The effect of challenge-based gamification on learning: An experiment in the context of statistics education

Gamification is increasingly employed in learning environments as a way to increase student motivation and consequent learning outcomes. However, while the research on the effectiveness of gamification in the context of education has been growing, there are blind spots regarding which types of gamification may be suitable for different educational contexts. This study investigates the effects of the challenge-based gamification on learning in the area of statistics education. We developed a gamification approach, called Horses for Courses, which is composed of main game design patterns related to the challenge-based gamification; points, levels, challenges and a leaderboard. Having conducted a 2 (read: yes vs. no) x 2 (gamification: yes vs. no) between-subject experiment, we present a quantitative analysis of the performance of 365 students from two different academic majors: Electrical and Computer Engineering (n=279), and Business Administration (n=86). The results of our experiments show that the challenge-based gamification had a positive impact on student learning compared to traditional teaching methods (compared to having no treatment and treatment involving reading exercises). The effect was larger for females or for students at the School of Electrical and Computer Engineering.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Computing Sciences, National Technical University of Athens, Tampere University, Gamification Group
Contributors: Legaki, N. Z., Xi, N., Hamari, J., Karpouzis, K., Assimakopoulos, V.
Publication date: 1 Dec 2020
Peer-reviewed: Yes

Publication information

Journal: International Journal of Human Computer Studies
Volume: 144
Article number: 102496
ISSN (Print): 1071-5819
Original language: English
ASJC Scopus subject areas: Software, Human Factors and Ergonomics, Education, Engineering(all), Human-Computer Interaction, Hardware and Architecture
Keywords: Applications in education, Gamification, Human-Computer interface, Statistics education, Teaching forecasting
Electronic versions: 
Source: Scopus
Source ID: 85086641706

Research output: Contribution to journalArticleScientificpeer-review

Soft robotic gripper with compliant cell stacks for industrial part handling

Robot object grasping and handling requires accurate grasp pose estimation and gripper/end-effector design, tailored to individual objects. When object shape is unknown, cannot be estimated, or is highly complex, parallel grippers can provide insufficient grip. Compliant grippers can circumvent these issues through the use of soft or flexible materials that adapt to the shape of the object. This letter proposes a 3D printable soft gripper design for handling complex shapes. The compliant properties of the gripper enable contour conformation, yet offer tunable mechanical properties (i.e., directional stiffness). Objects that have complex shape, such as non-constant curvature, convex and/or concave shape can be grasped blind (i.e., without grasp pose estimation). The motivation behind the gripper design is handling of industrial parts, such as jet and Diesel engine components. (Dis)assembly, cleaning and inspection of such engines is a complex, manual task that can benefit from (semi-)automated robotic handling. The complex shape of each component, however, limits where and how it can be grasped. The proposed soft gripper design is tunable by compliant cell stacks that deform to the shape of the handled object. Individual compliant cells and cell stacks are characterized and a detailed experimental analysis of more than 600 grasps with seven different industrial parts evaluates the approach.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Automation Technology and Mechanical Engineering, Research group: Robotics and Automation
Contributors: Netzev, M., Angleraud, A., Pieters, R.
Number of pages: 8
Pages: 6821-6828
Publication date: 1 Oct 2020
Peer-reviewed: Yes

Publication information

Journal: IEEE Robotics and Automation Letters
Volume: 5
Issue number: 4
ISSN (Print): 2377-3766
Original language: English
ASJC Scopus subject areas: Control and Systems Engineering, Biomedical Engineering, Human-Computer Interaction, Mechanical Engineering, Computer Vision and Pattern Recognition, Computer Science Applications, Control and Optimization, Artificial Intelligence
Keywords: grasping, grippers and other end-effectors, Soft robotics
Source: Scopus
Source ID: 85091134388

Research output: Contribution to journalArticleScientificpeer-review

Avatar capital: The relationships between player orientation and their avatar's social, symbolic, economic and cultural capital

Our everyday lives are increasingly digitized, virtualized and gamified. People increasingly live and act through a collection of various digital personas and avatars. However, the question of how peoples' psychological traits may predict the traits and features of their virtual avatars is still relatively unexplored. In this study investigates the relationship between the traits related to gaming preferences and forms of capital (economic, cultural, social and symbolic) their avatar commands. The data was gathered through an online survey (n = 905) amidst the players of a MMORPG Final Fantasy XIV. The results indicate that avatar's cultural capital is associated player's orientation towards achievement-mechanics, immersion and social aspects of games. Economic capital is associated with player's orientation towards achievement and relationship sides of games. Social capital is associated with players' orientation towards immersion and social parts of games, and in-game interests of the player. Symbolic capital is associated with player's orientation towards achievement and social orientations and one's tenure in the game.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Computing Sciences, Gamification Group, Turku University of Applied Science
Contributors: Korkeila, H., Hamari, J.
Number of pages: 8
Pages: 14-21
Publication date: 2020
Peer-reviewed: Yes

Publication information

Journal: Computers in Human Behavior
Volume: 102
ISSN (Print): 0747-5632
Original language: English
ASJC Scopus subject areas: Arts and Humanities (miscellaneous), Human-Computer Interaction, Psychology(all)
Keywords: Avatar, Capital, Digitalization, MMORPG, Video games, Virtualization
Source: Scopus
Source ID: 85070617810

Research output: Contribution to journalArticleScientificpeer-review

From Chance to Serendipity: Knowledge Workers' Experiences of Serendipitous Social Encounters

Serendipity refers to uncontrolled circumstances that lead to unexpected yet fortunate discoveries. The phenomenon has been studied extensively in relation to information retrieval. However, serendipity in the context of social encounters has been the subject of few empirical studies. In professional life, social serendipity might result in benefits such as fruitful collaboration, successful recruitment, discovery of novel information, and acquisition of crucial new perspectives from peers. Despite the potential significance of serendipity, particularly for knowledge work, there is a lack of empirical understanding of related subjective experiences and the role of technology within the process of encountering unsought findings. This qualitative study investigates knowledge workers' detailed narratives of serendipitous social encounters and the related factors through an analysis of 37 responses to an international online survey. We provide a detailed account of the experiential characteristics and contextual qualities of the reported instances of social serendipity. Finally, we discuss the seemingly minor role of technology in social serendipity and research avenues to computationally enhance social serendipity.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Computing Sciences, Information and Knowledge Management, Research group: Business Data Research Group
Contributors: Olshannikova, E., Olsson, T., Huhtamäki, J., Paasovaara, S., Kärkkäinen, H.
Publication date: 2020
Peer-reviewed: Yes

Publication information

Journal: Advances in Human-Computer Interaction
Volume: 2020
Article number: 1827107
ISSN (Print): 1687-5893
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction
Electronic versions: 

Bibliographical note

dupl=52528077

Source: Scopus
Source ID: 85082016624

Research output: Contribution to journalArticleScientificpeer-review

Development of measurement instrument for visual qualities of graphical user interface elements (VISQUAL): a test in the context of mobile game icons

Graphical user interfaces are widely common and present in everyday human–computer interaction, dominantly in computers and smartphones. Today, various actions are performed via graphical user interface elements, e.g., windows, menus and icons. An attractive user interface that adapts to user needs and preferences is progressively important as it often allows personalized information processing that facilitates interaction. However, practitioners and scholars have lacked an instrument for measuring user perception of aesthetics within graphical user interface elements to aid in creating successful graphical assets. Therefore, we studied dimensionality of ratings of different perceived aesthetic qualities in GUI elements as the foundation for the measurement instrument. First, we devised a semantic differential scale of 22 adjective pairs by combining prior scattered measures. We then conducted a vignette experiment with random participant (n = 569) assignment to evaluate 4 icons from a total of pre-selected 68 game app icons across 4 categories (concrete, abstract, character and text) using the semantic scales. This resulted in a total of 2276 individual icon evaluations. Through exploratory factor analyses, the observations converged into 5 dimensions of perceived visual quality: Excellence/Inferiority, Graciousness/Harshness, Idleness/Liveliness, Normalness/Bizarreness and Complexity/Simplicity. We then proceeded to conduct confirmatory factor analyses to test the model fit of the 5-factor model with all 22 adjective pairs as well as with an adjusted version of 15 adjective pairs. Overall, this study developed, validated, and consequently presents a measurement instrument for perceptions of visual qualities of graphical user interfaces and/or singular interface elements (VISQUAL) that can be used in multiple ways in several contexts related to visual human-computer interaction, interfaces and their adaption.

