Vision

Our ability to collect, process, generate and transmit data has substantially increased in the recent time. This new digital world of information and knowledge is becoming the new medium for human evolution where, amongst others, our cognition, retention and behaviour abilities can develop at new speed.

However, when we try to gain access to this digital wealth of information and knowledge we are confronted with a user interface. This interface between humans and computers is the bottleneck that prevents us from optimal utilisation of this new resource for human augmentation. This bottleneck puts us at a disadvantage to autonomous agents (e.g. computers) whose methods for exploitation of digital information and knowledge are progressing much faster than user interfaces.To unclog the bottleneck between humans and computers we need to:

Find new ways of harnessing ever increasing computational power and build user interfaces that are extensions of our minds, bodies and behavior.

This is what drives my research and the research of HICUP Lab I co-direct.


Presentation

I am assistant lecturer at the Faculty of Mathematics, Natural Sciences and Information Technologies at the University of Primorska in Koper, Slovenia where I also co-direct HCI laboratory HICUP Lab. In pursuit to contribute to my vision I do multidisciplinary research in the area of Human-Computer Interaction. I am interested in how to best use ever increasing computation resources and augment human abilities to collaborate, communicate and transfer knowledge. In pursuit of this goal, I look at ways of creating interaction systems that would best understand and react to users' needs and expectations. I try to achieve this through research in:

(i) manipulation of light and matter to generate meaningful and believable AR and MR experiences that go beyond realism;

(ii) human perception and cognition to create or propose benchmarks for best humanly perceivable systems;

(iii) combining user studies with a multitude of sensing modalities (e.g. radar sensing, eye gaze tracking, facial expression analysis, etc.) and computational thinking -- abstraction, automation, and analysis -- to design, explain and enable interaction systems.


Research Areas

Human-computer interaction

Augmented, virtual and mixed reality

Computational Interaction

Radar sensing

University of Primorska

Using radar-on-chip sensors such as Google Soli and machine learning algorithms we explore the world of microgestures. The goal is to build systems that can: (i) sense hand and finger gestures in order to enable inconspicuous, precise and flexible object oriented interactions with everyday objects; (ii) enable sensing even in situations where the sensor is occluded by materials (e.g. phone in pocket or a leather bag); and (iii) perform sensing with low energy consumption.

Publications:

Čopič Pucihar, K., Sandor, C., Kljun, M., Huerst, W., Plopski, A., Taketomi, T., ... & Leiva, L. A. (2019, May). The missing interface: micro-gestures on augmented objects. CHI 2019

Leiva, L. A., Kljun, M., Sandor, C., & Čopič Pucihar, K. (2020, Oct). The Wearable Radar: Sensing Gestures Through Fabrics. MobileHCI 2020

Paper interfaces

University of Primorska

We explore how to augment/modify paper by modification of optical properties of paper (e.g. through application of inks or paper perforation) and manipulation of light (e.g. generated by tablet computers underneath the paper). We show how to modify the appearance of printed content and create the illusion of making static objects perceptually dynamic. We also explore how to integrate multiple layers of information into paper in order to enable novel paper based interactions.

Publications:

Campos C., Čopič Pucihar K., Kljun M. (2020, Oct) Pinhole Paper: Making Static Objects Perceptually Dynamic with Rear Projection on Perforated Paper. MobileHCI 2020

High-precision micro instructions in AR

University of Primorska

Handheld AR systems can be used as support tools for performing high precision micro tasks such as for example circuit board debugging. Here we look at how system latency affects users performance.System latency in a video-see through device results in delay between the action in the physical world and the image output on the display. This opens up two research questions: (i) What is the minimal latency users notice in high precision micro tasks?, and (ii.) How latency affects time and accuracy.

Publications:

Campos C., Čopič Pucihar K., Kljun M. (2020, Oct) Pinhole Paper: Making Static Objects Perceptually Dynamic with Rear Projection on Perforated Paper. MobileHCI 2020

Interactive Documetaries

University of Primorska

Interactive web documentaries have the potential to engage people with important topics through innovative storytelling approaches. Understanding how users interact with web documentaries and to what extent they consume their content can help documentary filmmakers reach a broader or more engaged audience. This project tries to contribute to this gap in knowledge by analysing a serialized web documentary called iOtok (which we also helped build in collaboration with CORA and ASTRAL FILMS). The 13 episodes of iOtok were launched on an online portal showcasing a variety of features (chat, souvenirs, animated 360 panoramas, etc.), on a weekly basis. We collected data from 20 000 sessions, 12 200 videos watched, newsletter engagement and one online questionnaire all collected over a period of 1 year. We conduct analysis utilising advanced visualization and computational techniques that try to leverage on standard observational techniques such as manual coding by multiple researchers in order to provide insight about the impact of serialization and interactivity on audience reception, user engagement and viewing behaviour.

Publications:

Ducasse, J., Kljun, M., & Čopič Pucihar, K. (2020). Interactive Web Documentaries: A Case Study of Audience Reception and User Engagement on iOtok. International Journal of Human–Computer Interaction.

