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Ana Javornik

dblp:161/4593 · DBLP profile ↗
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3ranked-venue papers
3as first author
0since 2021 · last 2019
0000-0002-3230-6405ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3 · 3 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.312017
MagicFace: Stepping into Character through an Augmented Reality Mirror · CHI 2017
Games and playful interaction › player-avatar relationship
character embodiment
0.112017
MagicFace: Stepping into Character through an Augmented Reality Mirror · CHI 2017

Methods — techniques the papers use, named apart from their topics

field study · 0.6
YearPublicationVenuePosition
2019 An experimental study on the role of augmented reality content type in an outdoor site exploration
abstract
Overlaying a building with images from the past can be an engaging way to explore a historic site. However, little is known about what type of content functions well when using augmented reality (AR) in outdoor contexts. This research investigates how different types of AR content – such as text or image – can affect the flow experience as well as other user affective and behavioural responses. We ran an experimental study with 85 participants at a university campus, where three groups used different apps – AR app with overlaid textual information, AR app with overlaid both textual information and images and an app with audio guide – to explore the area's historic and cultural background. The results show that overlaying images in addition to the text was clearly the most successful way of attracting attention and providing stronger flow in comparison to the apps that overlaid only text or delivered audio. However, we also discovered that users occasionally interpreted the overlaid imagery to be cues for something else other than what they were designed to represent. Finally, we discuss how AR content can enlarge otherwise invisible details, depict historic elements and unveil interiors of buildings.
Ana Javornik, Efstathia Kostopoulou, Yvonne Rogers, Ava Fatah gen. Schieck, Petros Koutsolampros, Ana Maria Moutinho, Simon J. Julier
Behav. Inf. Technol.1
2017 MagicFace: Stepping into Character through an Augmented Reality Mirror
abstract
Augmented Reality (AR) is coming of age and appearing in various smartphone apps. One emerging AR type uses the front-facing camera and overlays a user's face with digital features that transform the physical appearance, making the user look like someone else, such as a popstar or a historical character. However, little is known about how people react to such stepping into character and how convincing they perceive it to be. We developed an app with two Egyptian looks, MagicFace, which was situated both in an opera house and a museum. In the first setting, people were invited to use the app, while in the second setting they came across it on their own when visiting the exhibition. Our findings show marked differences in how people approach and experience the MagicFace in these different contexts. We discuss how realistic and compelling this kind of AR technology is, as well as its implications for educational and cultural settings.
Ana Javornik, Yvonne Rogers, Delia Gander, Ana Maria Moutinho
CHI1
2016 Revealing the Shopper Experience of Using a "Magic Mirror" Augmented Reality Make-Up Application
abstract
Virtual try-ons have recently emerged as a new form of Augmented Reality application. Using motion caption techniques, such apps show virtual elements like make-up or accessories superimposed over the real image of a person as if they were actually wearing them. However, there is as of yet little understanding about their value for providing a viable experience. We report on an in-situ study, observing how shoppers approach and respond to such a "Magic Mirror" in a store. Our findings show that after the initial surprise, the virtual try-on resulted in much exploration when shoppers looked at themselves on a display integrated in the make-up counter. Behavior tracking data from interactions with the mirror supported this. Moreover, survey data measured perceptions of augmentation as well as hedonic and utilitarian value of the app and suggested the augmented experience was perceived to be playful and credible while also acting as a strong driver for future behavior. We discuss opportunities and challenges that such technology brings for shopping and other domains.
Ana Javornik, Yvonne Rogers, Ana Maria Moutinho, Russell Freeman
Conference on Designing Interactive Systems1