General information

Publication status: E-pub ahead of print
MoE publication type: A1 Journal article-refereed
Organisations: Computing Sciences, Gamification Group
Contributors: Jylhä, H., Hamari, J.
Publication date: 2020
Peer-reviewed: Yes

Publication information

Journal: User Modeling and User-Adapted Interaction
ISSN (Print): 0924-1868
Original language: English
ASJC Scopus subject areas: Education, Human-Computer Interaction, Computer Science Applications
Keywords: Adaptive user interfaces, Aesthetics, Design guidelines, Graphical user interface, Measurement instrument, Questionnaire
Source: Scopus
Source ID: 85085161179

Research output: Contribution to journalArticleScientificpeer-review

Does esports spectating influence game consumption?

Contemporary digital technologies have facilitated practices related to games whereby users often produce and consume content for free. To date, research into consumer interactions has largely focused on in-game factors, however, the intention to both play the game and to make in-game purchases are influenced by outside factors, including game streams and game-centred communities. In particular, the growth of competitive gaming, known as esports, offers a new channel for consumer engagement. This research explores the potential for esports to be a significant factor in understanding both intentions to play and spend money on games. Our study draws from Motivations Scale of Sports Consumption to empirically investigate the relationship between esports spectating motivations and game consumption: Watching Intention, Gaming Intention, and Purchasing Intention. This survey uses structural equation modelling (SEM) to analyse data collected from a sample of video game players (n = 194). This research contributes empirical evidence of the relationship between esports spectating and game consumption, with the relationship between Watching Intention and Gaming Intention found to be particularly strong. Finally, while the MSSC is an adequate measure for esports spectating, additional aspects specific to esports require further investigation, consequently, there may be more optimal measures which can be developed.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Computing Sciences, Information and Knowledge Management, Research group: Business Data Research Group, Research group: TUT Game Lab
Contributors: Macey, J., Tyrväinen, V., Pirkkalainen, H., Hamari, J.
Number of pages: 17
Publication date: 2020
Peer-reviewed: Yes

Publication information

Journal: Behaviour and Information Technology
ISSN (Print): 0144-929X
Original language: English
ASJC Scopus subject areas: Developmental and Educational Psychology, Arts and Humanities (miscellaneous), Social Sciences(all), Human-Computer Interaction
Keywords: Esports, free-to-play, game consumption, purchase intention, video games, watching intention

Bibliographical note

INT=ikma,"Tyrväinen, Ville"
dupl=55234949

Source: Scopus
Source ID: 85088953744

Research output: Contribution to journalArticleScientificpeer-review

ClothFace: A Passive RFID-Based Human-Technology Interface on a Shirtsleeve

This paper introduces ClothFace, a shirtsleeve-integrated human-technology interface platform, which comprises two wrist antennas and three radio frequency identification (RFID) integrated circuits (ICs), each with a unique ID. The platform prototype, which is created on a shirtsleeve by cutting the antennas and antenna-IC interconnections from copper tape, can be used for push button and swipe controlling. Each IC can be activated, i.e., electrically connected to the two antennas, by touching the IC. These ICs can act as wireless input buttons to the technology around us. Due to the used passive ultrahigh-frequency (UHF) RFID technology, there is no need for clothing-integrated energy sources, but the interface platform gets all the needed energy from an external RFID reader. The platform prototype was found to be readable with an external RFID reader from all directions at distances of 70-80 cm. Further, seven people giving altogether 1400 inputs tested the prototype sleeves on a table and on body. In these first tests, 96-100% (table) and 92-100% (on-body) success rates were achieved in a gamelike testing setup. Further, the platform was proved to be readable with an off-the-shelf handheld RFID reader from a distance of 40 cm. Based on these initial results, this implementation holds the potential to be used as a touch interface blended into daily clothing, as well as a modular touch-based interaction platform that can be integrated into the surfaces of electronic devices, such as home appliances.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: BioMediTech, Computing Sciences, Research group: Wireless Identification and Sensing Systems Research Group, Tampere University
Contributors: Mehmood, A., He, H., Chen, X., Vianto, A., Vianto, V., Buruk, O. '., Virkki, J.
Number of pages: 8
Publication date: 2020
Peer-reviewed: Yes

Publication information

Journal: Advances in Human-Computer Interaction
Volume: 2020
Article number: 8854042
ISSN (Print): 1687-5893
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction
Electronic versions: 

Bibliographical note

INT=comp,"Vianto, Aleksi"
INT=comp,"Vianto, Ville"

Source: Scopus
Source ID: 85089777453

Research output: Contribution to journalArticleScientificpeer-review

Probabilistic approach to physical object disentangling

Physically disentangling entangled objects from each other is a problem encountered in waste segregation or in any task that requires disassembly of structures. Often there are no object models, and especially with cluttered irregularly shaped objects, the robot cannot create a model of the scene due to occlusion. One of our key insights is that based on previous sensory input we are only interested in moving an object out of the disentanglement around obstacles. That is, we only need to know where the robot can successfully move in order to plan the disentangling. Due to the uncertainty we integrate information about blocked movements into a probability map. The map defines the probability of the robot successfully moving to a specific configuration. Using as cost the failure probability of a sequence of movements we can then plan and execute disentangling iteratively. Since our approach circumvents only previously encountered obstacles, new movements will yield information about unknown obstacles that block movement until the robot has learned to circumvent all obstacles and disentangling succeeds. In the experiments, we use a special probabilistic version of the Rapidly exploring Random Tree (RRT) algorithm for planning and demonstrate successful disentanglement of objects both in 2-D and 3-D simulation, and, on a KUKA LBR 7-DOF robot. Moreover, our approach outperforms baseline methods.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Computing Sciences, Technical University Darmstadt, University of Lincoln, Max Planck Institute for Intelligent Systems
Contributors: Pajarinen, J., Arenz, O., Peters, J., Neumann, G.
Number of pages: 8
Pages: 5510-5517
Publication date: 2020
Peer-reviewed: Yes

Publication information

Journal: IEEE Robotics and Automation Letters
Volume: 5
Issue number: 4
ISSN (Print): 2377-3766
Original language: English
ASJC Scopus subject areas: Control and Systems Engineering, Biomedical Engineering, Human-Computer Interaction, Mechanical Engineering, Computer Vision and Pattern Recognition, Computer Science Applications, Control and Optimization, Artificial Intelligence
Keywords: Autonomous systems, collision avoidance, intelligent robots, path planning, probabilistic computing, waste recovery
Source: Scopus
Source ID: 85090290264

Research output: Contribution to journalArticleScientificpeer-review

Multi-sensor next-best-view planning as matroid-constrained submodular maximization

3D scene models are useful in robotics for tasks such as path planning, object manipulation, and structural inspection. We consider the problem of creating a 3D model using depth images captured by a team of multiple robots. Each robot selects a viewpoint and captures a depth image from it, and the images are fused to update the scene model. The process is repeated until a scene model of desired quality is obtained. Next-best-view planning uses the current scene model to select the next viewpoints. The objective is to select viewpoints so that the images captured using them improve the quality of the scene model the most. In this letter, we address next-best-view planning for multiple depth cameras. We propose a utility function that scores sets of viewpoints and avoids overlap between multiple sensors. We show that multi-sensor next-best-view planning with this utility function is an instance of submodular maximization under a matroid constraint. This allows the planning problem to be solved by a polynomial-Time greedy algorithm that yields a solution within a constant factor from the optimal. We evaluate the performance of our planning algorithm in simulated experiments with up to 8 sensors, and in real-world experiments using two robot arms equipped with depth cameras.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Computing Sciences, Technical University Darmstadt, Max Planck Institute for Intelligent Systems, University of Hamburg
Contributors: Lauri, M., Pajarinen, J., Peters, J., Frintrop, S.
Number of pages: 8
Pages: 5323-5330
Publication date: 2020
Peer-reviewed: Yes