Adaptive m-learning systems

University of Primorska

Mobile lear 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. In this project we try to contribute to this gap knowlidge by designed and developed an m-learning platform for corporate environments based on adaptive triggering 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.

Publications:

Kljun, M., Krulec R., Čopič Pucihar, K., & Solina, F. (2019). Persuasive technologies in m-learning for training professionals: how to keep learners engaged with adaptive triggering. IEEE Transactions on Learning Technologies, 12(3), 370-383.

Interactive Documetaries

University of Primorska

Interactive web documentaries have the potential to engage people with important topics through innovative storytelling approaches. Understanding how users interact with web documentaries and to what extent they consume their content can help documentary filmmakers reach a broader or more engaged audience. To contribute to this gap in knowledge we analyse a serialized web documentary called iOtok (which we also helped build in collaboration with CORA and ASTRAL FILMS). The 13 episodes of iOtok were launched on an online portal showcasing a variety of features (chat, souvenirs, animated 360 panoramas, etc.), on a weekly basis. Through the analysis of more than 20 000 sessions, 12 200 videos watched, 6000 users, newsletter statistics and one online questionnaire, we explore the impact of serialization and interactivity on audience reception, user engagement and viewing behaviour.

Publications:

Ducasse, J., Kljun, M., & Čopič Pucihar, K. (2020). Interactive Web Documentaries: A Case Study of Audience Reception and User Engagement on iOtok. International Journal of Human–Computer Interaction.

Digital Augmentation of Comic Books

University of Primorska

Digital-augmentation of print-media can provide contextually relevant audio, visual, or haptic content to supplement the static text and images. The design of such augmentation can have a significant impact on the reading experience. Here we explore how to best design for this new medium.

Publications:

Kljun, M., Čopič Pucihar, K., Alexander, J., Weerasinghe, M., Campos, C., Ducasse, J., ... & Čelar, M. (2019, May). Augmentation not duplication: considerations for the design of digitally-augmented comic books. CHI 2019.

Augemnted Reality as a Crafting Tool

University of Primorska

In this project we explore how Augmented Reality can be utilized as a crafting tool for building real world objects. In this early work we explore how novice users can be supported in creating physical sketches through virtual tracing, i.e. creating a physical sketch on paper given a virtual image on the handheld device. In order to address the challenge of pose tracking while mitigating the effects on virtual tracing we utilize Dual Camera Magic Lens where we use the front facing camera for tracking while the back camera concurrently provides the view of the scene.

Publications:

Čopič Pucihar, K., Grubert, J. & Kljun, M., (2015, September). Dual Camera Magic Lens for Handheld AR Sketching. INTERACT' 15, LNCS

Dual-view and the Magic Lens: User vs. Device-perspective Rendering

Lancaster University

The magic lens paradigm, a commonly used descriptor for handheld Augmented Reality (AR), presents the user with dual views: the augmented view (magic lens) that appears on the device, and the real view of the surroundings (what the user can see around the perimeter of the device). Unfortunately, in common AR implementations these two do not match. In this project we uncover how this mismatch affects the users.

Publications:

Čopič Pucihar, K., Coulton, P., & Alexander, J. (2013, December). Evaluating dual-view perceptual issues in handheld augmented reality: device vs. user perspective rendering. In Proceedings of the 15th ACM on International conference on multimodal interaction (pp. 381-388). ACM.

Čopič Pucihar, K., Coulton, P., & Alexander, J. (2014, April). The use of surrounding visual context in handheld AR: device vs. user perspective rendering. In Proceedings of the 32nd annual ACM conference on Human factors in computing systems (pp. 197-206). ACM.

Hybrid Magic Lens

Lancaster University

Previous studies identified shortcomings of the magic lens interaction paradigm that range from poor information browsing task performance to undesired effect of the dual-view problem degrading user’s ability to relate augmented content to the real world and users’ ability to use the existing contextual information. In this project we explore how a hybrid magic lens approach could improve such interaction. In other words, how designing a magic lens with more than one view can benefit the user.

Publications:

Čopič Pucihar, K. , & Coulton, P. (2014, September). Utilizing contact-view as an augmented reality authoring method for printed document annotation. In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on (pp. 299-300). IEEE.

Čopič Pucihar, K., & Coulton, P. (2014, September). Contact-view: A magic-lens paradigm designed to solve the dual-view problem. In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on (pp. 297-298). IEEE.

Dual-view and the Magic Lens: User vs. Device-perspective Rendering

Lancaster University

The magic lens paradigm, a commonly used descriptor for handheld Augmented Reality (AR), presents the user with dual views: the augmented view (magic lens) that appears on the device, and the real view of the surroundings (what the user can see around the perimeter of the device). Unfortunately, in common AR implementations these two do not match. In this project we uncover how this mismatch affects the users.

