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1.
NERVIS : An Interactive System for Graph-Based Exploration and Editing of Named Entities
Uroš Šmajdek, Ciril Bohak, 2025, independent scientific component part or a chapter in a monograph

Abstract: We present an interactive visualization system for exploring named entities and their relationships across document collections. The system is designed around a graph-based representation that integrates three types of nodes: documents, entity mentions, and entities. Connections capture two key relationship types: (i) identical entities across contexts, and (ii) co-locations of mentions within documents. Multiple coordinated views enable users to examine entity occurrences, discover clusters of related mentions, and explore higher-level entity group relationships. To support flexible and iterative exploration, the interface offers fuzzy views with approximate connections, as well as tools for interactively editing the graph by adding or removing links, entities, and mentions, as well as editing entity terms. Additional interaction features include filtering, mini-map navigation, and export options to JSON or image formats for downstream analysis and reporting. This approach contributes to human-centered exploration of entity-rich text data by combining graph visualization, interactive refinement, and adaptable perspectives on relationships.
Keywords: Named Entity Visualization, Graph Exploration, Interactive Visualization
Published in RUP: 30.01.2026; Views: 229; Downloads: 0
.pdf Full text (839,67 KB)

2.
Web Implementation of 3-way Chess
Janez Koprivec, Matija Marolt, Ciril Bohak, 2025, independent scientific component part or a chapter in a monograph

Abstract: This paper presents the design and implementation of a web-based platform for three-player chess, a non-standard variant developed by Dario Varga that until now has only existed in physical form. The work addresses several human–computer interaction challenges: intuitive visualization of a hexagonal chessboard, synchronization of three players in real time, and support for learning unfamiliar rules. The platform was developed using Node.js, React, Mantine, Socket.IO, and MongoDB, providing user account management, both single-device and online multiplayer modes, and access to game history. A key contribution lies in creating a user-friendly and responsive interface that lowers the entry barrier for new players while ensuring robust performance in real-time gameplay. Evaluation confirmed that the application meets functional requirements and offers minimal latency for online play, with results highlighting the impact of server proximity on player experience. The project demonstrates how thoughtful interaction design and modern web technologies can support the digital transformation of analog games, broadening accessibility and engagement with alternative chess variants. The system is available at: https://chess3.musiclab.si/.
Keywords: human-computer interaction, chess, online games
Published in RUP: 30.01.2026; Views: 196; Downloads: 1
.pdf Full text (917,97 KB)

3.
Human-Computer Interaction in Slovenia : A Retrospective and Trend Analysis of Local Research
Ciril Bohak, 2025, independent scientific component part or a chapter in a monograph

Abstract: This paper presents a retrospective and trend analysis of Human-Computer Interaction (HCI) research in Slovenia, with a focus on publications from national Human-Computer Interaction (HCI) conference venues between 2014 and 2024. Drawing on a dataset of 84 papers authored by 138 distinct contributors, we examine the evolution of research topics, author participation, and institutional involvement over time. The results show a relatively stable number of accepted papers per year, accompanied by fluctuations in author diversity, with 2022 marking a peak in community engagement. The analysis highlights both the persistence of core Human-Computer Interaction (HCI) themes—such as usability, interaction design, and visualization—and the gradual inclusion of emerging areas, including immersive technologies and data-driven design. By situating local contributions within broader international developments, the study provides an overview of the Slovenian Human-Computer Interaction (HCI) landscape, identifies patterns of collaboration and dissemination, and relects on challenges and opportunities for strengthening the community in the future.
Keywords: Human-Computer Interaction, Slovenia, research trends, retrospective analysis, publication analysis
Published in RUP: 29.01.2026; Views: 293; Downloads: 0
.pdf Full text (178,08 KB)

4.
Visualization of 3D Ultrasound Uterine Data in Virtual Reality
Ilija Gavrilović, Ciril Bohak, 2025, independent scientific component part or a chapter in a monograph

Abstract: Virtual reality (VR) has emerged as a powerful medium for medical imaging visualization and training, offering immersive and interactive experiences that complement conventional two-dimensional (2D) imaging workflows. In gynecology, ultrasound (US) is the primary imaging modality for assessing uterine morphology, yet its interpretation requires significant spatial reasoning and is challenging for trainees with limited clinical exposure. This paper presents a standalone VR system for interactive visualization of uterine US volumes, designed for deployment on Meta Quest 2. The system integrates three core components: (i) textured surface meshes mapped directly from US intensity values, (ii) per-vertex deviation heatmaps comparing individual anatomy to a population-average uterus, and (iii) orthogonal slice browsing with adjustable transfer functions and lookup tables. The system is developed in Unity for immersive rendering. Preliminary demonstrations indicate that providing outside- and inside-based views improves spatial understanding and provides educational value by contextualizing individual variability. Performance profiling confirms real-time rendering on standalone hardware, ensuring fluid interaction without tethered computing resources. By unifying segmentation-driven shape analysis with immersive visualization, this work highlights the potential of lightweight VR applications to enhance gynecological training and provide accessible platforms for medical education and research.
Keywords: virtual reality, histeroscopy, simulation, uterus
Published in RUP: 29.01.2026; Views: 232; Downloads: 1
.pdf Full text (348,11 KB)

5.
Implementation of the Science on a Sphere Visualization System as a Web Application
Jurij Anžič, Ciril Bohak, 2025, independent scientific component part or a chapter in a monograph

Abstract: SOS is a visualization system originally developed by the U.S. National Oceanic and Atmospheric Administration National Oceanic and Atmospheric Administration (NOAA) to project dynamic global datasets onto a spherical display, enabling audiences to explore complex Earth system processes in an intuitive and immersive way. While highly efective in museums, science centers, and classrooms, the traditional Science on a Sphere (SoS) hardware installation requires dedicated infrastructure, limiting its accessibility and scalability. This paper presents the design and implementation of a web-based application that reproduces the core functionality of the Science on a Sphere (SoS) system in a browser environment. The application utilizes modern web technologies to render real-time spherical visualizations of global datasets. Users can load, manipulate, and interact with datasets such as atmospheric phenomena, ocean currents, or planetary imagery without the need for specialized hardware. The system also supports interactive controls for rotating, zooming, and overlaying multiple data layers, extending the pedagogical potential of Science on a Sphere (SoS) by enabling personal exploration on laptops, tablets, and mobile devices. By transitioning Science on a Sphere (SoS) from a physical installation to a lightweight, browser-based platform, the proposed solution broadens access to scientific visualizations, promotes remote and classroom learning, and ensures that Science on a Sphere (SoS) content can be integrated into modern online education ecosystems.
Keywords: Science on a Sphere (SOS), Web-based visualization, WebGL, WebGPU, Geospatial data, Educational technology
Published in RUP: 29.01.2026; Views: 247; Downloads: 10
.pdf Full text (1,24 MB)

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