Publication information

Journal: IEEE Robotics and Automation Letters
Volume: 5
Issue number: 4
ISSN (Print): 2377-3766
Original language: English
ASJC Scopus subject areas: Control and Systems Engineering, Biomedical Engineering, Human-Computer Interaction, Mechanical Engineering, Computer Vision and Pattern Recognition, Computer Science Applications, Control and Optimization, Artificial Intelligence
Keywords: multi-robot systems, Reactive and sensor-based planning, RGB-D perception

Bibliographical note

EXT="Lauri, Mikko"

Source: Scopus
Source ID: 85090245712

Research output: Contribution to journalArticleScientificpeer-review

Understanding decision-making in recruitment: Opportunities and challenges for information technology

Although the composition of individuals can strongly affect the success of professional collaboration, organizations often struggle with their so-called social matching decisions. For example, when recruiting new people to an organization, the decision-making is often reduced to intuitively matching individuals based on vague descriptions of projects or positions. The role of technology in recruiting is typically confined to gathering and presenting simple candidate profiles. We argue that many issues in recruitment boil down to lack of understanding the process of decision-making from social matching perspective, covering aspects like identification of relevant selection criteria and choice of the most suitable candidate. To better understand the appropriate roles of information technology (IT) in this domain, we interviewed 21 expert matchmakers, such as HR specialists and headhunters. Based on qualitative analysis of their experiences, we provide a bottom-up framework of the decision-making stages in recruitment, focusing on the pertinent challenges from the perspective of social matching. The findings indicate that, particularly, the epistemic asymmetry between the recruiter and candidates regarding the expected qualities calls for deliberation throughout the decision-making process. Matchmakers also struggle between contradictory ideals of agility and holistic decision-making. Based on the findings and relevant literature, we propose six roles that IT could play in social matching decisions in recruitment.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Computing Sciences, Tampere University, Tampere University of Applied Sciences
Contributors: Koivunen, S., Olsson, T., Olshannikova, E., Lindberg, A.
Number of pages: 22
Publication date: 1 Dec 2019
Peer-reviewed: Yes

Publication information

Journal: Proceedings of the ACM on Human-Computer Interaction
Volume: 3
Issue number: GROUP
Article number: 242
ISSN (Print): 2573-0142
Ratings: 
  • Scopus rating (2019): CiteScore 2.7 SJR 0.508 SNIP 1.267
Original language: English
ASJC Scopus subject areas: Social Sciences (miscellaneous), Human-Computer Interaction, Computer Networks and Communications
Keywords: Collaboration, Decision-making, Head hunting, Human resources, People recommender systems, Recruitment, Social matching, Talent acquisition, Working life

Bibliographical note

dupl=51241988

Source: Scopus
Source ID: 85076699509

Research output: Contribution to journalArticleScientificpeer-review

An icon that everyone wants to click: How perceived aesthetic qualities predict app icon successfulness

Mobile app markets have been touted as fastest growing marketplaces in the world. Every day thousands of apps are published to join millions of others on app stores. The competition for top grossing apps and market visibility is fierce. The way an app is visually represented can greatly contribute to the amount of attention an icon receives and to its consequent commercial performance. Therefore, the icon of the app is of crucial importance as it is the first point of contact with the potential user/customer amidst the flood of information. Those apps that fail to arouse attention through their icons danger their commercial performance in the market where consumers browse past hundreds of icons daily. Using semantic differential scale (22 adjective pairs), we investigate the relationship between consumer perceptions of app icons and icon successfulness, measured by 1)overall evaluation of the icon, 2)willingness to click the icon, 3)willingness to download the imagined app and, 4)willingness to purchase the app. The study design was a vignette study with random participant (n = 569)assignment to evaluate 4 icons (n = 2276)from a total of pre-selected 68 game app icons across 4 categories (concrete, abstract, character and text). Results show that consumers are more likely to interact with app icons that are aesthetically pleasing and convey good quality. Particularly, app icons that are perceived unique, realistic and stimulating lead to more clicks, downloads and purchases.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Computing Sciences, Gamification Group, Tampere University, University of Turku
Contributors: Jylhä, H., Hamari, J.
Number of pages: 13
Pages: 73-85
Publication date: 1 Oct 2019
Peer-reviewed: Yes

Publication information

Journal: International Journal of Human Computer Studies
Volume: 130
ISSN (Print): 1071-5819
Ratings: 
  • Scopus rating (2019): CiteScore 5.8 SJR 0.756 SNIP 2.163
Original language: English
ASJC Scopus subject areas: Software, Human Factors and Ergonomics, Education, Engineering(all), Human-Computer Interaction, Hardware and Architecture
Keywords: Aesthetics, Digital marketing, Graphical user interfaces, Iconography, Mobile apps, Semantic differential
Electronic versions: 
Source: Scopus
Source ID: 85067993498

Research output: Contribution to journalArticleScientificpeer-review

Diffusion of innovation: Case of co-design of cabins in mobile work machine industry

This paper describes the development of using virtual reality for work content in one application area over a decade. Virtual reality technology has developed rapidly; from walk-in CAVE-like virtual environments to head-mounted displays within a decade. In this paper, the development is studied through the lens of diffusion of innovation theory, which focuses not only on innovation itself, but also on the social system. The development of virtual technology is studied by one case, which is cabin design in the mobile work machine industry. This design process has been especially suitable for using virtual reality technology.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Automation Technology and Mechanical Engineering, Tampere University
Contributors: Ellman, A., Tiainen, T.
Publication date: 1 Jun 2019
Peer-reviewed: Yes

Publication information

Journal: Computers
Volume: 8
Issue number: 2
Article number: 39
ISSN (Print): 2073-431X
Ratings: 
  • Scopus rating (2019): CiteScore 2.5 SJR 0.361 SNIP 1.25
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications
Keywords: Cabin design, Diffusion of innovation, Virtual reality
Electronic versions: 
Source: Scopus
Source ID: 85069801135

Research output: Contribution to journalArticleScientificpeer-review

Performance evaluation of bandwidth reservation for mmWave 5G NR systems

Introduction: In 3GPP New Radio (NR) systems, frequent radio propagation path blockages can lead to the disconnection of ongoing sessions already accepted into the system, reducing the quality of service in the network. Controlling access to system resource by prioritizing for the ongoing sessions can increase the session continuity. In this paper, we propose resource allocation with a reservation mechanism. Purpose: Development of a mathematical model for analyzing the effect of this mechanism on other system performance indicators - dropping probabilities for new and ongoing sessions and system utilization. The model takes into account the key features of the 3GPP NR technology, including the height of the interacting objects, the spatial distribution and mobility of the blockers, as well as the line-of-sight propagation properties between the transceivers for mmWave NR technology. Results: We analyzed the reservation mechanism with the help of a developed model in the form of a resource queueing system with signals, where the base station bandwidth corresponds to the resource, and the signals model a change in the line-of-sight conditions between the receiving and transmitting devices. Creating a priority for ongoing sessions whose service has not yet been completed provides a considerable flexibility for balancing the session continuity and dropping of a new session, with a slight decrease in the efficiency of the radio resource utility. With the developed model, we showed that reserving even a small bandwidth (less than 10% of the total resources) to maintain the ongoing sessions has a positive effect on their continuity, as it increases the probability of their successful completion. Practical relevance: The proposed mechanism works more efficiently in overload conditions and with sessions which have a high data transfer rate requirements. This increases the demand for the proposed mechanism in 5G NR communication systems.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Electrical Engineering, Research group: Emerging Technologies for Nano-Bio-Info-Cogno, Peoples’ Friendship University of Russia, Federal Research Center Computer Science and Control of the Russian Academy of Sciences
Contributors: Begishev, V. O., Sopin, E. S., Molchanov, D. A., Samouylov, A. K., Gaidamaka, Y. V., Samouylov, K. E.
Number of pages: 13
Pages: 51-63
Publication date: 1 Jan 2019
Peer-reviewed: Yes

Publication information

Journal: Informatsionno-Upravliaiushchie Sistemy
Issue number: 5
ISSN (Print): 1684-8853
Ratings: 
  • Scopus rating (2019): CiteScore 0.5 SJR 0.201 SNIP 0.507
Original language: English
ASJC Scopus subject areas: Software, Control and Systems Engineering, Information Systems, Human-Computer Interaction, Computer Science Applications, Control and Optimization
Keywords: 5G networks, Bandwidth reservation, Millimeter wave, New Radio, New session drop probability, Ongoing session drop probability, Session continuity, System resource utilization
Source: Scopus
Source ID: 85082424315

Research output: Contribution to journalArticleScientificpeer-review

Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?

