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Hibridni događaj
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Radovi |
J. Valacich, P. Weisgarber (University of Arizona, Tucson, United States), J. Jenkins, D. Wilson (Brigham Young University, Provo, United States), D. Kim ( Texas Christian University, Fort Worth, United States) Revolutionizing Competency Assessment: The Role of Digital Behavioral Biometrics 
Accurately assessing an individual’s domain competency—their knowledge, skills, and expertise in a specific subject—is essential in academic, professional, and organizational contexts. Traditional methods, such as standardized tests and questionnaires, often fail to capture the nuanced cognitive processes and contextual factors that underpin true expertise. Digital behavioral biometrics, including analyses of mouse movements, keystroke dynamics, and touch interaction patterns, offer a novel and objective approach to competency evaluation. These methods provide granular, real-time insights into user behavior, enabling more precise and context-aware assessments of domain-specific expertise. This paper explores how digital behavioral biometrics can enhance the accuracy, depth, and applicability of competency evaluations, paving the way for a transformative shift in how expertise is measured.
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L. Žužić, J. Lerga (University of Rijeka, Faculty of Engineering, Rijeka, Croatia) A web-based card game simulation for optimal strategy development 
A web-based human-computer interaction experiment simulates a game where points are scored on a board by matching pairs, opposites, or sequences of cards. The original game that inspired this experiment was modified to eliminate random card drawing. Having all cards available to each player in each move shifts the focus to skill instead of luck. An algorithm ranking all possible moves a single step in advance by points scored is pitted against human players. A modified version of the strategy favoring moves that set up future card sequences is also tested. Assigning a greater weight to playing cards that could form a sequence, even if the plan may be interrupted by the other player, allows for a more sophisticated approach while avoiding computationally intensive long-term simulation. Games are played with human or algorithm players taking the first turn to mitigate second-player advantage. Board widths of three, four, and five were tested, and only cases with a height less than or equal to the width were included to limit the scope of the study. In most cases, the algorithm focusing on chains wins against users, outperforming the baseline single-move simulation, and providing a guideline for further development.
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M. Brkić Bakarić (Faculty of Informatics and Digital Technologies, University of Rijeka, Rijeka, Croatia) Redefining the Translation Profession: The Impact of Artificial Intelligence 
The translation profession has undergone significant changes in recent years due to technological advancements and globalization. These developments have led to the emergence of new roles within the field. This paper explores the impact of automation, particularly the rise of generative artificial intelligence, on translation and examines the evolving role of human translators. It presents the results of a survey conducted as part of a broader international pilot study, reflecting the perspectives of Croatian professional translators, translation students, translation instructors, and other language professionals. By analyzing the implications of artificial intelligence and addressing the ethical issues and concerns associated with the use of new translation technology tools, the study highlights key topics that should be integrated into translation training courses.
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M. Gombar (Ministry of Defence, Zagreb, Croatia) Algorithmic Echo Chambers and User Interaction in Understanding the Societal Impact of Personalized Content 
This study investigates how algorithmic echo chambers affect user interactions and societal perceptions through personalized content on social media platforms. It focuses on the dynamics of human-computer interaction, examining how algorithms amplify emotionally engaging content, reinforce existing beliefs, and marginalize critical perspectives. This contributes to polarization and limits exposure to a variety of viewpoints. TikTok, Instagram, and Facebook case studies illustrate how algorithmic systems prioritize engagement metrics over inclusivity and diversity. The research employs discourse analysis and algorithmic simulations to explore the mechanisms behind content personalization. It reveals that echo chambers create ideological silos and reduce opportunities for meaningful dialogue. Key findings indicate that the algorithmic prioritization of emotionally charged narratives significantly strengthens confirmation bias. Interventions such as algorithmic audits, counter-narratives, and efforts to diversify exposure can effectively reduce polarization. The study provides practical recommendations for designing more transparent and user-centered digital platforms that balance engagement with ethical considerations. These recommendations include fostering algorithmic transparency, promoting content diversity, and integrating mechanisms to counter polarization. By addressing the societal implications of personalized content, this research contributes to developing ethical interaction frameworks for social media platforms, advancing both the technological and societal dimensions of human-computer interaction.
