning). In this paper we present the implemented prototype and a focus group study aimed at understanding studying habits and how the system would fit in these. The focus group revealed that paper material is often discarded or archived and annotations lost, web resources are not saved and fade with time, and that the prototype proposed fits in their studying habits and does not introduce any privacy concerns – be it ones related to the prototype's camera (used in public setting) or ones related to annotations sharing.}, address = {Salford, UK}, author = {Grbac, Jan and Kljun, Matja{\v{z}} and Pucihar, Klen {\v{C}}opi{\v{c}} and Gomba{\v{c}}, Leo}, booktitle = {12th IFIP TC 9 International Conference on Human Choice and Computers, HCC12 2016}, doi = {10.1007/978-3-319-44805-3_24}, editor = {Kreps, David and Fletcher, Gordon and Griffiths, Marie}, pages = {303--313}, publisher = {Springer International Publishing}, title = {{Collaborative Annotation Sharing in Physical and Digital Worlds}}, url = {http://link.springer.com/10.1007/978-3-319-44805-3_24}, year = {2016} }
TY - CONF T1 - Collaborative Annotation Sharing in Physical and Digital Worlds A1 - Grbac, Jan A1 - Kljun, Matjaž A1 - Pucihar, Klen Čopič A1 - Gombač, Leo ED - Kreps, David ED - Fletcher, Gordon ED - Griffiths, Marie Y1 - 2016/// PB - Springer International Publishing JF - 12th IFIP TC 9 International Conference on Human Choice and Computers, HCC12 2016 SP - 303 EP - 313 CY - Salford, UK DO - 10.1007/978-3-319-44805-3_24 UR - http://link.springer.com/10.1007/978-3-319-44805-3_24 N2 - 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, augment physical annotations with digital content, support annotation sharing and collaborative learning). In this paper we present the implemented prototype and a focus group study aimed at understanding studying habits and how the system would fit in these. The focus group revealed that paper material is often discarded or archived and annotations lost, web resources are not saved and fade with time, and that the prototype proposed fits in their studying habits and does not introduce any privacy concerns – be it ones related to the prototype’s camera (used in public setting) or ones related to annotations sharing. ER -
Klen Čopic Pucihar, Matjaž Kljun, John Mariani, Alan John Dix
An empirical study of long-term personal project information management
Aslib Journal of Information Management, Vol. 68 Iss: 4, pp.495 – 522
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Title: An empirical study of long-term personal project information management
Journal: Aslib Journal of Information Management
Year: 2016
Volume: 68
Issue: 4
Pages: 495 – 522
Publisher: Emerald
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 information relating to several personal projects. The authors have conducted an in-depth qualitative investigation on information management of such projects and the tacit knowledge behind its processes that cannot be found in the organisational structures of current personal information management (PIM) tools (file managers, e-mail clients, web browsers). The purpose of this paper is to reveal and understand project information management practices in details and provide guidelines for personal project management tools.
Design/methodology/approach
emi-structured interviews similar to that in several other PIM exploratory studies were carried out focusing on project fragmentation, information overlap and project context recreation. In addition, the authors enhanced interviews with sketching approach not yet used to study PIM. Sketches were used for articulating things that were not easily expressed through words, they represented a time stamp of a project context in the projects’ lifetime, uncovered additional tacit knowledge behind project information management not mentioned during the interviews, and were also used to find what they have in common which might be used in prototype designing.
Findings
The paper presents first personal project definition based on the conceptualisations derived from the study. The study revealed that the extensive information fragmentation in the file hierarchy (due to different organisational needs and ease of information access) poses a significant challenge to context recreation besides cross-tool fragmentation so far described in the literature. The study also reveals the division of project information into core and support and emphasises the importance of support information in relation to project goals. Other findings uncover the division of input/output information, project overlaps through information reuse, storytelling and visualising information relations, which could help with user modelling and enhancing project context recreation.
Research limitations/implications
On of the limitations is the group of participants that cannot represent the ideally generalised knowledge worker as there are many different kinds of knowledge workers and they all have different information needs besides different management practices. However, participants of variety of different backgrounds were observed and the authors converged observations into points of project information management similarities across the spectrum of different professions. Nevertheless, its observations and conceptualisations should be repeatable. For one, some of the issues that emerged during this work have been to different extents discussed in other studies.
Practical implications
The empirical findings are used to create guidelines for designing personal project information management tools: support the selective focus on information with the division into core and supportive information; visualise changes in project information space to support narratives for context recreation; overcome fragmentation in the file system with selective unification; visualising project’s information relationship to better understand the complexity of project information space; and support navigating in project information space on two axes: time and between projects (overlaps through information).
Originality/value
The study presents a longitudinal insight into personal project information management. As such it provides a first formal definition of personal project from the information point of view. The method used in the study presented uses a new approach – sketching in which participants externalised and visualised personal information and projects they discussed. The insights derived from the study form design implications for personal project management tools for knowledge workers.
@article{copic2016exploratorypim, author = { Klen Copic Pucihar and Matjaž Kljun and John Mariani and Alan John Dix }, title = {An empirical study of long-term personal project information management}, journal = {Aslib Journal of Information Management}, volume = {68}, number = {4}, pages = {495-522}, year = {2016}, doi = {10.1108/AJIM-02-2016-0022}, URL = {http://dx.doi.org/10.1108/AJIM-02-2016-0022}, eprint = {http://dx.doi.org/10.1108/AJIM-02-2016-0022}, abstract = {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 information relating to several personal projects. We have conducted an in-depth qualitative investigation on information management of such projects and the tacit knowledge behind its processes that cannot be found in the organisational structures of current Personal Information Management (PIM) tools (file managers, email clients, web browsers). The findings revealed that the extensive information fragmentation in the file hierarchy (due to different organisational needs and ease of information access) poses a significant challenge to context recreation besides cross-tool fragmentation so far described in the literature. This study also reveals the division of project information into core and support and emphasises the importance of support information in relation to project goals. Other findings uncover the division of input/output information, project overlaps through information reuse, storytelling and visualising information relations, which could help with user modeling and enhancing project context recreation. These empirical findings are used to create guidelines for designing personal project information management tools.} }
TY - JOUR T1 - An empirical study of long-term personal project information management AU - Klen Copic Pucihar AU - Matjaž Kljun AU - John Mariani AU - Alan John Dix Y1 - 2016/06/30 PY - 2016 DA - 2016/07/18 N1 - doi: 10.1108/AJIM-02-2016-0022 DO - 10.1108/AJIM-02-2016-0022 T2 - Aslib Journal of Information Management JF - Aslib Journal of Information Management JO - Aslib Journal of Info Mgmt SP - 495 EP - 522 VL - 68 IS - 4 PB - Emerald N2 - 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 information relating to several personal projects. We have conducted an in-depth qualitative investigation on information management of such projects and the tacit knowledge behind its processes that cannot be found in the organisational structures of current Personal Information Management (PIM) tools (file managers, email clients, web browsers). The findings revealed that the extensive information fragmentation in the file hierarchy (due to different organisational needs and ease of information access) poses a significant challenge to context recreation besides cross-tool fragmentation so far described in the literature. This study also reveals the division of project information into core and support and emphasises the importance of support information in relation to project goals. Other findings uncover the division of input/output information, project overlaps through information reuse, storytelling and visualising information relations, which could help with user modeling and enhancing project context recreation. These empirical findings are used to create guidelines for designing personal project information management tools. SN - 2050-3806 M3 - doi: 10.1108/AJIM-02-2016-0022 UR - http://dx.doi.org/10.1108/AJIM-02-2016-0022 Y2 - 2016/07/05 ER -
Klen Čopič Pucihar, Kljun Matjaž, Paul Coulton
Playing with the Artworks: Engaging with Art through an Augmented Reality Game
CHI EA ’16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
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Title: Playing with the Artworks: Engaging with Art through an Augmented Reality Game
Conference: CHI EA ’16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
Year: 2016
Pages: 1842-1848
DOI: 10.1145/2851581.2892322
Publisher: ACM New York, NY, USA 2015
Published: 2016
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 of preserving the artworks it limits the engagement potential with younger visitors. In this paper we present a way of using augmented reality (AR) technology to create engaging and personal art experience for such an audience. To achieve this, we built a prototype for a treasure hunt style game where players colour a contour drawing not knowing what exactly they are colouring. However, they are told that if this coloured drawing is placed correctly, it should wrap around a 3D object (statue) or overlay a 2D canvas (picture) somewhere in the gallery. In the paper we present an evaluation of the augmented colouring aspect of the proposed game with nine K-6 children.