In recent years, augmented reality games (ARGs) such as Pokémon Go have become increasingly popular. These games not only afford a novel gaming experience but also have the potential to alter how players view their physical realities. In addition to the common experiences and gratifications people derive from games, (location-based) ARGs can afford, for example outdoor adventures, communal activities, and health benefits, but also create problems stemming from, for example privacy concerns and poor usability. This raises some important research questions as to what drives people to use these new applications, and why they may be willing to spend money on the content sold within them. In this study, we investigate the various gratifications people derive from ARGs (Pokémon Go) and the relationship of these gratifications with the players’ intentions to continue playing and spending money on them. We employ data drawn from players of Pokémon Go (N = 1190) gathered through an online survey. The results indicate that game enjoyment, outdoor activity, ease of use, challenge, and nostalgia are positively associated with intentions to reuse (ITR), meanwhile outdoor activity, challenge, competition, socializing, nostalgia and ITR are associated with in-app purchase intentions (IPI). In contrast with our expectations, privacy concerns or trendiness were not associated with reuse intentions or IPI.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Pervasive Computing, Gamification Group, George Mason University, University of Turku School of Cultural Production and Landscape Studies
Contributors: Hamari, J., Malik, A., Koski, J., Johri, A.
Publication date: 2019
Peer-reviewed: Yes
Early online date: 2018

Publication information

Journal: International Journal of Human-Computer Interaction
Volume: 35
Issue number: 9
ISSN (Print): 1044-7318
Ratings: 
  • Scopus rating (2019): CiteScore 3.5 SJR 0.52 SNIP 1.536
Original language: English
ASJC Scopus subject areas: Human Factors and Ergonomics, Human-Computer Interaction, Computer Science Applications
Keywords: Augmented reality, freemium, gamification, location-based games, Uses and Gratifications
Source: Scopus
Source ID: 85050562939

Research output: Contribution to journalArticleScientificpeer-review

DNA Molecular Storage System: Transferring Digitally Encoded Information through Bacterial Nanonetworks

Since the birth of computer and networks, fuelled by pervasive computing, Internet of Things and ubiquitous connectivity, the amount of data stored and transmitted has exponentially grown through the years. Due to this demand, new storage solutions are needed. One promising media is the DNA as it provides numerous advantages, which includes the ability to store dense information while achieving long-term reliability. However, the question as to how the data can be retrieved from a DNA-based archive, still remains. In this paper, we aim to address this question by proposing a new storage solution that relies on bacterial nanonetworks properties. Our solution allows digitally-encoded DNA to be stored into motility-restricted bacteria, which compose an archival architecture of clusters, and to be later retrieved by engineered motile bacteria, whenever reading operations are needed. We conducted extensive simulations, in order to determine the reliability of data retrieval from motility-restricted storage clusters, placed spatially at different locations. Aiming to assess the feasibility of our solution, we have also conducted wet lab experiments that show how bacteria nanonetworks can effectively retrieve a simple message, such as "Hello World", by conjugation with motility-restricted bacteria, and finally mobilize towards a target point for delivery.

General information

Publication status: E-pub ahead of print
MoE publication type: A1 Journal article-refereed
Organisations: Electrical Engineering, Research group: Emerging Technologies for Nano-Bio-Info-Cogno, Universita degli Studi di Padova, Italy, Örebro University, Waterford Institute of Technology
Contributors: Tavella, F., Giaretta, A., Dooley-Cullinane, T. M., Conti, M., Coffey, L., Balasubramaniam, S.
Publication date: 2019
Peer-reviewed: Yes

Publication information

Journal: IEEE Transactions on Emerging Topics in Computing
ISSN (Print): 2168-6750
Ratings: 
  • Scopus rating (2019): CiteScore 8.5 SJR 0.807 SNIP 1.764
Original language: English
ASJC Scopus subject areas: Computer Science (miscellaneous), Information Systems, Human-Computer Interaction, Computer Science Applications
Keywords: Bacterial Nanonetworks, Data Storage, DNA Encoding, Molecular Communications
Source: Scopus
Source ID: 85070665316

Research output: Contribution to journalArticleScientificpeer-review

Teaching semantics and skills for human-robot collaboration

Recent advances in robotics allow for collaboration between humans and machines in performing tasks at home or in industrial settings without harming the life of the user. While humans can easily adapt to each other and work in team, it is not as trivial for robots. In their case, interaction skills typically come at the cost of extensive programming and teaching. Besides, understanding the semantics of a task is necessary to work efficiently and react to changes in the task execution process. As a result, in order to achieve seamless collaboration, appropriate reasoning, learning skills and interaction capabilities are needed. For us humans, a cornerstone of our communication is language that we use to teach, coordinate and communicate. In this paper we thus propose a system allowing (i) to teach new action semantics based on the already available knowledge and (ii) to use natural language communication to resolve ambiguities that could arise while giving commands to the robot. Reasoning then allows new skills to be performed either autonomously or in collaboration with a human. Teaching occurs through a web application and motions are learned with physical demonstration of the robotic arm. We demonstrate the utility of our system in two scenarios and reflect upon the challenges that it introduces.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Automation Technology and Mechanical Engineering, Research group: Robotics and Automation
Contributors: Angleraud, A., Houbre, Q., Pieters, R.
Number of pages: 12
Pages: 318-329
Publication date: 2019
Peer-reviewed: Yes

Publication information

Journal: Paladyn
Volume: 10
Issue number: 1
ISSN (Print): 2081-4836
Ratings: 
  • Scopus rating (2019): CiteScore 1.4 SJR 0.332 SNIP 0.96
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction, Developmental Neuroscience, Cognitive Neuroscience, Artificial Intelligence, Behavioral Neuroscience
Keywords: cognitive architecture, human-robot interaction, knowledge representation and reasoning, semiotics, symbol grounding
Source: Scopus
Source ID: 85072921192

Research output: Contribution to journalArticleScientificpeer-review

Characterization of the anisotropic deformation of the right ventricle during open heart surgery

Digital Image Correlation (DIC) was used for studying the anisotropic behavior of the thin walled right ventricle of the human heart. Strains measured with Speckle Tracking Echocardiography (STE) were compared with the DIC data. Both DIC and STE were used to measure longitudinal strains of the right ventricle in the beginning of an open-heart surgery as well as after the cardiopulmonary bypass. Based on the results, the maximum end-systolic strains obtained with the DIC and STE change similarly during the surgery with less than 10% difference. The difference is largely due to the errors in matching the longitudinal direction in the two methods, sensitivity of the measurement to the positioning of the virtual extensometer of in both STE and DIC, and physiological difference of the measurements as the DIC measures the top surface of the heart whereas the STE obtains the data from below. The anisotropy of the RV was measured using full field principal strains acquired from the DIC displacement fields. The full field principal strains cover the entire region of interest instead of just two points as the virtual extensometer approach used by the STE. The principal strains are not direction dependent measures, and therefore are more independent of the anatomy of the patient and the exact positioning of the virtual strain gage or the STE probe. The results show that the longitudinal strains alone are not enough to fully characterize the behavior of the heart, as the deformation of the heart can be very anisotropic, and the anisotropy changes during the surgery, and from patient to patient.