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M. Qureshi, A. Knutas, A. Wolff (LUT University, Lappeenranta, Finland) Exploring Interface Design for Energy Data Visualization: A Usability Testing Workshop 
Understanding electricity consumption and production is increasingly vital for consumers in the Nordics, particularly due to fluctuating energy stock market rates. Data visualization is the primary method to get informed on energy data consumption. In this paper, we tested the interface design for energy data visualization, evaluated through a usability testing workshop. Thirteen household energy consumers from rural Finland, who actively manage their energy consumption, participated in this workshop. They experienced two energy interfaces: a basic mobile-based interface using paper wireframing and an advanced augmented reality-based interface utilizing mobile camera technology. Participants were given a survey form, and their feedback discussion, and suggestions were recorded. We collected qualitative and quantitative data to understand their energy behaviors and visualization preferences. The study of energy interface canvases created by individuals enabled us to identify common preferences and thematic analysis of recorded discussion further improved our results. These findings contribute to understanding the interface and information preferences of different energy consumers and will provide evidence for the creation of energy interface design principles.
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H. Kam (University of Tampa, Tampa, United States) GenAI in DevOps: Boon or a Bane 
The primary objective of this study is to explore the impact of Generative AI (GenAI) on Development and Operations (DevOps) practices, focusing on both its advantages and potential drawbacks. DevOps is a process built around the CALMS framework, which emphasizes Culture, Automation, Lean principles, Measurement, and Sharing to integrate development and operations effectively. With the increasing adoption of GenAI in information technology (IT) particularly in DevOps, it becomes essential to understand how AI-powered automation influences these foundational DevOps pillars. This study leverages data collected from the DevOps subreddit on Reddit to identify key trends and insights into how automated operations based upon GenAI is reshaping the DevOps landscape. Our preliminary findings indicate that DevOps professionals have mixed feelings about the use of GenAI. On one hand, GenAI-driven automation enhances individual productivity; on the other hand, the complexities of GenAI, combined with its tendency for hallucinations, foster algorithmic aversion, making individuals hesitant to rely on it for critical tasks. Overall, this study aims to contribute to the information systems (IS) literature by providing insights into the role of GenAI automation in mitigating burnout among DevOps professionals.
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T. Hynninen (Häme University of Applied Sciences, Hameenlinna, Finland) Field-Tested: Usability Insights from a Mobile VSEE Application 
Visual Soil Examination and Evaluation (VSEE) techniques allow farmers to assess the health and thus the growth potential of farmland. Using the Figma design tool, we created a prototype mobile application to support VSEE, and this study presents its design and evaluation. The usability testing was conducted in real conditions during a field day at a teaching farm with 13 stakeholders, including farmers, educators, researchers, and students. Usability was assessed using the Positive System Usability Scale (P-SUS), yielding a score of 69, which hints at above-average usability. In addition to formal usability testing, informal feedback provided more insights. Many users suggested incorporating AI-based machine vision to automate VSEE tasks. While intriguing, this suggestion reflects common misconceptions about the current capabilities of AI. Users also compared the app to its paper counterpart, with many preferring information on an A4 sheet as opposed to a mobile device. Some critique was given to the app's design, which was consciously tailored for the challenging farm conditions, resulting in minimalist UI and navigation. However, this tailored approach may have confused users who are accustomed to more complex interfaces. It is possible that while the minimalist design suited field use, it negatively impacted usability by deviating from familiar conventions. Our experiences emphasize the need for balancing usability with use-case-specific design in agricultural technology, while also addressing user expectations and misconceptions.
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F. Pehar (University of Zadar, Laboratory for Interactive Systems and User Experience (UX Lab Zadar), Zadar, Croatia) AI as Synthetic Users in Human-Centred Design: A Systematic Review 
In human-centred design (HCD), real users are the foundation of the design process, but ensuring their active involvement is often challenged by time, cost and resource constraints. Recent advances in artificial intelligence (AI) have introduced the concept of 'synthetic users' - AI-driven agents that simulate human participation in design and evaluation processes. This paper presents a systematic literature review of 52 peer-reviewed studies investigating how large language models (LLMs) and agent-based simulations function as synthetic users in different phases of HCD. Following PRISMA guidelines, we conducted structured searches in Web of Science and Scopus and applied inductive thematic analysis to group the studies into four main themes: (A) AI-generated personas and user profiles for user research; (B) AI support for ideation and prototyping; (C) simulated users for usability testing and evaluation; and (D) agent-based simulations for system validation and decision support. Our findings show that while synthetic users can significantly accelerate early design iterations and support creative exploration through rapid and scalable feedback, they also raise concerns about authenticity, variability, bias, and ethical validity. We examine these trade-offs and propose a hybrid evaluation model in which AI-driven techniques augment - without replacing - real user input, thereby preserving the fundamental role of real user insight in human-centred design.