@inproceedings{copic2016playart, author = {\v{C}opi\v{c}; Pucihar, Klen and Kljun, Matja\v{z} and Coulton, Paul}, title = {Playing with the Artworks: Engaging with Art Through an Augmented Reality Game}, booktitle = {Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems}, series = {CHI EA '16}, year = {2016}, isbn = {978-1-4503-4082-3}, location = {Santa Clara, California, USA}, pages = {1842--1848}, numpages = {7}, url = {http://doi.acm.org/10.1145/2851581.2892322}, doi = {10.1145/2851581.2892322}, acmid = {2892322}, publisher = {ACM}, address = {New York, NY, USA}, keywords = {art, augmented reality, game design, virtual colouring}, }
TY - CONF T1 - Playing with the Artworks A1 - Čopič Pucihar, Klen A1 - Kljun, Matjaž A1 - Coulton, Paul Y1 - 2016/// KW - art KW - augmented reality KW - game design KW - virtual colouring PB - ACM Press JF - Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA '16 SP - 1842 EP - 1848 CY - New York, New York, USA SN - 9781450340823 DO - 10.1145/2851581.2892322 UR - http://dl.acm.org/citation.cfm?doid=2851581.2892322 N2 - 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 of preserving the artworks it limits the engagement potential with younger visitors. In this paper we present a way of using augmented reality (AR) technology to create engaging and personal art experience for such an audience. To achieve this, we built a prototype for a treasure hunt style game where players colour a contour drawing not knowing what exactly they are colouring. However, they are told that if this coloured drawing is placed correctly, it should wrap around a 3D object (statue) or overlay a 2D canvas (picture) somewhere in the gallery. In the paper we present an evaluation of the augmented colouring aspect of the proposed game with nine K-6 children. ER -
Leo Gombač, Klen Čopič Pucihar, Matjaz Kljun, Paul Coulton, Jan Grbac
3D virtual tracing and depth perception problem on mobile AR
CHI EA ’16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
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Title: 3D virtual tracing and depth perception problem on mobile AR
Conference: CHI EA ’16 Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
Year: 2016
Pages: 1849-1856
DOI: 10.1145/2851581.2892412
Publisher: ACM New York, NY, USA 2015
Published: 2016
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. One such example is virtual tracing — creating a physical sketch on a 2D or 3D object given a virtual image on a mobile device. When users’ hands and drawn contours are introduced to the scene, the rendering of the virtual contour with the correct depth order is difficult as it requires real time scene reconstruction. In this paper we explore how depth distortion affects 3D virtual tracing by implementing a first of its kind 3D virtual tracing prototype and run an observational study. Contrary to our initial expectations, drawing performance exceeded our expectations suggesting that the lack of visual depth cues, whilst 3D virtual tracing, is not as important as initially expected. We attributed this to the positive impact of proprioception on drawing performance enhanced by holding the object in hand while drawing. As soon as the participants were asked to hold the mobile device in their hands while drawing, their performance drastically decreased.
@inproceedings{gombac2016virtualtracing, author = {Gomba\v{c}, Leo and \v{C}opi\v{c} Pucihar, Klen and Kljun, Matja\v{z} and Coulton, Paul and Grbac, Jan}, title = {3D Virtual Tracing and Depth Perception Problem on Mobile AR}, booktitle = {Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems}, series = {CHI EA '16}, year = {2016}, isbn = {978-1-4503-4082-3}, location = {Santa Clara, California, USA}, pages = {1849--1856}, numpages = {8}, url = {http://doi.acm.org/10.1145/2851581.2892412}, doi = {10.1145/2851581.2892412}, acmid = {2892412}, publisher = {ACM}, address = {New York, NY, USA}, keywords = {3D sketching., 3D virtual tracing, depth ordering, depth perception, drawing, sketching, virtual tracing}, }
TY - CONF T1 - 3D Virtual Tracing and Depth Perception Problem on Mobile AR A1 - Gombač, Leo A1 - Čopič Pucihar, Klen A1 - Kljun, Matjaž A1 - Coulton, Paul A1 - Grbac, Jan Y1 - 2016/// KW - 3D sketching KW - 3D virtual tracing KW - depth ordering KW - depth perception KW - drawing KW - sketching KW - virtual tracing PB - ACM Press JF - Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA '16 SP - 1849 EP - 1856 CY - New York, New York, USA SN - 9781450340823 DO - 10.1145/2851581.2892412 UR - http://dl.acm.org/citation.cfm?doid=2851581.2892412 N2 - 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. One such example is virtual tracing — creating a physical sketch on a 2D or 3D object given a virtual image on a mobile device. When users’ hands and drawn contours are introduced to the scene, the rendering of the virtual contour with the correct depth order is difficult as it requires real time scene reconstruction. In this paper we explore how depth distortion affects 3D virtual tracing by implementing a first of its kind 3D virtual tracing prototype and run an observational study. Contrary to our initial expectations, drawing performance exceeded our expectations suggesting that the lack of visual depth cues, whilst 3D virtual tracing, is not as important as initially expected. We attributed this to the positive impact of proprioception on drawing performance enhanced by holding the object in hand while drawing. As soon as the participants were asked to hold the mobile device in their hands while drawing, their performance drastically decreased. ER -
2015
Matjaž Kljun, Klen Čopič Pucihar, Mark Lochrie, Paul Egglestone
StreetGamez: A Moving Projector Platform for Projected Street Games
CHI PLAY ’15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
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Title: StreetGamez: A Moving Projector Platform for Projected Street Games
Conference: CHI PLAY ’15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. London, UK.
