I have finished my PhD in which I explored different usability issues that affect usefulness of Handheld Augmented Reality (AR) systems. The motivation to dig into this research area comes all downd to my perception of life. I see the environment we live in as a fascinating place filled with countless objects and people. This vibrant space is possibly the richest source of visual, audio and tactile stimuli that fabricates our everyday life experiences. Yet, we spend more time than ever interacting within digital media confined to screens, which often serve to disconnect us from the physical space we live in.

How can we escape from the glow of the screen and bring digital and physical worlds together and how can we make the world itself a user interface for digital interactions ( Höllerer & Feiner 2004; Wellner et al. 1993)?

The answer is obvious: AUGMENTED REALITY.

During my 4 years at Lancaster University I managed to publish at top ranking conferences such as CHI, ISMAR, ICMI and MobileHCI (Google Scholar). I now work at the University of Primorska at the Faculty of Mathematics, Natural Sciences and Information Technologies (FAMNIT) where I continue my research in the field of Augmented Reality and Human Computer Interaction and if you want to join me on this journey, I am more than willing to collaborate :). For up to date info follow me on Twitter or LinkedIn.

Site last updated: 9.1.2015

Research:

AR - augmented reality

HCI - human-computer interaction

Tangible interfaces

Mobile technologies

E-learning

Comercial:

Mobile application development (Android & IOS)

UX design for mobile and web

Augmeted Reality advertising

Web development

Ltd

We build fun user experiences for mobile and web, which amongst other, utilise novel interaction concepts such as Augmented Reality. The products tackle a wide range of application domains, such as: advertising, e-commerce, the social media and more.

AHA podjetje za trženje, oglaševanje, svetovanje, d.o.o.
Trdinova 5
1000 Ljubljana
Slovenia
SI 15341623

Augmented Reality Advertising

For Company: ASTRAL d.o.o.

AR marketing campaign for documentary Tatjana in Motherland utilising Mobile Augmented Reality. The user needs to point the phone at the poster and the poster springs to life revealing hidden content such as movie trailer and standard social media interaction elements.

Demo Video

Wall Sticker Room Planner

For company: TheBinaryBox

Plan the layout of your room and interactively scale your wall stickers in place. Dynamically resize your wall art in proportion to the scale of furniture around your home. See how the design looks in any room of your house. Now you no longer have to guess at how wall art from The Binary Box is going to look in your home! The Wall Sticker Room Planner will do all of the planning for you with minimal guidance from you the customer. We have been hard at work creating the perfect app to show you exactly how any of our products will look so we hope you enjoy.

My role on the project was to support the design process, build the soulution and release it on Google Play.

Taking the Artwork Home

For Company: M-ventions

Taking the Artwork Home project uses Mobile Augmented Reality (MAR) to allow people to digitally curate their own art exhibitions from their own homes using content from the Peter Scott Gallery at Lancaster University, and juxtapose this with their own media. Using this novel approach, the aims of the project are to discover new curatorial strategies; to uncover community identities; to enhance access & participation in the arts; and to inform events programming, tourism and business in new ways.

My role on the project was to collaborate with all involved and provide technical expertise in AR in order to: (a) support the design process, (b) build a working solution in collaboration with other developers, (c) release software (Google Play).

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, [To Appear]

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.

The Use of Surrounding Visual Context in Handheld AR: Device vs. User Perspective Rendering

CHI 2014

Full Conference Paper: The magic-lens paradigm, a common approach to 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). The augmented-view is typically implemented by rendering the video captured by the rear-facing camera...

Evaluating Dual-view Perceptual Issues in Handheld Augmented Reality: Device vs. User Perspective Rendering

ICMI 2013

Full Conference Paper: In handheld Augmented Reality (AR) the magic-lens paradigm is typically implemented by rendering the video stream captured by the back-facing camera onto the device’s screen. Unfortunately, such implementations show the real world from the device’s perspective rather than the user’s perspective, creating a visual mismatch known as the dual-view problem. The dual-view problem...

Utilizing Contact-view as an Augmented Reality Authoring Method for Printed Document Annotation

ISMAR 2014

This work received Best Poster Award at ISMAR 2014. In Augmented Reality (AR) the real world is enhanced by superimposed digital information commonly visualized through augmented annotations. The visualized data comes from many different data sources. One increasingly important source of data is user generated content. Unfortunately, AR tools that support user generated content are not common...

Estimating scale using depth from focus for mobile augmented reality

EICS 2011

Conference Paper: Whilst there has been a considerable progress in augmented reality (AR) over recent years, it has principally been related to either marker based or apriori mapped systems, which limits its opportunity for wide scale deployment. Recent advances in marker-less systems that have no apriori information, using techniques borrowed from robotic vision...

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.

2015

Encompassing Computer Science Workshop 2015

University of Primorska

Chair of scientific committe at Encompassing Computer Science Workshop 2015 visited by 70 participant, 6 invited speakers and 24 presenters.

2014

Travel Grant

William Ritchie Travel Fund

Klen Čopič Pucihar was awarded a William Ritchie Travel Grant in order to support his efforts in presenting his work at the most prestigious Human Computer Interaction conference CHI 2014.

2010

Nokia Grant

Nokia Research Grant

Research grant for the development of Augmented Rrality project called SID-MAR.

2009

PhD Grant

Adfutura

Slovenian Human Resources Development and Scholarship Fund awarded Klen Čopič Pucihar with a 3 year PhD scholarship.

2014 - Present

University of Primorska

Research and Teaching Assistant

Working at the Faculty of Mathematics, Natural Sciences and Information Technologies (FAMNIT). I am a member of DIST. We are a group of joung enthusiastic researchers READY to collaborate on projects related to Augmented Reality , HCI, AI and Text mining.

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.