Matea Žilak

Dr. Matea Žilak

Faculty of Electrical Engineering and Computing, Zagreb, Zagreb, Grad, Croatia
orcid

Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

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

Representative Publications

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11 October 2022 in Sensors
Verified
Journal Article
Open access
PDF file
Matea ŽilakMatea Žilak
Matea Žilak
Željka CarŽeljka Car
Željka Car
Ivana CuljakIvana Culjak
Ivana Culjak
Mobile applications on smartphones and tablets have become part of our everyday lives. The number of augmented reality (AR) technology applications is also increasing. Augmented reality has proven to be effective in various areas of human life, from education, marketing, and training to navigation. All people have the right to access information and use available technologies, but not everyone has the same opportunities. To contribute to the digital inclusion of people who are often disadvantaged in this regard, we should think about the accessibility of digital technologies, including mobile augmented reality (MAR). The specificity of MAR is a new way of human–computer interaction compared to traditional mobile solutions. The objective of this review paper is to analyze the handheld AR solutions developed for people with different disabilities to identify accessibility challenges related to interaction when performing different tasks in AR. It also explores and presents accessibility features and other accessibility best practices, as well as potential future research directions related to the personalization and customization of such solutions for individuals. The results of this literature review can contribute to the creation of accessibility guidelines in the field of handheld AR and encourage the development of accessible AR solutions that can benefit not only people with disabilities but also people without disabilities.

18 February 2025 in Applied Sciences
Verified
Journal Article
Open access
PDF file
Matea ŽilakMatea Žilak
Matea Žilak
Željka CarŽeljka Car
Željka Car
Serious games combined with augmented reality (AR) can positively impact user’s motivation and learning experience. To ensure that users with different needs can use them effectively, we must ensure the accessibility of such solutions. The goal of this paper is to show that game-learning analytics can be utilized to identify issues for people with various needs and define ways to improve the accessibility of AR-based serious games. This paper presents a framework based on analysing automatically collected user interaction data in handheld AR-based serious games to adapt them to the user in the context of accessibility. An experiment was conducted with people with disabilities and people of different ages using the established framework. The focus of the experiment results analysis in this paper is on the evaluation of interaction mechanisms adapted to users based on their interaction data and preferences. The results showed that for most participants the assigned interaction mechanisms for virtual object transformation tasks (translation, scaling, rotation) in AR were satisfactory. The framework proposed in this paper provides the basis for further research in this field concerning the use of advanced analytics that enable intelligent adaptation to the individual user.

18 April 2025 in Electronics
Verified
Journal Article
Open access
PDF file
Matea ŽilakMatea Žilak
Matea Žilak
JMJose M Monzo
Jose M Monzo
Carmen BachillerCarmen Bachiller
Carmen Bachiller
BRBeatriz Rey
Beatriz Rey
Before metaverse technologies become fully integrated into daily life, their accessibility must be carefully considered. To ensure equal opportunities for all users, regardless of age or disability, immersive technologies should offer seamless and intuitive interaction with virtual environments, objects, and other users. This paper presents an evaluation of the accessibility and user experience of a metaverse technological heritage museum prototype on two platforms: mobile devices and virtual reality. Through feedback from 64 participants of various ages, we define accessibility guidelines for metaverse museums and identify requirements for improving the prototype. Our findings reveal significant differences between young participants and adults in their navigation and interaction experiences across platforms. This work addresses a research gap in metaverse museum accessibility evaluation and contributes to the development of more inclusive virtual spaces by providing concrete recommendations aligned with accessibility standards.

21 May 2020
Verified
Book Chapter
Closed access
PDF file
Matea ŽilakMatea Žilak
Matea Žilak
IRIvana Rasan
Ivana Rasan
ADAna Keselj Dilberovic
Ana Keselj Dilberovic
ŽCŽeljka Car
Željka Car