Year: 2015
Pages: 589-594
DOI: 10.1145/2793107.2810305
Publisher: ACM New York, NY, USA 2015
Published: 2015
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 play through motion tracking and projection of a playing area, which can move and follow players in the game. This introduces novel abilities, such as: (i) to move the gaming platform before and during the game to the desired location and (ii) to free players from carrying the gaming equipment. Consequently this instigates possibilities to explore and study new exergame paradigms and players’ attitudes towards the system as a whole. The concept also has the potential to provide a breakthrough in the social acceptance of drones in gaming scenarios whilst contributing to current debates on the legislation governing drone flights and furthering knowledge in human-drone interaction.
@inproceedings{Kljun:2015:SMP:2793107.2810305, author = {Kljun, Matja\v{z} and \v{C}opi\v{c} Pucihar, Klen and Lochrie, Mark and Egglestone, Paul}, title = {StreetGamez: A Moving Projector Platform for Projected Street Games}, booktitle = {Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play}, series = {CHI PLAY '15}, year = {2015}, isbn = {978-1-4503-3466-2}, location = {London, United Kingdom}, pages = {589--594}, numpages = {6}, url = {http://doi.acm.org/10.1145/2793107.2810305}, doi = {10.1145/2793107.2810305}, acmid = {2810305}, publisher = {ACM}, address = {New York, NY, USA}, keywords = {exergame, exergaming, moving projection games, moving projections, moving projector, moving projector game, moving projector platform, mpg, mpp, projecting game, projector game., uav delivering platform}, }
TY - CONF T1 - StreetGamez: A Moving Projector Platform for Projected Street Games A1 - Kljun, Matjaž A1 - Čopič Pucihar, Klen A1 - Lochrie, Mark A1 - Egglestone, Paul Y1 - 2015/10// KW - exergame KW - exergaming KW - moving projection games KW - moving projections KW - moving projector KW - moving projector game KW - moving projector platform KW - mpg KW - mpp KW - projecting game KW - projector game. KW - uav delivering platform PB - ACM JF - CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. SP - 589 EP - 594 CY - London, UK SN - 978-1-4503-3466-2 DO - 10.1145/2793107.2810305 UR - http://dl.acm.org/citation.cfm?id=2793107.2810305 N2 - 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 play through motion tracking and projection of a playing area, which can move and follow players in the game. This introduces novel abilities, such as: (i) to move the gaming platform before and during the game to the desired location and (ii) to free players from carrying the gaming equipment. Consequently this instigates possibilities to explore and study new exergame paradigms and players' attitudes towards the system as a whole. The concept also has the potential to provide a breakthrough in the social acceptance of drones in gaming scenarios whilst contributing to current debates on the legislation governing drone flights and furthering knowledge in human-drone interaction. ER -
Matjaž Kljun, John Mariani, Alan Dix
Towards understanding short-term personal information preservation: a study of backup strategies of end users
Journal of the Association for Information Science and Technology (JASIST). Wiley. Article first published online 15 June 2015
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Title: Towards understanding short-term personal information preservation: a study of backup strategies of end userss
Journal: Journal of the Association for Information Science and Technology (JASIST).
Year: Article first published online 15 June 2015
Volume: To appear
Issue:
Pages:
Publisher: Wiley
The segment of companies providing storage services and hardware for end users and small businesses has been growing in the past few years. Cloud storage, personal network-attached storage (NAS) and external hard drives are more affordable as ever before and one would think that backing up personal digital information is a straight forward process nowadays. Despite this, small group studies and corporate surveys show the opposite. In this paper we present the results from a quantitative and qualitative survey of 319 participants about how they backup their personal computers and restore personal information in case of computer failures. The results show that the majority of users do manual, selective and non-continuous backups, rely on a set of planned and unplanned backups (as a consequence of other activities), have inadequate knowledge about possible solutions and implications of using known solutions, etc. The study also revealed that around a fifth of all computers are not backed up, and a quarter of most important files and a third of most important folders at the time of the survey could not be (fully) restored in the event of computer failure. Based on results several implications for practice and research are presented.
@article{kljun2015backup, abstract = { The segment of companies providing storage services and hardware for end users and small businesses has been growing in the past few years. Cloud storage, personal network-attached storage (NAS) and external hard drives are more affordable as ever before and one would think that backing up personal digital information is a straight forward process nowadays. Despite this, small group studies and corporate surveys show the opposite. In this paper we present the results from a quantitative and qualitative survey of 319 participants about how they backup their personal computers and restore personal information in case of computer failures. The results show that the majority of users do manual, selective and non-continuous backups, rely on a set of planned and unplanned backups (as a consequence of other activities), have inadequate knowledge about possible solutions and implications of using known solutions, etc. The study also revealed that around a fifth of all computers are not backed up, and a quarter of most important files and a third of most important folders at the time of the survey could not be (fully) restored in the event of computer failure. Based on results several implications for practice and research are presented.}, author = {Kljun, Matjaž and Mariani, John and Dix, Alan}, doi = {}, issn = {To appear}, journal = {Journal of the Association for Information Science and Technology (JASIST)}, month = , number = {}, pages = {}, publisher = {Wiley}, title = {Towards understanding short-term personal information preservation: a study of backup strategies of end users}, url = {}, volume = {}, year = {Article first published online 15 June 2015} }
TY - JOUR T1 - Towards understanding short-term personal information preservation: a study of backup strategies of end users A1 - Kljun, Matjaž A1 - Mariani, John A1 - Dix, Alan Y1 - Article first published online 15 June 2015/// PB - Wiley JF - Journal of the Association for Information Science and Technology (JASIST) VL - To appear IS - SP - EP - DO - UR - N2 - The segment of companies providing storage services and hardware for end users and small businesses has been growing in the past few years. Cloud storage, personal network-attached storage (NAS) and external hard drives are more affordable as ever before and one would think that backing up personal digital information is a straight forward process nowadays. Despite this, small group studies and corporate surveys show the opposite. In this paper we present the results from a quantitative and qualitative survey of 319 participants about how they backup their personal computers and restore personal information in case of computer failures. The results show that the majority of users do manual, selective and non-continuous backups, rely on a set of planned and unplanned backups (as a consequence of other activities), have inadequate knowledge about possible solutions and implications of using known solutions, etc. The study also revealed that around a fifth of all computers are not backed up, and a quarter of most important files and a third of most important folders at the time of the survey could not be (fully) restored in the event of computer failure. Based on results several implications for practice and research are presented. ER -
Matjaž Kljun, Jernej Vičič, Klen Čopič Pucihar, Branko Kavšek
“I agree”: the effects of embedding terms of service key points in online user registration form
To appear in INTERACT 2015, Bamberg, Germany
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Title: “I agree”: the effects of embedding terms of service key points in online user registration form
Conference Information: INTERACT 2015 – 15th IFIP TC.13 International Conference on Human-Computer Interaction, Bamberg, Germany
Pages: 420-427
DOI: 10.1007/978-3-319-22668-2_32
Publisher: Springer
Published: 2015
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 points on a ToS dedicated page. However, little is known how would such presentation of key points affect the continuation of user registration at the time of account creation. This paper provides an exploratory study in this area. We have offered users to participate in a draft for a prize in exchange for their names and email addresses. For this purpose we have created three different designs of a registration form: a standard one with ToS hiding behind a hyperlink and two with ToS key points presented at the time of account creation with different engagement requirements. Initial results suggest that ToS key points presented just as a list at the time of account creation is no more engaging than a form with ToS hidden behind a link. More text even made several users to complete the registration quicker than the users with the standard form with no text. Moreover, different designs of the ToS key points list requiring different user engagement affect the interaction and reading of ToS key points, but the actual time spent on ToS is very low.