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M. Doan (IMT - Institute for Advanced Studies, Lucca, Italy), N. Caporusso (Northern Kentucky University, Highland Heights, United States) Visualizing the Dynamics of the KAB Model with Sankey Diagrams 
The Knowledge-Attitude-Behavior (KAB) model is a well-established theoretical framework applied across multiple disciplines to explore and address the key factors influencing user behavior, ultimately driving better outcomes. Despite the widespread use of the KAB model in academia and the industry, the exploration of viable data visualization techniques for the KAB framework received less attention. As a result, the existing approaches to representing the results involve a limited set of techniques that might not effectively communicate the relationships between knowledge, attitude, and behavior, particularly to non-technical audiences. This paper proposes a more systematic use of Sankey diagrams as a visualization method for reporting the findings of studies based on the KAB framework. Thanks to the use of flows, Sankey diagrams can offer a more intuitive representation of how an individual’s knowledge influences their attitude, which, in turn, affects their behavior. We detail how Sankey diagrams can enhance data visualization in the context of observational and experimental research studies, provide technical audiences with more intuitive visual insights, and help communicate findings to the general public.
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R. Love, A. Price, D. Bačić (Loyola University Chicago, Chicago, United States) The Effects of Information Load and Brand Familiarity on Visual Attention Strategies and Smartphone Product Preferences 
Many purchasing decisions are made under conditions of information overload caused by the sheer volume of options available to consumers. Smartphone purchases, in particular, require navigating complex specifications, features, and reviews, often resulting in cognitive strain. While product familiarity is known to influence decisions, the combined effects of information load, brand familiarity, and visual attention strategies remain underexplored. This study investigates how varying levels of information load and brand familiarity impact visual attention and smartphone preferences within the framework of Bounded Rationality. Using a within-subject experimental design, data from 28 participants were collected via eye-tracking and surveys. Participants viewed product comparisons under a high information load (detailed, text-heavy descriptions) and a low information load (concise, bullet-pointed information). Results show that a lower information load fosters effective comparison and integration strategies, while a higher information load diminishes productive attention. Additionally, participants exhibited a greater preference for less familiar brands under lower information load conditions. By integrating biometric and survey data, the present research offers novel insights into conscious and subconscious decision-making. The findings provide practical implications for designing user-friendly product information, UX, and marketing strategies to support informed consumer choices.
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A. Skinner, E. Kallmeyer, P. Guiterrez, D. Bačić (Loyola University Chicago, Chicago, United States) Gendered Endorsers’ Impact on Consumers’ Subconscious Visual Attention Using Eye-Tracking 
Gender-based marketing cues continue to have an important role in product design, UX/UI design, packaging, and marketing. Product endorsers represent one such gender-based marketing cue where existing research reports contradictory findings regarding its intended effectiveness in a world of shifting gender-based preferences. In a fully randomized, within-subject experiment with 30 GenZ college students, we use the eye-tracking methodology to evaluate the impact of two gendered product endorsers (men and women) on the subconscious visual attention of participants by gender. Four metrics were used to evaluate two sets of visual attention hypotheses so that more (a) dwell time %, (b) fixation count, and (c) fixation duration are associated with greater/more visual attention while lower (d) time to first fixation (TTF) is linked to greater attention as an indicator of attention allocation sequence (importance). Our study finds that gendered endorsers do make an intended impact on consumers' visual attention across viewers' genders; however, the subconscious attention for same-gender endorsers is much more pronounced for women, while men first fixate (notice) on opposite-gender before shifting attention to same-gender endorsers.
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N. Tylosky, A. Knutas, A. Wolff (LUT University, Lappeenranta, Finland) A Qualitative Study of Sensemaking Through Data Exploration 
Systems for non-expert audiences to interact with and use data, such as open data portals and other data exploration tools are increasing in number, however there has not been much research on how non-expert audiences make sense of data via these exploration tools. This paper presents a qualitative study of non-experts sensemaking of local data via a prototype of an interactive data exploration tool that was created based upon a series of design principles. As an outcome of this study we present our insights on sensemaking via interactive data exploration tools and we provide recommendations for improvements to the series of design principles that the prototype was built upon.