General information

Publication status: E-pub ahead of print
MoE publication type: A1 Journal article-refereed
Organisations: Materials Science and Environmental Engineering, Research group: Materials Characterization, Hospital Heart Center, Tampere University
Contributors: Soltani, A., Lahti, J., Järvelä, K., Laurikka, J., Kuokkala, V. T., Hokka, M.
Number of pages: 12
Publication date: 2019
Peer-reviewed: Yes

Publication information

Journal: COMPUTER METHODS IN BIOMECHANICS AND BIOMEDICAL ENGINEERING
ISSN (Print): 1025-5842
Ratings: 
  • Scopus rating (2019): CiteScore 2.6 SJR 0.451 SNIP 0.695
Original language: English
ASJC Scopus subject areas: Bioengineering, Biomedical Engineering, Human-Computer Interaction, Computer Science Applications
Keywords: anisotropy, biomaterial characterization, deformation, digital image correlation, heart muscle, Human biomechanics, motion

Bibliographical note

dupl=51243005

Source: Scopus
Source ID: 85076903988

Research output: Contribution to journalArticleScientificpeer-review

Investigating relationships between video gaming, spectating esports, and gambling

An established body of research exists in which playing video games has been associated with potentially problematic behaviours, such as gambling. An issue highlighted by the recent emergence of game-based gambling practices such as loot boxes, social network casinos, free-to-play game mechanics, and gambling using virtual goods and skins. This study investigates relationships between a range of gambling activities and the consumption of video games in general, and the newly emergent phenomenon of esports in particular. In addition, these practices are considered in relation to established measures assessing game addiction and problematic gambling. The study employs Partial Least Squares modelling to investigate data gathered via an international online survey (N = 613). Video game addiction was found to be negatively associated with offline gambling, online gambling, and problem gambling. Video game consumption had only small, positive association with video game-related gambling and problem gambling. Consumption of esports had small to moderate association with video game-related gambling, online gambling, and problem gambling. The primary finding of this study are that contemporary video games are not, in themselves, associated with increased potential for problematic gambling, indeed, the position that problem gaming and problem gambling are fundamentally connected is questioned.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Research group: TUT Game Lab, Pervasive Computing, Gamification Group, School of Management (JKK)
Contributors: Macey, J., Hamari, J.
Number of pages: 10
Pages: 344-353
Publication date: Mar 2018
Peer-reviewed: Yes
Early online date: 20 Nov 2017

Publication information

Journal: Computers in Human Behavior
Volume: 80
ISSN (Print): 0747-5632
Ratings: 
  • Scopus rating (2018): CiteScore 9.4 SJR 1.711 SNIP 2.418
Original language: English
ASJC Scopus subject areas: Arts and Humanities (miscellaneous), Human-Computer Interaction, Psychology(all)
Keywords: Addiction, Esports, Free-to-play, Gambling, Games, Virtual Goods

Bibliographical note

DUPL=40410108

Source: Scopus
Source ID: 85035771336

Research output: Contribution to journalArticleScientificpeer-review

Social motivations of live-streaming viewer engagement on Twitch

Little is known about the motivations underlying viewer engagement in the rapidly growing live-streaming multimedia phenomenon. This study trialled an eight-factor socio-motivational model, based on Uses and Gratifications Theory, to explain four aspects of live-stream viewer engagement. Cross-sectional data was collected through an international, online self-report survey of Twitch users (N = 2227). Multiple and ordinal linear regression analyses identified six motivations which helped to explain live-stream engagement: social interaction, sense of community, meeting new people, entertainment, information seeking, and a lack of external support in real life. Compared to mass media, viewer motivations to engage in live-stream entertainment appear to have a stronger social and community basis. Furthermore, live-stream viewers who preferred smaller channels (<500 viewers) were more motivated by social engagement than viewers who preferred larger channels. These findings offer insight into the motivations for live-stream engagement, and help to lay a foundation for further research.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Pervasive Computing, Vision and Sensing, ESTeM, University of Canberra, Gamification Group, School of Science, Aalto University
Contributors: Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., Hamari, J.
Number of pages: 10
Pages: 58-67
Publication date: 14 Feb 2018
Peer-reviewed: Yes

Publication information

Journal: Computers in Human Behavior
Volume: 84
ISSN (Print): 0747-5632
Ratings: 
  • Scopus rating (2018): CiteScore 9.4 SJR 1.711 SNIP 2.418
Original language: English
ASJC Scopus subject areas: Arts and Humanities (miscellaneous), Human-Computer Interaction, Psychology(all)
Keywords: eSports, Motivation, Social media, Streaming, Twitch, Uses and gratification
Source: Scopus
Source ID: 85042386608

Research output: Contribution to journalArticleScientificpeer-review

Gamification, quantified-self or social networking? Matching users’ goals with motivational technology

Systems and services we employ in our daily life have increasingly been augmented with motivational designs which fall under the classes of (1) gamification, (2) quantified-self and (3) social networking features that aim to help users reach their goals via motivational enforcement. However, users differ in terms of their orientation and focus toward goals and in terms of the attributes of their goals. Therefore, different classes of motivational design may have a differential fit for users. Being able to distinguish the goal profiles of users, motivational design could be better tailored. Therefore, in this study we investigate how different goal foci (outcome and focus), goals orientation (mastery, proving, and avoiding), and goal attributes (specificity and difficulty) are associated with perceived importance of gamification, social networking and quantified-self features. We employ survey data ((Formula presented.)) from users of HeiaHeia; a popular exercise encouragement app. Results indicate that goal-setting related factors of users and attributes of goals are connected with users’ preference over motivational design classes. In particular, the results reveal that being outcome-focused is associated with positive evaluations of gamification and quantified-self design classes. Users with higher proving-orientation perceived gamification and social networking design classes as more important, users with lower goal avoidance-orientation perceived social networking design as more important, whereas users with higher mastery-orientation perceived quantified-self design more important. Users with difficult goals were less likely to perceive gamification and social networking design important, whereas for users with high goal specificity quantified-self features were important. The findings provide insights for the automatic adaptation of motivational designs to users’ goals. However, more research is naturally needed to further investigate generalizability of the results.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Pervasive Computing, Swedish School of Economics and Business Administration, Aalto University
Contributors: Hamari, J., Hassan, L., Dias, A.
Number of pages: 40
Pages: 35–74
Publication date: 2018
Peer-reviewed: Yes
Early online date: 24 Jan 2018

Publication information

Journal: User Modeling and User-Adapted Interaction
Volume: 28
Issue number: 1
ISSN (Print): 0924-1868
Ratings: 
  • Scopus rating (2018): CiteScore 9.7 SJR 0.907 SNIP 3.544
Original language: English
ASJC Scopus subject areas: Education, Human-Computer Interaction, Computer Science Applications
Keywords: Gamification, Goal orientation, Goal-setting, Motivational information system, Quantified-self, Social networking
Source: Scopus
Source ID: 85040920827

Research output: Contribution to journalArticleScientificpeer-review

How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game

Seamless cooperation between individuals is essentially a crucial aspect of any successful endeavor. A host of literature has been published in the academic realm about how cooperation could be cultivated. However, true cooperation often forms organically without external enforcement. Recently, there has been one special example of a context where cooperation seemed to have effortlessly sprung up between people who might not even have had previous connections. The context is video/online games; games such as Ingress, Pokémon Go, and World of Warcraft bind people together to work against insurmountable odds and to overcome jointly held challenges. Organizations of many types have recently begun to gamify their structures and services in order to cultivate such seamless cooperation. However, before this potential of games can be successfully wielded outside video games, we need to understand better how games are able to cultivate such cooperation. Therefore, in this study we investigate how games can induce and cultivate we-intention of working as a group. Specifically, we investigate how cooperative game features affect different forms of group dynamics and how they further translate into we-intentions. We employ data from users of the augmented reality game Ingress (N = 206). The results show that cooperative game features induce we-intentions via positively increasing group norms, social identity, joint commitment, attitudes toward cooperation, and anticipated positive emotions. The findings imply that practitioners who are looking to increase cooperation should find that gamification inspired by cooperative game design is beneficial and preferable over individual-based gamification efforts.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Pervasive Computing, Karlsruhe Institute of Technology, Insitute for Technical Physics, Germany, Robert Bosch GmbH, University of Mannheim, Gamification Group
Contributors: Morschheuser, B., Riar, M., Hamari, J., Maedche, A.
Number of pages: 15
Pages: 169-183
Publication date: 1 Dec 2017
Peer-reviewed: Yes