@incollection{kljun2015tos, year={2015}, isbn={978-3-319-22667-5}, booktitle={Human-Computer Interaction – INTERACT 2015}, volume={9297}, series={Lecture Notes in Computer Science}, editor={Abascal, Julio and Barbosa, Simone and Fetter, Mirko and Gross, Tom and Palanque, Philippe and Winckler, Marco}, doi={10.1007/978-3-319-22668-2_32}, title={“I Agree”: The Effects of Embedding Terms of Service Key Points in Online User Registration Form}, url={http://dx.doi.org/10.1007/978-3-319-22668-2_32}, publisher={Springer International Publishing}, keywords={Terms of service; Terms and condition; Privacy policy}, author={Kljun, Matjaž and Vičič, Jernej and Pucihar, Klen Čopič and Kavšek, Branko}, pages={420-427}, language={English} }
TY - CHAP ID - kljun2015tos PY - 2015 SN - 978-3-319-22667-5 T2 - Human-Computer Interaction – INTERACT 2015 SE - 32 VL - 9297 T3 - Lecture Notes in Computer Science A2 - Abascal, Julio A2 - Barbosa, Simone A2 - Fetter, Mirko A2 - Gross, Tom A2 - Palanque, Philippe A2 - Winckler, Marco DO - 10.1007/978-3-319-22668-2_32 TI - “I Agree”: The Effects of Embedding Terms of Service Key Points in Online User Registration Form UR - http://dx.doi.org/10.1007/978-3-319-22668-2_32 PB - Springer International Publishing DA - 2015/01/01 KW - Terms of service KW - Terms and condition KW - Privacy policy AU - Kljun, Matjaž AU - Vičič, Jernej AU - Pucihar, Klen Čopič AU - Kavšek, Branko SP - 420-427 LA - English ER -
Matjaž Kljun, Klen Čopič Pucihar
“I was here”: enabling tourists to leave digital graffiti on historic landmarks
INTERACT 2015, Bamberg, Germany
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Title: “I was here”: enabling tourists to leave digital graffiti on historic landmarks
Conference Information: INTERACT 2015 – 15th IFIP TC.13 International Conference on Human-Computer Interaction, Bamberg, Germany
Pages: 490-494
DOI: 110.1007/978-3-319-22723-8_45
Publisher: Springer
Published: 2015
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 while graffiti often leave indelible markings. One solution to this problem is to allow tourists to write digital graffiti projected on historic landmarks and other public surfaces as an additional tourist offer. Projection of digital information on walls does not leave permanent marks while still allows authors to “physically” mark the place they visited. In this paper we frame our vision and highlight the approach we plan to pursue within the context of this topic.
@incollection{kljun2015grafitti, year={2015}, isbn={978-3-319-22722-1}, booktitle={Human-Computer Interaction – INTERACT 2015}, volume={9299}, series={Lecture Notes in Computer Science}, editor={Abascal, Julio and Barbosa, Simone and Fetter, Mirko and Gross, Tom and Palanque, Philippe and Winckler, Marco}, doi={10.1007/978-3-319-22723-8_45}, title={“I Was Here”: Enabling Tourists to Leave Digital Graffiti or Marks on Historic Landmarks}, url={http://dx.doi.org/10.1007/978-3-319-22723-8_45}, publisher={Springer International Publishing}, keywords={Digital graffiti; Tourism; Projections}, author={Kljun, Matjaž and Pucihar, Klen Čopič}, pages={490-494}, language={English} }
TY - CHAP ID - kljun2015graffitti PY - 2015 SN - 978-3-319-22722-1 T2 - Human-Computer Interaction – INTERACT 2015 SE - 45 VL - 9299 T3 - Lecture Notes in Computer Science A2 - Abascal, Julio A2 - Barbosa, Simone A2 - Fetter, Mirko A2 - Gross, Tom A2 - Palanque, Philippe A2 - Winckler, Marco DO - 10.1007/978-3-319-22723-8_45 TI - “I Was Here”: Enabling Tourists to Leave Digital Graffiti or Marks on Historic Landmarks UR - http://dx.doi.org/10.1007/978-3-319-22723-8_45 PB - Springer International Publishing DA - 2015/01/01 KW - Digital graffiti KW - Tourism KW - Projections AU - Kljun, Matjaž AU - Pucihar, Klen Čopič SP - 490-494 LA - English ER -
Klen Čopič Pucihar, Jens Grubert, Matjaž Kljun
Dual Camera Magic Lens for Handheld AR Sketching
To appear in INTERACT 2015, Bamberg, Germany
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Title: Dual Camera Magic Lens for Handheld AR Sketching
Conference Information: INTERACT 2015 – 15th IFIP TC.13 International Conference on Human-Computer Interaction, Bamberg, Germany
Pages: 523-527
DOI: 10.1007/978-3-319-22723-8_53
Publisher: Springer
Published: 2015
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 fiducial to be in the scene which can disrupt the sketching experience on a blank sheet of paper. We address this challenge by proposing a Dual Camera Magic Lens approach. Specifically, we use the front facing camera for tracking while the back camera concurrently provides the view of the scene. Preliminary evaluation on a virtual tracing task with an off-the-shelf handheld device suggests that the Dual Camera Magic Lens approach has the potential to be both faster and lead to a higher perceived satisfaction compared to Magic Lens and Static Peephole interfaces.