Publications:

Čopič Pucihar, K., Coulton, P., & Alexander, J. (2013, December). Evaluating dual-view perceptual issues in handheld augmented reality: device vs. user perspective rendering. In Proceedings of the 15th ACM on International conference on multimodal interaction (pp. 381-388). ACM.

Čopič Pucihar, K., Coulton, P., & Alexander, J. (2014, April). The use of surrounding visual context in handheld AR: device vs. user perspective rendering. In Proceedings of the 32nd annual ACM conference on Human factors in computing systems (pp. 197-206). ACM.

Enhanced virtual transparency

Lancaster University

In this project we looked at different ways of imporving virtual transparency of the Magic Lens. We looked at how to improve depth perception when looking through the magic lens utilizing paralax berrier stereoscopic displays and how to improve scene readability utilizing high resolution textures.

Publications:

Čopič Pucihar, Klen, and Paul Coulton. "Enhanced virtual transparency in handheld ar: digital magnifying glass." Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services. ACM, 2013.

Čopič Pucihar, Klen, Paul Coulton, and Jason Alexander. "Creating a stereoscopic magic-lens to improve depth perception in handheld augmented reality." Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services. ACM, 2013.

Sensor fusion for imporved augmentation context

Lancaster University

In this project we looked at different ways of imporving the context of augmentation in handheld AR. We looked at the possiblity of introducing scale utilizing autofocusing capability of the camera phone and the depth-from-focus technique. We also looked at how one can simplify initalization of planar maps utilizing on device accleorometers.

Publications:

Čopič Pucihar, K., & Coulton, P. (2011, June). Estimating scale using depth from focus for mobile augmented reality. In Proceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems (pp. 253-258). ACM.

Čopič Pucihar, K., Coulton, P., & Hutchinson, D. (2011, August). Utilizing sensor fusion in markerless mobile augmented reality. In Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services (pp. 663-666). ACM.

Sensor fusion for imporved augmentation context

Lancaster University

In this project we looked at different ways of imporving the context of augmentation in handheld AR. We looked at the possiblity of introducing scale utilizing autofocusing capability of the camera phone and the depth-from-focus technique. We also looked at how one can simplify initalization of planar maps utilizing on device accleorometers.

Publications:

Čopič Pucihar, K., & Coulton, P. (2011, June). Estimating scale using depth from focus for mobile augmented reality. In Proceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems (pp. 253-258). ACM.

Čopič Pucihar, K., Coulton, P., & Hutchinson, D. (2011, August). Utilizing sensor fusion in markerless mobile augmented reality. In Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services (pp. 663-666). ACM.

5th Summer School on Computational Interactions (2019)

Link to 4th edition because website is dead for 5th edition

OPTIVINCI team (Lucas Vordemann, Salma Thalji, Wenzhe Cui and Klen Čopič Pucihar) won hacketon at the 5th Computational Interaction Summer School, Columbia University, New York, USA. The entry utilizes Bayesian optimization for parameter tuning of image filters which evolve based on crowdsourced ratings.

Vodafone Betavine and Forum Nokia (2008)

First prize at Widset Challenge Coding Competition

Initiated by Vodafone Betavine and sponsored by Forum Nokia, the WidSets Challenge 2008 was open to students from all universities, polytechnics and colleges across the world. It aims to encourage student innovation in mobile Web 2.0 technologies by providing a showcase for their ideas and working models.

Lancaster University Communication Systems MSc students Klen Copic Pucihar and Lyon Laxman took first prize for their game 4 in the row - a multiplayer game whereby you can challenge, play and chat with a player anywhere in the world across the mobile network.

2016 - Present

University of Primorska

Assistant Lecturer and co-director of HICUP Lab

Working at the Faculty of Mathematics, Natural Sciences and Information Technologies (FAMNIT).

2014 - 2016

University of Primorska

Researcher and Teaching Assistant

Working at the Faculty of Mathematics, Natural Sciences and Information Technologies (FAMNIT).

2009 - 2014

Lancaster University

PhD student and Teaching Assistant

Exploring usability issues that affect usefulness of Handheld Augmented Reality (AR) systems and providing lab support for a wide range of courses (Creative Technologies, Android Development, Mobile Game Design, 3D Animation and Game Design, Information Technologies, Operating Systems, etc.).

2008-2009

Urbana projekti d.o.o.

Lead software developer

Lead Software Developer at a start up company managing a team of three engineers. The project called CityLife included software and hardware development of a park and hire bicycle sharing system. We managed to build a working prototype, but failed to get sufficient investment for system deployment.

2009 - 2014

Lancaster University

PhD, Computer Science

Thesis title: Designing Effective Mobile Augmented Reality Interactions.

2007 - 2006

Lancaster University

MSc, Computer Science, IT and Data Communications

Thesis title: A context Driven Mobile Social Netwrork.

2007 - 2006

University of Ljubljana

BSc, Mechanical Engineering, Mechatronics

Thesis title: Control of Distributed Bicycle Sheds.