Publication information

Journal: Computers in Human Behavior
Volume: 77
ISSN (Print): 0747-5632
Ratings: 
  • Scopus rating (2017): CiteScore 7.4 SJR 1.555 SNIP 2.182
Original language: English
ASJC Scopus subject areas: Arts and Humanities (miscellaneous), Human-Computer Interaction, Psychology(all)
Keywords: Augmented reality, Cooperation, Gamification, Location-based games, Online games, We-intention
Source: Scopus
Source ID: 85028695881

Research output: Contribution to journalArticleScientificpeer-review

Gamified crowdsourcing: Conceptualization, literature review, and future agenda

Two parallel phenomena are gaining attention in human–computer interaction research: gamification and crowdsourcing. Because crowdsourcing's success depends on a mass of motivated crowdsourcees, crowdsourcing platforms have increasingly been imbued with motivational design features borrowed from games; a practice often called gamification. While the body of literature and knowledge of the phenomenon have begun to accumulate, we still lack a comprehensive and systematic understanding of conceptual foundations, knowledge of how gamification is used in crowdsourcing, and whether it is effective. We first provide a conceptual framework for gamified crowdsourcing systems in order to understand and conceptualize the key aspects of the phenomenon. The paper's main contributions are derived through a systematic literature review that investigates how gamification has been examined in different types of crowdsourcing in a variety of domains. This meticulous mapping, which focuses on all aspects in our framework, enables us to infer what kinds of gamification efforts are effective in different crowdsourcing approaches as well as to point to a number of research gaps and lay out future research directions for gamified crowdsourcing systems. Overall, the results indicate that gamification has been an effective approach for increasing crowdsourcing participation and the quality of the crowdsourced work; however, differences exist between different types of crowdsourcing: the research conducted in the context of crowdsourcing of homogenous tasks has most commonly used simple gamification implementations, such as points and leaderboards, whereas crowdsourcing implementations that seek diverse and creative contributions employ gamification with a richer set of mechanics.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Research group: TUT Game Lab, Pervasive Computing, Robert Bosch GmbH, Karlsruhe Institute of Technology, Insitute for Technical Physics, Germany, Gamification Group
Contributors: Morschheuser, B., Hamari, J., Koivisto, J., Maedche, A.
Number of pages: 18
Pages: 26-43
Publication date: 1 Oct 2017
Peer-reviewed: Yes

Publication information

Journal: International Journal of Human-Computer Studies
Volume: 106
ISSN (Print): 1071-5819
Ratings: 
  • Scopus rating (2017): CiteScore 5.9 SJR 0.605 SNIP 2.146
Original language: English
ASJC Scopus subject areas: Human Factors and Ergonomics, Software, Education, Engineering(all), Human-Computer Interaction, Hardware and Architecture
Keywords: Crowdsourcing, Gamification, Human computation, Literature review, Persuasive technology, Research agenda
Source: Scopus
Source ID: 85019568466

Research output: Contribution to journalArticleScientificpeer-review

Content structure is king: An empirical study on gratifications, game genres and content type on Twitch

While video games have been widely investigated from the perspective of play, an emerging online media phenomenon is the spectating of video game play, captivating millions of users daily. This study investigates the relationship of video game genres, content type and viewer gratification in the context of live gaming. To study this phenomenon, we employ an online questionnaire study (N = 1097) to investigate six categories of gratifications: affective, information seeking, learning to play, personal integrative, social integrative & tension release motivations and their relationship with game genres and stream types. The results of this study demonstrate that “the medium is the message”, highlight the importance of archetypal structure (i.e. the type of streamed content) over content topic (i.e. the genre of games being streamed), and help to build a better understanding of user generated content and the democratization of media.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Research group: TUT Game Lab, Pervasive Computing, Aalto University
Contributors: Sjöblom, M., Törhönen, M., Hamari, J., Macey, J.
Number of pages: 11
Pages: 161-171
Publication date: 1 Aug 2017
Peer-reviewed: Yes

Publication information

Journal: Computers in Human Behavior
Volume: 73
ISSN (Print): 0747-5632
Ratings: 
  • Scopus rating (2017): CiteScore 7.4 SJR 1.555 SNIP 2.182
Original language: English
ASJC Scopus subject areas: Arts and Humanities (miscellaneous), Human-Computer Interaction, Psychology(all)
Keywords: Genres, New media, Social media, Streaming, User-generated content, Uses and gratifications, Video games
Source: Scopus
Source ID: 85015997285

Research output: Contribution to journalArticleScientificpeer-review

Do badges increase user activity? A field experiment on the effects of gamification

During recent years, the practice of adding game design to non-game services has gained a relatively large amount of attention. Popular discussion connects gamification to increased user engagement, service profitability, goal commitment and the overall betterment of various behavioral outcomes. However, there is still an absence of a coherent and ample body of empirical evidence that would confirm such expectations. To this end, this paper reports the results of a 2 year (1 + 1 year – between-group) field experiment in gamifying a service by implementing a game mechanic called ‘badges’. During the experiment a pre-implementation group (N = 1410) was monitored for 1 year. After the implementation, the post-implementation (the gamified condition) group (N = 1579) was monitored for another full year. Results show that users in the gamified condition were significantly more likely to post trade proposals, carry out transactions, comment on proposals and generally use the service in a more active way.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Mathematical modelling with wide societal impact (MathImpact), University of Tampere
Contributors: Hamari, J.
Number of pages: 10
Pages: 469-478
Publication date: 1 Jun 2017
Peer-reviewed: Yes

Publication information

Journal: Computers in Human Behavior
Volume: 71
ISSN (Print): 0747-5632
Ratings: 
  • Scopus rating (2017): CiteScore 7.4 SJR 1.555 SNIP 2.182
Original language: English
ASJC Scopus subject areas: Arts and Humanities (miscellaneous), Human-Computer Interaction, Psychology(all)
Keywords: Achievements, Badges, Engagement, Game design, Gamification, Persuasive technology
Source: Scopus
Source ID: 84961291905

Research output: Contribution to journalArticleScientificpeer-review

Assessing fraction knowledge by a digital game

Serious or educational games gain increasing research interest as tools to augment traditional instructional approaches on scholastic learning, especially in mathematics education. In this study, we investigated whether game-based approaches may not only be useful to foster numerical learning but may also be valid as an assessment tool. To measure their conceptual knowledge of fractions eleven-year-old students played a math game on tablet computers using tilt-control to navigate an avatar along a number line for a total of 30 min. Findings indicated that hallmark effects of fraction magnitude processing typically observed in basic research, such as the numerical distance effect, were successfully replicated using the game-based assessment. Moreover, fraction comparison performance as well as fraction estimation accuracy correlated significantly with students’ math grades. Therefore, the results of the current study suggest that game-based learning environments for fraction education (even using tilt-control) may also allow for a valid assessment of students’ fraction knowledge.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Research group: TUT Game Lab, Pervasive Computing, University of Tübingen
Contributors: Ninaus, M., Kiili, K., McMullen, J., Moeller, K.
Number of pages: 10
Pages: 197-206
Publication date: 1 May 2017
Peer-reviewed: Yes

Publication information

Journal: Computers in Human Behavior
Volume: 70
ISSN (Print): 0747-5632
Ratings: 
  • Scopus rating (2017): CiteScore 7.4 SJR 1.555 SNIP 2.182
Original language: English
ASJC Scopus subject areas: Arts and Humanities (miscellaneous), Human-Computer Interaction, Psychology(all)
Keywords: Alternative assessment, Digital game, Fractions, Mathematics, Serious game
Source: Scopus
Source ID: 85008958389

Research output: Contribution to journalArticleScientificpeer-review

Emotional Reactions to Point-Light Display Animations

Emotional reactions to basic, artificial, yet carefully controllable point-light displays (PLDs) were investigated with ratings of valence, arousal, approachability and dominance. PLDs were varied by movement location (upper and lower) and intensity (10°, 20° and 30° angular change) for angular upward and downward movements. Half of participants (N =28) were told that PLDs were related to face while to other half nothing was hinted. Results showed that 20° and 30° angle lower location upward movements were rated as significantly more pleasant, relaxing and approachable than corresponding upper location downward movements. Informed participants rated 20° and 30° angle lower movements as significantly more controllable than corresponding upper movements. Results are important from many perspectives, like for understanding human perceptual mechanisms. When using PLDs only a small amount of information needs to be transmitted. This enables low bandwidth requirements. As PLD visualizations are simple, there is no need for high-definition displays.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Department of Automation Science and Engineering, Nokia
Contributors: Venesvirta, H., Surakka, V., Gizatdinova, Y., Lylykangas, J., Špakov, O., Verho, J., Vetek, A., Lekkala, J.
Number of pages: 11
Pages: 521-531
Publication date: 16 Jun 2016
Peer-reviewed: Yes