@incollection {copic2015dualcameraML, year={2015}, isbn={978-3-319-22722-1}, booktitle={Human-Computer Interaction – INTERACT 2015}, volume={9299}, series={Lecture Notes in Computer Science}, editor={Abascal, Julio and Barbosa, Simone and Fetter, Mirko and Gross, Tom and Palanque, Philippe and Winckler, Marco}, doi={10.1007/978-3-319-22723-8_53}, title={Dual Camera Magic Lens for Handheld AR Sketching}, url={http://dx.doi.org/10.1007/978-3-319-22723-8_53}, publisher={Springer International Publishing}, keywords={Magic-lens; Dual-camera; Sketching; Trace-drawing; Virtual-tracing}, author={Čopič Pucihar, Klen and Grubert, Jens and Kljun, Matjaž}, pages={523-527}, language={English} }
TY - CHAP ID - copic2015dualcameraML PY - 2015 SN - 978-3-319-22722-1 T2 - Human-Computer Interaction – INTERACT 2015 SE - 53 VL - 9299 T3 - Lecture Notes in Computer Science A2 - Abascal, Julio A2 - Barbosa, Simone A2 - Fetter, Mirko A2 - Gross, Tom A2 - Palanque, Philippe A2 - Winckler, Marco DO - 10.1007/978-3-319-22723-8_53 TI - Dual Camera Magic Lens for Handheld AR Sketching UR - http://dx.doi.org/10.1007/978-3-319-22723-8_53 PB - Springer International Publishing DA - 2015/01/01 KW - Magic-lens KW - Dual-camera KW - Sketching KW - Trace-drawing KW - Virtual-tracing AU - Čopič Pucihar, Klen AU - Grubert, Jens AU - Kljun, Matjaž SP - 523-527 LA - English ER -
Matjaž Kljun, John Mariani, Alan Dix
Transference of PIM Research Prototype Concepts to the Mainstream: Successes or Failures
Interacting with Computers, vol. 26, no. 2, pp. 73–98, Nov. 2015. Oxford University Press. First published online: November 12, 2013
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Title: Transference of PIM Research Prototype Concepts to the Mainstream: Successes or Failures
Journal: Information: Interacting with Computers, Oxford Journals, Oxford University Press on behalf of The British Computer Society.
Year: 2015
Volume: 27
Issue: 2
Pages: 73-98
Publisher: Oxford University Press
Personal Information Management (PIM) refers to the practice and the study of how people acquire, organize, maintain, retrieve, archive and discard information for various reasons in physical and digital worlds. Many PIM tools are available for managing information on our desktop computers while many research prototypes have tried to augment or replace them. The development of these tools was based on knowledge drawn from the fields of psychology, human–computer interaction, information retrieval, knowledge management and research in the PIM field. Different metaphors and ways of organizing were introduced. However, the prevailing beliefs are that most of these prototypes were not extensively tested and that the radical design (not addressing real-world issues) and quick abandonment of prototypes prevented transfer to mainstream products. This paper looks at what has been developed and learnt, what has been transferred to mainstream applications, discusses the possible reasons behind these trends and challenges some parts of the above-mentioned beliefs.
@article{kljun2013pimtoolstransference, abstract = {Personal Information Management (PIM) refers to the practice and the study of how people acquire, organize, maintain, retrieve, archive and discard information for various reasons in physical and digital worlds. Many PIM tools are available for managing information on our desktop computers while many research prototypes have tried to augment or replace them. The development of these tools was based on knowledge drawn from the fields of psychology, human–computer interaction, information retrieval, knowledge management and research in the PIM field. Different metaphors and ways of organizing were introduced. However, the prevailing beliefs are that most of these prototypes were not extensively tested and that the radical design (not addressing real-world issues) and quick abandonment of prototypes prevented transfer to mainstream products. This paper looks at what has been developed and learnt, what has been transferred to mainstream applications, discusses the possible reasons behind these trends and challenges some parts of the above-mentioned beliefs.}, author = {Kljun, Matjaž and Mariani, John and Dix, Alan}, doi = {10.1093/iwc/iwt059}, issn = {0953-5438}, journal = {Interacting with Computers}, month = nov, number = {2}, pages = {73--98}, publisher = {Oxford University Press}, title = {{Transference of PIM Research Prototype Concepts to the Mainstream: Successes or Failures}}, url = {http://iwc.oxfordjournals.org/cgi/doi/10.1093/iwc/iwt059}, volume = {26}, year = {2015} }
TY - JOUR T1 - Transference of PIM Research Prototype Concepts to the Mainstream: Successes or Failures A1 - Kljun, Matjaž A1 - Mariani, John A1 - Dix, Alan Y1 - 2015/11// PB - Oxford University Press JF - Interacting with Computers VL - 26 IS - 2 SP - 73 EP - 98 DO - 10.1093/iwc/iwt059 UR - http://iwc.oxfordjournals.org/cgi/doi/10.1093/iwc/iwt059 N2 - Personal Information Management (PIM) refers to the practice and the study of how people acquire, organize, maintain, retrieve, archive and discard information for various reasons in physical and digital worlds. Many PIM tools are available for managing information on our desktop computers while many research prototypes have tried to augment or replace them. The development of these tools was based on knowledge drawn from the fields of psychology, human–computer interaction, information retrieval, knowledge management and research in the PIM field. Different metaphors and ways of organizing were introduced. However, the prevailing beliefs are that most of these prototypes were not extensively tested and that the radical design (not addressing real-world issues) and quick abandonment of prototypes prevented transfer to mainstream products. This paper looks at what has been developed and learnt, what has been transferred to mainstream applications, discusses the possible reasons behind these trends and challenges some parts of the above-mentioned beliefs. ER -
2012
Matjaž Kljun, Alan Dix
Collaboration Practices within Personal Information Space
Workshop on Personal Information Management. CSCW 2012, Seattle, WA
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Title: Collaboration Practices within Personal Information Space
Conference Information: Personal Information Management Workshop 2012, Computer Supported Collaborative Work FEB 11-015, 2012, Seattle, WA
Source: PIM workshop 2012 web site
Published: 2012
Each one of us has our own way of managing personal information. We have to decide on organizational structures and among other things about placement and naming of information items. Most of the knowledge behind information management decisions is only known to its owner. Most of it is also lost in formal organization structures and cannot be deciphered by an outsider. However, even if personal space of information holds our own personal note, it still carries a lot of collaboration activities as tasks and projects often involve other people. In our study on the difference between how people manage project-related information and how they perceive and visualize it (tacit knowledge), several collaboration practices emerged. We grouped our observations of collaboration into three categories: (1) the creation of a personal information collection out of shared information, (2) the use of email as an essential tool for file distribution and (3) the linkage of project collaborators to their files rather than projects.