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D. Čišić, S. Drezgić, S. Čegar (Faculty of Economics and Business, Rijeka, Croatia) A Bibliometric Analysis of Artificial Intelligence in Human-Computer Interaction: Insights from Core Web of Science Literature 
The integration of Artificial Intelligence (AI) into Human-Computer Interaction (HCI) is rapidly evolving, driving significant advancements across various domains. This study presents a comprehensive bibliometric analysis of AI in HCI, based on 149 articles retrieved from the Core Collection of the Web of Science. The analysis explores publication trends, key research themes, influential authors, and emerging areas within the field. Using bibliometric tools, we identify citation networks, co-authorship patterns, and keyword co-occurrence to provide insights into the current research landscape and future directions. The findings highlight the interdisciplinary nature of AI in HCI, showcasing its application in user experience design, adaptive systems, and intelligent interfaces. This study contributes to a deeper understanding of the field's development and offers guidance for researchers and practitioners aiming to leverage AI for enhanced human-computer interactions.
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K. Walker, A. Lezic, D. Bačić (Loyola University Chicago, Chicago, United States) Unveiling the Impact of Subtitles: Insights into Recall and Viewer Visual Engagement on Streaming Video Content 
As streaming platforms such as Netflix, Amazon Prime, HBO Max, and Disney + continue to shape the entertainment landscape, the role of subtitles has grown significantly in enhancing accessibility and bridging language barriers. 70% of respondents aged 18 to 25 (Gen Z) and 53% aged 25 to 41 (Millennials) say they regularly use subtitles, yet our understanding of the impact these subtitles may have on recall and viewer engagement is limited. Rooted in the dual coding theory, this study investigates how subtitles affect three key outcomes: viewer comprehension-based content recall, perception-based content recall, and subconscious visual engagement. Using a fully randomized within-subject experimental design, data from 32 participants were collected via eye-tracking and surveys. Each participant viewed video clips with and without subtitles (experimental conditions) from the Netflix popular show The Crown. Results show that subtitles positively affect viewer comprehension-based content recall, but have no effect on perception-based recall. Additionally, subtitles were found to influence subconscious visual engagement, guiding where viewers focused their attention. By integrating biometric data and survey responses, the present research offers novel insights into the impact of subtitles on viewers and offers practical guidance for streaming content creators.
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S. Vlahović, M. Moslavac, K. Mišura, L. Boban, A. Jović, M. Suznjevic (University of Zagreb Faculty of Electrical Engineering and Computing, Zagreb, Croatia) Usability and User Experience Evaluation of a Multiplatform House Design Pipeline: Navigating Web, VR, and Mobile AR Workflows 
For decades, Computer-Aided Design (CAD) software has been central to planning and modeling in Architecture, Engineering, and Construction (AEC). More recently, the emergence of Augmented Reality (AR) and Virtual Reality (VR) technologies has transformed how users interact with 3D home designs, enabling innovative ways to create, visualize, and refine living spaces. Combining the usability of desktop applications with the immersive capabilities of AR and VR creates a streamlined multiplatform pipeline, though it also introduces challenges in evaluating usability and User Experience (UX) due to the diverse devices, interaction paradigms, and varying levels of user technological proficiency. This paper examines a multiplatform system that includes a web application for house design, a mobile AR application for on-site exterior visualization, as well as a VR application to explore and adjust life-size interiors. We discuss our process of iterative usability testing and collecting meaningful UX feedback in this context. Furthermore, we provide a high-level summary of the results from two user studies, highlighting participants' impression of the system and its components, as well as insights from the perspective of study administrators.