Publication information

Journal: Interacting with Computers
Volume: 28
Issue number: 4
ISSN (Print): 0953-5438
Ratings: 
  • Scopus rating (2016): CiteScore 3.5 SJR 0.374 SNIP 1.128
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction, Software
Keywords: biological movement, emotions, face perception, information visualization, point-light displays, psychology
Source: Scopus
Source ID: 84976499522

Research output: Contribution to journalArticleScientificpeer-review

Exploring the role of ten universal values in using products and services

The aim of this research was to explore the role of Schwartz's ten universal human values in the context of using products and services. Seventy-five participants were asked to qualitatively describe a product or service especially well in line with their values and a product or service in conflict with their values, and to evaluate them on a number of rating scales. The scales included 30 statements (three statements per universal value) probing the presence of each value in user experiences related to products and services and 10 statements studying the perceived importance of each value. The results showed that all the ten universal values were relevant in the evaluations of products and services both in line with the users' values and in conflict with the users' values. In the current sample, hedonism and self-direction were rated as the values most frequently present and most important in the evaluations of products and services in line with values. Power was rated as a moderately important value for products in conflict with values, but significantly less important for products in line with values. Achievement values were frequently reported in the qualitative descriptions, but they were less prominent in the quantitative data. The results suggest that the model of ten universal values is promising in understanding the role of users' value preferences in using products and services, and it seems to have potential for complementing the psychological needs approach in understanding user experience.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Department of Pervasive Computing, Department of Computer Science, Aalto University
Contributors: Partala, T., Kujala, S.
Number of pages: 21
Pages: 311-331
Publication date: 1 May 2016
Peer-reviewed: Yes

Publication information

Journal: Interacting with Computers
Volume: 28
Issue number: 3
ISSN (Print): 0953-5438
Ratings: 
  • Scopus rating (2016): CiteScore 3.5 SJR 0.374 SNIP 1.128
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction, Software
Keywords: empirical studies in HCI, HCI design and evaluation methods, user experience, user values, value-sensitive design
Source: Scopus
Source ID: 84966359109

Research output: Contribution to journalArticleScientificpeer-review

Graph Embedded Extreme Learning Machine

In this paper, we propose a novel extension of the extreme learning machine (ELM) algorithm for single-hidden layer feedforward neural network training that is able to incorporate subspace learning (SL) criteria on the optimization process followed for the calculation of the network's output weights. The proposed graph embedded ELM (GEELM) algorithm is able to naturally exploit both intrinsic and penalty SL criteria that have been (or will be) designed under the graph embedding framework. In addition, we extend the proposed GEELM algorithm in order to be able to exploit SL criteria in arbitrary (even infinite) dimensional ELM spaces. We evaluate the proposed approach on eight standard classification problems and nine publicly available datasets designed for three problems related to human behavior analysis, i.e., the recognition of human face, facial expression, and activity. Experimental results denote the effectiveness of the proposed approach, since it outperforms other ELM-based classification schemes in all the cases.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Aristotle University of Thessaloniki, Department of Informatics
Contributors: Iosifidis, A., Tefas, A., Pitas, I.
Pages: 311 - 324
Publication date: 2016
Peer-reviewed: Yes

Publication information

Journal: IEEE Transactions on Cybernetics
Volume: 46
Issue number: 1
ISSN (Print): 2168-2267
Ratings: 
  • Scopus rating (2016): CiteScore 12 SJR 2.927 SNIP 3.301
Original language: English
ASJC Scopus subject areas: Computer Science Applications, Human-Computer Interaction, Information Systems, Software, Control and Systems Engineering, Electrical and Electronic Engineering

Research output: Contribution to journalArticleScientificpeer-review

Defining user experience goals to guide the design of industrial systems

The key prerequisite for experience-driven design is to define what experience to design for. User experience (UX) goals concretise the intended experience. Based on our own case studies from industrial environments and a literature study, we propose five different approaches to acquiring insight and inspiration for UX goal setting: Brand, Theory, Empathy, Technology, and Vision. Each approach brings in a different viewpoint, thus supporting the multidisciplinary character of UX. The Brand approach ensures that the UX goals are in line with the company's brand promise. The Theory approach utilises the available scientific knowledge of human behaviour. The Empathy approach focuses on knowing the actual users and stepping into their shoes. The Technology approach considers the new technologies that are being introduced and their positive or negative influence on UX. Finally, the Vision approach focuses on renewal, introducing new kinds of UXs. In the design of industrial systems, several stakeholders are involved and they should share common design goals. Using the different UX goal-setting approaches together brings in the viewpoints of different stakeholders, thus committing them to UX goal setting and emphasising UX as a strategic design decision.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Augmented Human Activities (AHA), VTT Technical Research Centre of Finland, School of Arts, Aalto University, Jyväskylän yliopisto
Contributors: Kaasinen, E., Roto, V., Hakulinen, J., Heimonen, T., Jokinen, J. P. P., Karvonen, H., Keskinen, T., Koskinen, H., Lu, Y., Saariluoma, P., Tokkonen, H., Turunen, M.
Number of pages: 16
Pages: 976-991
Publication date: 3 Oct 2015
Peer-reviewed: Yes

Publication information

Journal: Behaviour and Information Technology
Volume: 34
Issue number: 10
ISSN (Print): 0144-929X
Ratings: 
  • Scopus rating (2015): CiteScore 2.9 SJR 0.637 SNIP 1.083
Original language: English
ASJC Scopus subject areas: Developmental and Educational Psychology, Arts and Humanities (miscellaneous), Social Sciences(all), Human-Computer Interaction
Keywords: experience-driven design, industrial systems, user experience, user experience goal
Source: Scopus
Source ID: 84938972446

Research output: Contribution to journalArticleScientificpeer-review

Exploring co-learning behavior of conference participants with visual network analysis of Twitter data

Knowledge management has acknowledged organizational learning as a key factor for creating competitive advantage for companies already from early 1990. However, the studies of co-learning in this connection are in their infancy. This article contributes to an emerging field of ‘smart data’ research on Twitter by presenting a case study of how community managers in Finland used this social media platform to construct a co-learning environment around an annually organized conference. In this empirical study we explore the co-learning behavior in project contexts especially by analyzing and visualizing co-learning behavior from conference participants Twitter data.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Pori Department, Research group: Business Ecosystems, Networks and Innovations, Department of Information Management and Logistics, Research group: Novi, Department of Mathematics, Research group: MAT Intelligent Information Systems Laboratory, Managing digital industrial transformation (mDIT)
Contributors: Aramo-Immonen, H., Jussila, J., Huhtamäki, J.
Number of pages: 9
Pages: 1154–1162
Publication date: Oct 2015
Peer-reviewed: Yes

Publication information

Journal: Computers in Human Behavior
Volume: 51
Issue number: Part B
ISSN (Print): 0747-5632
Ratings: 
  • Scopus rating (2015): CiteScore 5.5 SJR 1.583 SNIP 2.184
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction, Psychology (miscellaneous), Education
Keywords: Learning, Co-learning, Memory aids, Communities of Practice, Social network analysis, Twitter
URLs: 

Bibliographical note

ORG=pla,0.34
ORG=tlo,0.33
ORG=mat,0.33

Research output: Contribution to journalArticleScientificpeer-review

"Working out for likes": An empirical study on social influence in exercise gamification