@incollection {kljun2012collaboration, author = {Kljun, Matjaž and Dix, Alan}, affiliation = {Infolab21, School of Computing and Communications, Lancaster University, Lancaster, LA1 4WA United Kingdom}, title = {Collaboration Practices within Personal Information Space}, booktitle = {CSCW 2012. Workshop on Personal Information Management}, year = {2012} }
TY - CHAP AU - Kljun, Matjaž AU - Dix, Alan T1 - Collaboration Practices within Personal Information Space TI - CSCW 2012. Workshop on Personal Information Management T3 - Lecture Notes in Computer Science PY - 2012 ER -
2011
Matjaž Kljun
Differences on How People Organize and Think About Personal Information
Doctoral Consortium. Proceedings of UMAP 2011, Girona, Spain
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Title: Differences on How People Organize and Think About Personal Information
Conference Information: International Conference on User Modeling, Adaptation and Personalization, JUL 06-08, 2011, Girona, Spain
Source: Proceedings of International Conference on User Modeling, Adaptation and Personalization
Book series: Lecture Notes in Computer Science
Published: 2011
Personal information management (PIM) is a study on how people handle, store, classify, organize, maintain, archive personal information to support their needs and tasks. In the last decade a lot of studies focused on how people acquire, organize, maintain and retrieve information from their information spaces with a focus on offices, electronic documents, email and web bookmarks and the fragmentation of information between these collections. Results have led to many research prototypes that tried to either augment present tools or integrate these collections within entirely new designs. However, not much has changed in the present tools, and hierarchies still prevail as the storage foundation. Our research aims at understanding the difference between how people organize their information in various applications and physical space and how they actually think of this information in relation to tasks they have to accomplish. We carried out a preliminary study and are currently finishing another study which both show that there is a difference on how information is organized in formal structures on computers and physical spaces and how it is thought of in users’ heads. These findings have motivated the design of an application that tries to mimic the latter.
@incollection {kljun2011differences, author = {Kljun, Matjaž}, affiliation = {Infolab21, School of Computing and Communications, Lancaster University, Lancaster, LA1 4WA United Kingdom}, title = {Differences on How People Organize and Think about Personal Information}, booktitle = {User Modeling, Adaption and Personalization}, series = {Lecture Notes in Computer Science}, editor = {Konstan, Joseph and Conejo, Ricardo and Marzo, José and Oliver, Nuria}, publisher = {Springer Berlin / Heidelberg}, isbn = {978-3-642-22361-7}, pages = {430-433}, volume = {6787}, url = {http://dx.doi.org/10.1007/978-3-642-22362-4_44}, note = {10.1007/978-3-642-22362-4_44}, year = {2011} }
TY - CHAP AU - Kljun, Matjaž A2 - Konstan, Joseph A2 - Conejo, Ricardo A2 - Marzo, José A2 - Oliver, Nuria T1 - Differences on How People Organize and Think about Personal Information TI - User Modeling, Adaption and Personalization T3 - Lecture Notes in Computer Science PY - 2011 PB - Springer Berlin / Heidelberg SN - 978-3-642-22361-7 SP - 430 EP - 433 VL - 6787 UR - http://dx.doi.org/10.1007/978-3-642-22362-4_44 DO - 10.1007/978-3-642-22362-4_44 ER -
2010
Matjaž Kljun, Alan Dix
PIM Research Protoypes Ideas and What Has Been Transferred to Mainstream Software
Technical report, Lancaster University
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Title: PIM Research Protoypes Ideas and What Has Been Transferred to Mainstream Software
Institution: University of Lancaster
Department: School of Computing and Communications, Infolab 21
Published: Technical Report, Unpublished
Personal Information Management (PIM) is a study on how people acquire, organize, maintain, retrieve, archive and discard information for various reasons and needs in physical and digital worlds. Many PIM tools are available for managing information on our desktop computers. And many research prototypes tried to augment or replace them. The development of these tools was based on the knowledge drawn form the field of psychology, human computer interaction, information retrieval and the research in the PIM field. Different metaphors and ways of organizing were introduced. However, little has been transferred to mainstream products. Most of these these prototypes were not extensively tested but results of the most looked prominent. This paper a classification of PIM research prototypes, solved issues, what has been developed and learnt, what has been transferred in mainstream applications and a quick look in to the future on where the development and research prototypes might be heading.
This paper provides an early classification and is a basis for another in depth analysis of supported means and trends in PIM prototypes research (based on PIM activities – see later publications on http://pim.famnit.upr.si/blog/). A lot of text from this paper is left out in the new version. Especially the analysis of what have been transferred to available software for consumers. Hence a technical report as this could prove of use for other researchers.
@unpublished{kljun2010pimtools, month = {November}, type = {Technical report}, title = {PIM Research Protoypes Ideas and What Has Been Transferred to Mainstream Software.}, author = {Kljun, Matjaž and Dix, Alan}, year = {2010}, institution = {Lancaster University, School of Computing and Communications, Infolab 21}, keywords = {personal information management, prototype, PIM software, task information management}, url = {}, abstract = {}, }
TY - UNPB ID - kljun2010pimtools CT - PIM Research Protoypes Ideas and What Has Been Transferred to Mainstream Software. A1 - Kljun, Matjaz A2 - Dix, Alan PY - 2010/10/ CY - Lancaster KW - personal information management KW - prototype KW - PIM software KW - task information management M1 - technical_report AV - public M1 - Lancaster University, School of Computing and Communications, InfoLab 21 ER -
2009
Matjaž Kljun, Alan Dix, Franc Solina
A study of a crosstool information usage on personal computers: how users mentally link information relating to a task but residing in different applications and how importance and type of acquisition affect this.
Technical report, Lancaster University
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Title: A study of a crosstool information usage on personal computers : how users mentally link information relating to a task but residing in different applications and how importance and type of acquisition affect this.
Institution: University of Lancaster
Department: Department of Computing, InfoLab 21
Published: eprints, Lancaster University, November 2009
Our information space is partitioned between real and digital worlds. Information in a digital world is fragmented between several devices such us mobile phones, handheld devices, netbooks, notebooks and personal computers. Even on each device information is fragmented because of several information formats or types (files, emails, web bookmarks. etc.) and applications. To some extent we already understand how we manage documents in the real world, mobile devices and software applications. But we have yet to understand how information between applications, devices and the real world is connected and how we cope with the burden of memorizing connections while we constantly create new ones. This research emphasized information management on personal computers. Our aim was to find out how much information users consider important in three main hierarchy based structures (files, emails and web bookmarks), how information between hierarchies (and applications) is mentally linked and managed according to tasks, how long it is regarded as important and if this information receives any special treatment. An online questionnaire was developed and participants were invited to daily enter the data about information they considered important and to link that information to other information where they thought the link is necessary. The results showed that participants regarded their information as important but the time this information was considered important was short. It also showed that more created information was regarded as important than received or found, that information was mentally linked in the same hierarchy as well as across hierarchies or tools and also that information can be part of several task information collections or that collections overlap. Although this study showed clear evidence that users do mentally link their information, it also raised several question like how links are maintained, how they relate to tasks and how they change over time.