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Y. Lin, J. Xu (Graduate School of Interdisciplinary Information Studies, The University of Tokyo, Chiba, Japan), S. Hachisuka (Interfaculty Initiative in Information Studies, The University of Tokyo, Chiba, Japan), T. Sasano (Institute of Gerontology, The University of Tokyo, Tokyo, Japan), B. Son (Institute for Future Initiatives, The University of Tokyo, Tokyo, Japan) Exploring Emotional Changes Before and After Electronic Sports Participation in Older Persons Using Facial Expression Analysis 
In recent years, electronic sports (esports) have gained popularity among older persons (aged 60 years and above) due to their potential to enhance cognitive abilities and promote social participation, thereby contributing to the prevention of frailty. Despite these promising advantages, the emotional impact of esports on this demographic remains underexplored. Additionally, most studies on esports rely on subjective assessments, such as questionnaires, which are time-consuming and prone to individual perceptual differences, posing challenges to maintaining objectivity. To address this limitation, a non-invasive approach leveraging facial expression analysis was adopted. An emotion recognition system was constructed to provide objective measurements and subsequently evaluated for its applicability to older persons. Emotional responses were quantified before and after esports participation, and the system's reliability was validated through comparisons with participant surveys. The findings indicate the constructed system can effectively predict emotions in older persons, as demonstrated by its alignment with participant survey results, offering a reliable and objective tool for future research. Furthermore, a significant increase in positive emotions was observed after participation, highlighting the potential emotional benefits of esports for this population. Further refinement and broader application of this system are recommended to enhance its practical utility and accuracy.
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Radovi |
M. Burch (FHGR, University of Applied Sciences, Buch-Gannertshofen, Germany), A. Kuriger, F. Pehar, B. Bekavac (FHGR, University of Applied Sciences, Chur, Switzerland) Flights and Airports - A Visual Analytics Perspective 
The increasing complexity and amount of data in the flight sector requires innovative approaches for data analyses and interactive visualizations that uncover patterns and anomalies in such data. Such insights are important for many people including tourists, travelers, investors, as well as security staff. To reach this goal we describe a visual analytics perspective on flights and airports to explore geospatial and temporal effects in flight traffic data. To tap the full potential of our tool we focus on the global world-wide flight traffic and discuss patterns, insights, and knowledge that we detected under the light of certain temporal events like Covid-19, holiday seasons, or the building of new airports. We also analyze the geo-spatial aspect in the data and the role of airport locations on prominent data patterns. The visual analytics tool is composed of several interactively linked and coordinated views in which visualizations and algorithms like trend detection and hierarchical clustering support the identification of typical spatio-temporal patterns and anomalies. We conclude the paper by discussing future directions and challenges.
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N. Pascale, O. Tinawi, J. Moraes Barreto, A. Aldaas, D. Bačić (Loyola University Chicago, Chicago, United States) Short-Form Videos: An Exploratory Study on the Impact of Subtitles and ASMR Split-screen Format Options Using Eyegaze and Facial Expression Data 
Short-form videos, popularized by platforms like TikTok, YouTube Shorts, and Instagram Reels, have revolutionized media consumption through format options and features such as split-screen visuals, subtitles, music, accelerated audio, and pause removal. This exploratory study investigates how two of those format options, subtitles and split screen, influence viewer visual attention, recall, and emotional engagement during video consumption. Using biometric tools, including eye tracking and facial expression analysis (FEA), alongside survey-based assessments, the present study examines the interplay between video format and user engagement. The experiment involved four video conditions: a baseline TED Talk, a TED Talk with subtitles, a split-screen with additional ASMR content, and a split-screen with subtitles. Results reveal that subtitles and split-screen visuals significantly impact visual attention patterns. Emotional responses, measured via FEA, showed elevated positive emotions, engagement, and attention in split-screen conditions. However, information retention, as assessed through immediate recall, was not significantly influenced by tested video features.
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N. Lekaj, T. Orehovački (Juraj Dobrila University of Pula, Faculty of Informatics, Pula, Croatia) Interruptions or Assistance: The Impact of Mobile Notifications 
Mobile devices have become indispensable tools in modern life, facilitating communication and enhancing productivity. However, the frequent influx of notifications presents challenges by disrupting attention, delaying task completion, and contributing to cognitive strain. This study examines users' perceptions of mobile notifications, their impact on productivity and concentration, and strategies employed to mitigate distractions. Findings indicate that while notifications provide timely updates and assist with task management, many users perceive them as disruptive, leading to difficulties in maintaining focus. Strategies such as silencing alerts, activating "Do Not Disturb" mode, and selectively disabling notifications are commonly used, though their effectiveness in sustaining concentration varies. The study highlights the dual role of notifications in maintaining connectivity and causing digital interruptions, emphasizing the need for personalized management approaches. While some users find notifications beneficial for task execution, others experience them as a source of distraction, suggesting differing individual thresholds for digital interruptions. These findings underscore the importance of effective notification management in balancing connectivity, productivity, and digital well-being.
