Dragan Ivetić

Prof. Dr. Dragan Ivetić

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Research Focus & Metrics

Academic Career Length

18Years (2009-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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22 October 2009 in Journal of Medical Systems
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Journal Article
Closed access
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DIDragan Ivetić
Dragan Ivetić
DDDinu Dragan
Dinu Dragan

13 May 2025 in Applied Sciences
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Journal Article
Open access
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VBVasilije Bursać
Vasilije Bursać
DIDragan Ivetić
Dragan Ivetić
The past 15 years of extensive experience teaching VR system development has taught us that haptic feedback must be more sophisticatedly integrated into VR systems, alongside the already realistic high-fidelity visual and audio feedback. The third generation of students is enhancing VR interactive experiences by incorporating haptic feedback through traditional, proven, commercially available gamepad controllers. Insights and discoveries gained through this process contributed to the development of versatile Unity custom editor tool, which is the focus of this article. The developed tool supports a wide range of use cases, enabling the visual, parametric, and descriptive creation of reusable haptic effects. To enhance productivity in commercial development, it supports the creation of haptic and haptic/audio stimulus libraries, which can be further expanded and combined based on object-oriented principles. Additionally, the tool allows for the definition of specific areas within the virtual space where these stimuli can be experienced, depending on the virtual object the avatar holds and the activities they perform. This intuitive platform allows the design of reusable haptic effects through graphical editor, audio conversion, programmatic scripting, and AI-powered guidance. The sophistication and usability of the tool have been demonstrated through several student VR projects across various application areas.

7 October 2023 in Electronics
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Journal Article
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MOMiloš Obradović
Miloš Obradović
SMSnežana Mišić
Snežana Mišić
Ivana VasiljevićIvana Vasiljević
Ivana Vasiljević
DIDragan Ivetić
Dragan Ivetić
Ratko ObradovicRatko Obradovic
Ratko Obradovic
The aim of this paper is to introduce the public to the virtual depot of the Gallery of Matica Srpska (GMS), which showcases a collection of sculptures that have been digitized using a Structure-from-Motion photogrammetry and presented by the use of virtual reality and paintings, and drawings were presented through a digital flipbook application. Through the application of cutting-edge methods, highly precise digital replicas of these significant cultural artifacts have been created with details that are difficult to see without a magnifying glass when observing the physical artifact. Additionally, it explores the profound significance and advantages of the virtual depot, such as facilitating remote access, augmenting preservation endeavors, and fostering interdisciplinary collaborations, academic research, educational purposes, and public engagement. The implementation of the virtual depot offers a novel approach to showcasing and studying cultural heritage, opening up new possibilities for the exploration and appreciation of these artifacts in a digital environment. Today, the collection of the GMS encompasses more than 10,000 art objects, which means that one visitor would need about 53 years to access each individual artifact. Virtual depot enables each visitor to do this much faster, but more importantly, in any occasion and setting that they find suitable.

10 March 2026 in Information
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Journal Article
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DBDragana Bodiroga
Dragana Bodiroga
DIDragan Ivetić
Dragan Ivetić
Digital solutions and social media platforms for older adults are widely associated with positive social and health-related outcomes. However, empirical evidence on their sustained use remains limited, particularly from a usability and accessibility perspective. Previous reviews have primarily examined social media use in later life from social or psychological perspectives, whereas this review focuses on digital inclusion and psychosocial well-being from a technological and ICT-oriented perspective. The aim is to examine how technological and design-related factors may help explain gaps between reported benefits and actual usage among older adults. It also seeks to support researchers and designers in understanding why many digital platforms fail to sustain long-term engagement despite reported initial benefits. The review further identifies areas where emerging approaches, such as AI- or VR/AR-supported (XR) systems, could be explored in future research. Following PRISMA 2020 guidelines, studies published between 2005 and 2025 were reviewed to identify key technological and user-related factors that influence online participation among older adults. Findings indicate that barriers related to digital literacy, accessibility, and usability are frequently associated with reduced engagement. At the same time, the potential role of user-friendly and well-designed platforms is often implied rather than empirically examined. Although inclusive and adaptable systems are widely discussed, explicit HCI- and interface-level usability evaluations remain surprisingly rare. None of the included studies examined AI- or XR-related features of social platforms. This indicates that ageing and social media research have yet to empirically address emerging technologies that increasingly shape online interaction. The review underscores the need for accessible and adaptable technological solutions that promote digital engagement and emotional well-being among older users.

20 July 2011
Verified
Book Chapter
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DDDinu Dragan
Dinu Dragan
DIDragan Ivetić
Dragan Ivetić

16 July 2026 in International Journal of Online and Biomedical Engineering (iJOE)
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Journal Article
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FDFilip Djordjevic
Filip Djordjevic
NPNikola Petrovic
Nikola Petrovic
SBSvetlana Borojevic
Svetlana Borojevic
MBMilana Bojanic
Milana Bojanic
DIDragan Ivetić
Dragan Ivetić
In this paper, we propose a software platform that enables respondents to complete different selective attention test variants, locally or remotely, while at the same time collecting their electroencephalogram measurements. The main goal is to provide an applied software solution for a platform in the domain of telepsychology to go beyond the current use of telecommunication tools in this field. The platform reconciles reliable and synchronized transfer of test data and measured electroencephalogram values in real time to create a test environment that does not disturb the respondent when completing the test and presents all the data to the (remote) examiner. The proposed platform comprises a data-source module and a data-collecting module, with the configuration of the electroencephalogram measuring device (its frequency and channels) being transferred before acquiring the measurements. This makes the communication between the modules independent in terms of the chosen headset. Even with providing only preliminary results, a pilot experiment was conducted to test the platform with both types of tests, utilizing an Emotiv Insight headset. This has yielded results that show specific variants added to customize baseline cases of the tests lead to higher response times and show higher cognitive load for respondents.