@unpublished{kljun2009crosstool, month = {November}, type = {Working Paper}, title = {A study of a crosstool information usage on personal computers: how users mentally link information relating to a task but residing in different applications and how importance and type of acquisition affect this.}, author = {Kljun, Matjaž and Dix, Alan and Solina, Franc}, year = {2009}, institution = {Lancaster University, Infolab 21}, keywords = {personal information management, information importance, task, task information management}, url = {http://eprints.lancs.ac.uk/33816/}, abstract = {}, }
TY - UNPB ID - kljun2009crosstool CT - A study of a crosstool information usage on personal computers: how users mentally link information relating to a task but residing in different applications and how importance and type of acquisition affect this. A1 - Kljun, Matjaz A2 - Dix, Alan A3 - Solina, Franc PY - 2009/11/ CY - Lancaster KW - personal information management KW - information importance KW - task KW - task information management M1 - working_paper AV - public M1 - Lancaster University, Computing department, InfoLab 21 UR - http://eprints.lancs.ac.uk/33816/ L1 - http://eprints.lancs.ac.uk/33816/1/kljun-crosstool_information_usage_2009.pdf ER -
2008
Matjaž Kljun
Personal information management on personal computers,
Master thesis, University of Ljubljana
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Title: Personal information management on personal computers
Mentor: prof. dr. Franc Solina
Institution: University of Ljubljana
Department: Faculty of Computer and Information Science
Published: June, 2008
We are surrounded with rapidly increasing amounts of information in digital form that we try to manage in our virtual environments on personal computers. In this process of managing information we come across two major obstacles. The first one is the software that we use to handle information. Its concepts were developed over thirty years ago and it exceedingly lacks support to our way of thinking, organizing and retrieving things. The second obstacle are different technological formats of information (files, e-mail and web pages) which form a complete information set but have to be managed in separate tools.
Development of management software is slow and future guidelines do not show any radical improvements. None of these tools support managing as a whole. To develop such tools we need to fully understand our way of managing things which to some extent has already been done. The first part of the theses is an overview of previous research and several development tools which tried to solve some of the obstacles. The main focus of the theses is on an attempt to understand how files, emails and web sites (or bookmarks) are related and how users manage them together within different software. It was already demonstrated that we create directories with equal names in all three hierarchies. But we still do not understand how are separate items (files, emails, web pages) connected. We also tried to understand which information is important to users, where it comes from and how users manage it. The results showed that users form an interconnected map between various items and not directories, that very few important items stay important for a longer period of time and most of important information is created by ourselves.
Based on our results and previous research we presented some concepts which would better support our way of managing personal information but this has yet to be proved. Lack of research of different concepts, models and familiarity with existing software are holding the so needed development of managing software back.
@mastersthesis{kljun2008pimonpc, Author = {Kljun, Matja{\v z}}, Month = {06}, School = {University of Ljubljana, Faculty of computer and information science}, Title = {Personal Information Management on Personal Computers}, Year = {2008}, }
TY - THES ID - kljun2008pimonpc T1 - Personal Information Management on Personal Computers A1 - Kljun, Matjaz PY - 2008/06/ U1 - University of Ljubljana, Faculty of computer and information science L1 - http://pim.famnit.upr.si/blog/uploads/Papers/kljun2008pimonpc.pdf UR - http://eprints.fri.uni-lj.si/697/ ER -
2007
Matjaž Kljun, Jernej Vičič, Branko Kavšek, Alenka Kavčič
Evaluating comparisons and evaluations of learning management systems,
Proceedings of the ITI 2007
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Title: Evaluating comparisons and evaluations of learning management systems
Conference Information: 29th International Conference on Information Technology Interfaces, JUN 25-28, 2007 Cavtat, Croatia
Source: Proceedings of the ITI 2007 29th International Conference on Information Technology Interfaces
Book Series: ITI Pages: 363-368,
Published: 2007
In the last years, numerous papers were published comparing different learning management systems (LMS). Some of them dealt with only few comparison criteria, while others included almost every imaginable feature. When faced to do a comparison ourselves, we came across many of such papers and did a research of what authors considered relevant in an LMS. By comparing papers written in different years, we tried to find out if there is a pattern of features linked to a certain time period, how a demand for new features was evolving through time, and how did LMS developers respond to this demand. We also tried to figure out the present demands and which new features will be included in future versions of LMSs.
@inproceedings{kljun2007evaluating, author = {Matjaž Kljun and Jernej Vičič and Branko Kavšek and Alenka Kavčič}, booktitle = {Information Technology Interfaces, 2007. ITI 2007. 29th International Conference on}, title = {Evaluating Comparisons and Evaluations of Learning Management Systems}, year = {2007}, month = {25-28}, volume = {}, number = {}, pages = {363 -368}, keywords = {learning management system;teaching;computer aided instruction;teaching;}, doi = {10.1109/ITI.2007.4283797}, ISSN = {1330-1012}, }
TY - CONF ID - kljun2007evaluating JO - Information Technology Interfaces, 2007. ITI 2007. 29th International Conference on TI - Evaluating Comparisons and Evaluations of Learning Management Systems T2 - Information Technology Interfaces, 2007. ITI 2007. 29th International Conference on SN - 1330-1012 SP - 363 EP - 368 AU - Kljun, Matjaz AU - Vicic, Jernej AU - Kavsek, Branko AU - Kavcic, Alenka PY - 2007 KW - computer aided instruction KW - teaching KW - learning management system KW - teaching JA - Information Technology Interfaces, 2007. ITI 2007. 29th International Conference on DOI - 10.1109/ITI.2007.4283797 UR - 10.1109/ITI.2007.4283797 ER -
Jernej Vičič, Branko Kavšek, Matjaž Kljun, Andrej Brodnik
Extending traditional learning by enforcing collaboration and self-assessment,
Proceedings of the ITI 2007
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Title: Extending traditional learning by enforcing collaboration and self-assessment
Conference Information: 29th International Conference on Information Technology Interfaces, JUN 25-28, 2007 Cavtat, Croatia
Source: Proceedings of the ITI 2007 29th International Conference on Information Technology Interfaces Book Series: ITI, Pages: 387-392,
Published: 2007
The paper presents a way to overcome the shortcomings of traditional learning by enforcing collaboration between students and introducing self-assessment as part of the process of final grade formation. Treating collaboration and self assessment as two elements of a modern learning process that are very closely bounded together, the authors argue that these elements should by no means replace the traditional (ex-cathedra) way of learning but rather extend it. A specifically designed computer science course is presented as an illustration of how the introduction of self-assessment combined with teacher evaluation can encourage collaboration between students. The benefits and drawbacks of this method are discussed.