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L. Bekavac (University of St. Gallen, St. Gallen, Switzerland), L. Bekavac (Stuttgart Media University, Stuttgart, Germany), B. Bekavac (University of Applied Sciences of the Grisons, Chur, Switzerland) Visualizing Children’s Filter Bubbles: A Digital Window for Bridging Social Media Experiences 
Social media platforms use recommender systems to personalize user experiences by tailoring content to individual preferences and behaviors. While this personalization increases engagement, it also contributes to the formation of filter bubbles—isolated digital environments where users predominantly encounter information and perspectives that align with their existing beliefs. Such narrowing of content can limit exposure to diverse viewpoints, reinforcing biases and shaping perceptions. For children, still developing their critical thinking and understanding of the world, filter bubbles can be especially influential, shaping their worldviews in ways that may escape parental oversight. This paper utilizes SOAP, a sockpuppet auditing tool, to actively steer and analyze social media feeds, replicating the distinct filter bubbles experienced by children. Based on this data, we developed an interactive interface that visualizes these bubbles, offering parents a clearer understanding of the content their children encounter online. By enabling comparisons between generational digital experiences, the interface supports digital literacy and encourages open discourse about online content. This tool helps families explore the effects of algorithmic personalization together, promoting awareness and fostering healthier, more informed digital consumption habits.
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L. Liker, D. Bačnar, D. Barić, M. Jardas (University of Rijeka, Faculty of Maritime Studies, Rijeka, Croatia) Integrating FlexSim VR functionalities for immersive 3D simulation experience 
Computer-generated digital environments have become an essential component in modern simulation-based education. Among the leading platforms, FlexSim stands out as a simulation software that enables the development and visualization of complex, three-dimensional (3D) process models. It offers its users a highly realistic visual representation of modelled objects and allowing for detailed observation and analysis of simulated processes. The primary objective of this paper is to explore the transition of an interactive 3D simulation model into an immersive VR experience, utilizing FlexSim’s integrated VR functionalities to demonstrate the potential for enhancing student engagement in teaching.
This form of simulation supports experiential learning and helps bridge the gap between theoretical knowledge and real-world applications. In the recent years, the new technology took place in the form of virtual reality hardware, and especially Head Mounted Devices, have opened new possibilities for immersive engagement in educational and training environments. As a response to this technological shift, simulation tools such as FlexSim have begun incorporating Virtual reality (VR) functionalities, allowing users to experience simulations within fully immersive virtual environments. This integration of VR into simulation platforms offers significant potential for maritime and logistics higher education institutions, where practical training is essential.
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K. Jurina, T. Prelec (University of Applied Sciences Baltazar, Zaprešić, Croatia) Digital Dementia: A Case Study of High School Students 
This paper examines the impact of excessive use of digital technologies on human development and cognitive abilities, with a particular focus on digital dementia. Technology has become an integral part of life, but increasing dependence on digital devices leads to decreased concentration, poorer memory, and changes in the way we communicate. The paper explores the connection between digital devices and digital dementia, and analyses their patterns of technology use and attitudes about its impact through a survey conducted among high school students. The results show that more than half of the respondents spend more than four hours a day on digital devices, while most are not even aware of how dependent they are on them. A large number of respondents use multiple digital devices at the same time, and some face problems such as fatigue, headaches, and reduced concentration. The conclusion of the work and discussion emphasizes the need for responsible use of digital media and raising awareness of its negative effects.
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L. Načinović Prskalo, J. Stojković, D. Ljubobratović (Faculty of Informatics, University of Rijeka, Rijeka, Croatia) Exploring the Quality Characteristics of Peaches through Data Visualization 
Understanding the physical and biochemical properties of peaches is essential for improving agricultural practices, postharvest handling, and quality classification. In this study, data visualization techniques - including correlation analysis, principal component analysis (PCA),and clustering algorithms - were used to investigate patterns among key peach quality attributes. A dataset of 200 peach samples was analyzed based on physical, biochemical, electrical impedance, and CIELAB colorimetric features. The results revealed interpretable quality-based groupings using unsupervised k-means and hierarchical clustering. PCA biplots and trait-wise boxplots highlighted the discriminative roles of firmness, soluble solids content, skin color, and impedance. These findings support the development of non-destructive, data-driven classification systems for fruit quality assessment, with potential applications in postharvest grading and supply chain optimization.
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D. Ogrizović, A. Perić Hadžić, B. Debelić (Pomorski fakultet, Sveučilište u Rijeci, Rijeka, Croatia) Višesmjerne trake za kretanje unutar imerzivne virtualne stvarnosti 
Omnidirekcijske ili višesmjerne trake za kretanje unutar imerzivne virtualne stvarnosti (VR) spadaju pod senzore pokreta koji bilježe položaj objekta u stvarnom svijetu koje računalo obrađuje, prenosi i prikazuje u svakom trenutku unutar 3D računalno generiranog digitalnog okruženja. Višesmjerne trake su relativno pasivni sustavi za kretanje u VR koje korisnicima omogućuju slobodno hodanje u bilo kojem smjeru u stvarnom svijetu i mapiranje njihovog hoda u bilo kojem smjeru u virtualnom svijetu. Hardver se sastoji od sigurnosnog pojasa koji se koristi za držanje korisnika na mjestu dok korisnik hoda pomoću posebnih cipela s niskim trenjem koje klize po kružnoj konkavnoj površini za hodanje te senzora pričvršćenih na svaku cipelu za praćenje kretanja. Napravljena je analiza funkcionalnosti te ekonomska analiza trenutno komercijalno dostupnih proizvoda.
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Basic information:
Chairs:
Joe Valacich (United States), Dinko Bačić (United States), Dario Ogrizović (Croatia), Dragan Čišić (Croatia)
Steering Committee:
Laura Brandimarte (United States), Constantinos K. Coursaris (Canada), John D’Arcy (United States), Soussan Djamasbi (United States), Dennis Galletta (United States), Nenad Jukić (United States), Bart Knijnenburg (United States), Nicholas Roberts (United States), Christian Maier (Germany), Fiona Nah (Hong Kong SAR), Saonee Sarker (United States), Christoph Schneider (Spain), Ali Sunyaev (Germany), Chee-Wee Tan (Denmark), Jason Thatcher (United States), Markus Weinmann (Germany), Manuel Wiesche (Germany)
Program Committee:
Dinko Bačić (United States), Dragan Čišić (Croatia), Jeffrey L. Jenkins (United States), Božidar Kovačić (Croatia), Dario Ogrizović (Croatia), Joe Valacich (United States), David Wilson (United States)
Registration / Fees:
REGISTRATION / FEES
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Price in EUR
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EARLY BIRD
Up to 23 May 2025 |
REGULAR
From 24 May 2025 |
Members of MIPRO and IEEE |
270 |
297 |
Students (undergraduate and graduate), primary and secondary school teachers |
150 |
165 |
Others |
300 |
330 |
The student discount doesn't apply to PhD students.
NOTE FOR AUTHORS: In order to have your paper published, it is required that you pay at least one registration fee for each paper. Authors of 2 or more papers are entitled to a 10% discount.
Contact:
Joe Valacich
University of Arizona
Eller College of Management
McClelland Hall Rm 430L, PO Box 210108
Tucson, AZ 85721, United States
E-mail: valacich@arizona.edu
Dario Ogrizovic
University of Rijeka
Faculty of Maritime Studies
Studentska 2
HR-51000 Rijeka, Croatia
E-mail: dario@uniri.hr
The best papers will get a special award.
Accepted papers will be published in the ISSN registered conference proceedings. Papers presented at the conference will be submitted for inclusion in the IEEE Xplore Digital Library.

Location:
Opatija is the leading seaside resort of the Eastern Adriatic and one of the most famous tourist destinations on the Mediterranean. With its aristocratic architecture and style, Opatija has been attracting artists, kings, politicians, scientists, sportsmen, as well as business people, bankers and managers for more than 180 years.
The tourist offer in Opatija includes a vast number of hotels, excellent restaurants, entertainment venues, art festivals, superb modern and classical music concerts, beaches and swimming pools – this city satisfies all wishes and demands.
Opatija, the Queen of the Adriatic, is also one of the most prominent congress cities in the Mediterranean, particularly important for its ICT conventions, one of which is MIPRO, which has been held in Opatija since 1979, and attracts more than a thousand participants from over forty countries. These conventions promote Opatija as one of the most desirable technological, business, educational and scientific centers in South-eastern Europe and the European Union in general.
For more details, please visit www.opatija.hr and visitopatija.com.