@inproceedings{vicic2007extlearning, author = {Jernej Vičič and Branko Kavšek and Matjaž Kljun and Andrej Brodnik}, booktitle = {Information Technology Interfaces, 2007. ITI 2007. 29th International Conference on}, title = {Extending Traditional Learning by Enforcing Collaboration and Self-Assessment}, year = {2007}, month = {25-28}, volume = {}, number = {}, pages = {387 -392}, keywords = {collaborative learning;computer science course;e-learning;self-assessment; computer aided instruction;groupware;}, doi = {10.1109/ITI.2007.4283801}, ISSN = {1330-1012}, }
TY - CONF ID - vicic2007extlearning JO - Information Technology Interfaces, 2007. ITI 2007. 29th International Conference on TI - Extending Traditional Learning by Enforcing Collaboration and Self-Assessment T2 - Information Technology Interfaces, 2007. ITI 2007. 29th International Conference on SN - 1330-1012 SP - 387 EP - 392 AU - Vicic, Jernej AU - Kavsek, Branko AU - Kljun, Matjaz AU - Brodnik, Andrej PY - 2007 KW - computer aided instruction KW - groupware KW - collaborative learning KW - computer science course KW - e-learning KW - self-assessment JA - Information Technology Interfaces, 2007. ITI 2007. 29th International Conference on DOI - 10.1109/ITI.2007.4283801 UR - 10.1109/ITI.2007.4283801 ER -
2006
Matjaž Kljun, Andrej Brodnik, Andreja Istenič Starčič
LMS in the pre-school education program,
Proceedings of the 28th ITI
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Title: LMS in the pre-school education program
Conference Information: 28th International Conference on Information Technology Interfaces, JUN 19-22, 2006 Cavtat, Croatia
Source: ITI 2006: Proceedings of the 28th International Conference on Information Technology Interfaces, Pages: 277-282,
Published: 2006
Traditional learning environments are today placed face to face with information and communication technologies (ICT) which gradually ambush visible place in education. For this reason it is important for both students and tutors to be capable to use new methods of supplying and receiving the knowledge. One of possible methods are online learning management systems (LMS) which incorporate principles of social constructionism which is based on the idea that we all better acquire new knowledge within a social process when communicating facts to others and base new knowledge on already known facts. We introduced such online learning environment to a first year students at the Faculty of Education with no previous knowledge or little knowledge of ICT usage. We tried to find out how much time a future preschool teachers need to gain satisfying level of digital literacy and competences for learning and teaching skills with information and educational technology (IET).
@inproceedings{kljun2006lms, author = {Matjaž Kljun and Andrej Brodnik and Andreja Istenič Starčič}, booktitle = {Information Technology Interfaces, 2006. 28th International Conference on}, title = {LMS in the pre-school education program}, year = {2006}, month = {0-0 }, volume = {}, number = {}, pages = {277 -282}, keywords = {ICT;digital literacy;information-communication technology; information-educational technology;online learning management systems; pre-school education program;teaching skills;traditional learning environments;computer aided instruction;educational administrative data processing;multiskilling;teaching;}, doi = {10.1109/ITI.2006.1708492}, ISSN = {1330-1012}, }
TY - CONF ID - kljun2006lms JO - Information Technology Interfaces, 2006. 28th International Conference on TI - LMS in the pre-school education program T2 - Information Technology Interfaces, 2006. 28th International Conference on SN - 1330-1012 SP - 277 EP - 282 AU - Kljun, Matjaz AU - Brodnik, Andrej AU - Starcic, Andreja Istenic PY - 2006 KW - computer aided instruction KW - educational administrative data processing KW - multiskilling KW - teaching KW - ICT KW - digital literacy KW - information-communication technology KW - information-educational technology KW - online learning management systems KW - pre-school education program KW - teaching skills KW - traditional learning environments JA - Information Technology Interfaces, 2006. 28th International Conference on DOI - 10.1109/ITI.2006.1708492 UR - 10.1109/ITI.2006.1708492 ER -
2005
Matjaž Kljun, David A. Carr
Piles of thumbnails – Visualizing document management,
Proceedings of the 27th ITI
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Title: Piles of thumbnails – Visualizing document management
Conference Information: 27th International Conference on Information Technology Interfaces, JUN 20-23, 2005 Cavtat, Croatia
Source: ITI 2005: Proceedings of the 27th International Conference on Information Technology Interfaces, Pages: 273-278,
Published: 2005
Digital information is present in everyone’s life. Most of the time we spend in front of a computer is in managing (processing, creating, editing, searching, and organizing), digital documents. Current tools for managing digital information are based on concepts developed over 40 years ago. Even with the desktop metaphor and improved visualization, these methods do not support management of large amounts of information. This paper provides an overview of the current state of personal information management and suggests a design based on a ?piles of documents? metaphor that more closely supports the working habits of many users.
@inproceedings{kljun2005piles, author = {Matjaž Kljun and David A. Carr}, booktitle = {Information Technology Interfaces, 2005. 27th International Conference on}, title = {Piles of thumbnails - visualizing document management}, year = {2005}, month = {June}, volume = {}, number = {}, pages = {273 - 278}, keywords = {}, doi = {10.1109/ITI.2005.1491134}, ISSN = {1330-1012 }, }
TY - CONF ID - kljun2005piles JO - Information Technology Interfaces, 2005. 27th International Conference on TI - Piles of thumbnails - visualizing document management T2 - Information Technology Interfaces, 2005. 27th International Conference on A1 - Kljun, Matjaz A1 - Carr, David A. SN - 1330-1012 SP - 273 EP - 278 PY - 2005 JA - Information Technology Interfaces, 2005. 27th International Conference on DOI - 10.1109/ITI.2005.1491134 UR - 10.1109/ITI.2005.1491134 ER
Thomas Bladh, David A. Carr, Matjaž Kljun
The effect of animated transitions on user navigation in 3D tree-maps,
Proceedings of the 9th IV
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Title: The effect of animated transitions on user navigation in 3D tree-maps
Conference Information: 9th International Conference on Information
Visualisation, JUL 06-08, 2005 London, ENGLAND
Source: Proceedings of 9th International Conference on Information Visualization, Pages: 297-305,
Published: 2005
This paper describes a user study conducted to evaluate the use of smooth animated transitions between directories in a three-dimensional, tree-map visualization. We looked specifically at the task of returning to a previously visited directory after either an animated or instantaneous return to the root location. The results of the study show that animation is a double-edged sword. Even though users take more shortcuts, they also make more severe navigational errors. It seems as though the promise of a more direct route to the target directory, which animation provides, somehow precludes users who navigate incorrectly from applying a successful recovery strategy.
@inproceedings{bladh2005animated, author = {Thomas Bladh and David A. Carr and Matjaž Kljun}, title = {The Effect of Animated Transitions on User Navigation in 3D Tree-Maps}, booktitle = {IV '05: Proceedings of the Ninth International Conference on Information Visualisation}, year = {2005}, isbn = {0-7695-2397-8}, pages = {297--305}, doi = {http://dx.doi.org/10.1109/IV.2005.122}, publisher = {IEEE Computer Society}, address = {Washington, DC, USA}, }
TY - CONF ID - bladh2005animated JO - Information Visualisation, 2005. Proceedings. Ninth International Conference on TI - The effect of animated transitions on user navigation in 3D tree-maps T2 - Information Visualisation, 2005. Proceedings. Ninth International Conference on SN - 1550-6037 SP - 297 EP - 305 AU - Bladh, Thomas AU - Carr, David A. AU - Kljun, Matjaz PY - 2005 KW - computer animation KW - data visualisation KW - graphical user interfaces KW - trees (mathematics) KW - 3D tree-maps KW - animated transitions KW - three-dimensional tree-map visualization KW - user navigation JA - Information Visualisation, 2005. Proceedings. Ninth International Conference on DOI - 10.1109/IV.2005.122 UR - 10.1109/IV.2005.122 ER -
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