Today, people use a variety of social and gameful (mobile) applications in order to motivate themselves and others to maintain difficult habits such as exercise, sustainable consumption and healthy eating. However, we have yet lacked understanding of how social influence affects willingness to maintain these difficult habits with the help of gamification services. In order to investigate this phenomenon, we measured how social influence predicts attitudes, use and further exercise in the context of gamification of exercise. Our results show that people indeed do "work out for likes", or in other words, social influence, positive recognition and reciprocity have a positive impact on how much people are willing to exercise as well as their attitudes and willingness to use gamification services. Moreover, we found that the more friends a user has in the service, the larger the effects are. Furthermore, the findings of the empirical study further provide new understanding on the phenomenon of social influence in technology adoption/use continuance in general by showing, in addition to subjective norms, how getting recognized, receiving reciprocal benefits and network effects contribute to use continuance.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Research group: TUT Game Lab, Pori, Mathematical modelling with wide societal impact (MathImpact)
Contributors: Hamari, J., Koivisto, J.
Number of pages: 15
Pages: 333-347
Publication date: 1 Sep 2015
Peer-reviewed: Yes

Publication information

Journal: Computers in Human Behavior
Volume: 50
ISSN (Print): 0747-5632
Ratings: 
  • Scopus rating (2015): CiteScore 5.5 SJR 1.583 SNIP 2.184
Original language: English
ASJC Scopus subject areas: Arts and Humanities (miscellaneous), Human-Computer Interaction, Psychology(all)
Keywords: Continued use, eHealth, Gamification, mHealth, Social influence, Social networking
Source: Scopus
Source ID: 84928503372

Research output: Contribution to journalArticleScientificpeer-review

Understanding the most influential user experiences in successful and unsuccessful technology adoptions

Abstract Understanding processes underlying technology adoption or non-adoption is an important research theme often addressed using the technology acceptance model (TAM) approach. The objective of this research was to investigate most influential user experiences in successful and unsuccessful technology adoptions using user experience related concepts and methods in conjunction with the TAM. Participants (N = 76) described their most influential user experiences related to one successful and one unsuccessful technology adoption process and evaluated both experiences using rating scales, including the central TAM related scales and user experience related scales probing emotions, psychological needs, user values, task load, and the impact of technology on the user's well-being. The results suggested that user experience and technology acceptance related viewpoints can complement each other in order to gain a more holistic understanding of the factors affecting the success or failure of technology adoptions, and the results showed how these variables typically behave in both contexts. The overall valence of user experience was significantly affected by perceived usefulness, the fulfillment of psychological needs, and the salience of negative emotions in the most influential user experiences of successful adoptions, and by perceived usefulness, output quality, and the salience of negative emotions in the unsuccessful adoptions.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Department of Pervasive Computing, Research area: User experience
Contributors: Partala, T., Saari, T.
Number of pages: 15
Pages: 381-395
Publication date: 25 Jul 2015
Peer-reviewed: Yes

Publication information

Journal: Computers in Human Behavior
Volume: 53
ISSN (Print): 0747-5632
Ratings: 
  • Scopus rating (2015): CiteScore 5.5 SJR 1.583 SNIP 2.184
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction, Psychology(all), Arts and Humanities (miscellaneous)
Keywords: Emotions, Technology acceptance, Technology adoption, User experience, User needs, Well-being
Source: Scopus
Source ID: 84937879051

Research output: Contribution to journalArticleScientificpeer-review

Railway fastener inspection by real-time machine vision

In this paper, a real-time railway fastener detection system using a high-speed laser range finder camera is presented. First, an extensive analysis of various methods based on pixel-wise and histogram similarities are conducted on a specific railway route. Then, a fusing stage is introduced which combines least correlated approaches also considering the performance upgrade after fusing. Then, the resulting method is tested on a larger database collected from a different railway route. After observing repeated successes, the method is implemented on NI LabVIEW and run real-time with a high-speed 3-D camera placed under a railway carriage designed for railway quality inspection.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Department of Signal Processing, Research group: Video, Middle East Technical University, Electrical and Electronics Engineering Department
Contributors: Aytekin, C., Rezaeitabar, Y., Dogru, S., Ulusoy, I.
Number of pages: 7
Pages: 1101-1107
Publication date: 1 Jul 2015
Peer-reviewed: Yes

Publication information

Journal: IEEE Transactions on Systems, Man, and Cybernetics: Systems
Volume: 45
Issue number: 7
ISSN (Print): 1083-4427
Ratings: 
  • Scopus rating (2015): CiteScore 6.1 SJR 1.273 SNIP 2.189
Original language: English
ASJC Scopus subject areas: Computer Science Applications, Human-Computer Interaction, Software, Control and Systems Engineering, Electrical and Electronic Engineering
Keywords: High-speed laser range finder, railway fastener detection, railway inspection
Source: Scopus
Source ID: 84932638036

Research output: Contribution to journalArticleScientificpeer-review

Quality measures for improving technology trees

The quality of technology trees in digital games can be improved by adjusting their structural and quantitative properties. Therefore, there is a demand for recognizing and measuring such properties. Part of the process can be automated; there are properties measurable by computers, and analyses based on the results (and visualizations of them) may help to produce significantly better technology trees, even practically without extra workload for humans. In this paper, we introduce useful technology tree properties and novel measuring features implemented into our sofware tool for manipulating technology trees.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Department of Mathematics, Research group: MAT Computer Science and Applied Logics
Contributors: Heinimäki, T. J., Elomaa, T.
Number of pages: 10
Publication date: 2015
Peer-reviewed: Yes

Publication information

Journal: International Journal of Computer Games Technology
Volume: 2015
Article number: 975371
ISSN (Print): 1687-7047
Ratings: 
  • Scopus rating (2015): CiteScore 1 SJR 0.204 SNIP 0.366
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction, Software, Computer Graphics and Computer-Aided Design
Source: Scopus
Source ID: 84929378426

Research output: Contribution to journalArticleScientificpeer-review

Vibrotactile Stimulation as an Instructor for Mimicry-Based Physical Exercise

The present aim was to investigate functionality of vibrotactile stimulation in mimicry-based behavioral regulation during physical exercise. Vibrotactile stimuli communicated instructions from an instructor to an exerciser to perform lower extremity movements. A wireless prototype was tested first in controlled laboratory conditions (Study 1) and was followed by a user study (Study 2) that was conducted in a group exercise situation for elderly participants with a new version of the system with improved construction and extended functionality. The results of Study 1 showed that vibrotactile instructions were successful in both supplementing and substituting visual knee lift instructions. Vibrotactile stimuli were accurately recognized, and exercise with the device received affirmative ratings. Interestingly, tactile stimulation appeared to stabilize acceleration magnitude of the knee lifts in comparison to visual instructions. In Study 2 it was found that user experience of the system was mainly positive by both the exercisers and their instructors. For example, exercise with vibrotactile instructions was experienced as more motivating than conventional exercise session. Together the results indicate that tactile instructions could increase possibilities for people having difficulties in following visual and auditory instructions to take part in mimicry-based group training. Both studies also revealed development areas that were primarily related to a slight delay in triggering the vibrotactile stimulation.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Department of Pervasive Computing, Augmented Human Activities (AHA), University of Tampere, Audio Riders, Ltd.
Contributors: Lylykangas, J., Heikkinen, J., Surakka, V., Raisamo, R., Myllymaa, K., Laitinen, A.
Publication date: 2015
Peer-reviewed: Yes

Publication information

Journal: Advances in Human Computer Interaction
Article number: 953794
ISSN (Print): 1687-5893
Ratings: 
  • Scopus rating (2015): CiteScore 3.7 SJR 0.501 SNIP 1.251
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction
Source: Scopus
Source ID: 84947260991

Research output: Contribution to journalArticleScientificpeer-review

A Barrier framework for open e-learning in public administrations

E-Learning and openness in education are receiving ever increasing attention in businesses as well as in academia. However, these practices have only to small extent been introduced in public administrations. The study addresses this gap by presenting a literature review on Open Educational Resources [OER] and E-Learning in the public sector. The main goal of the article is to identify challenges to open E-Learning in public administrations. Experiences will be conceptualized as barriers which need to be considered when introducing open E-Learning systems and programs in administrations. The main outcome is a systematic review of lessons learned, presented as a contextualized Barrier Framework which is suitable to analyze requirements when introducing E-Learning and OER in public administrations.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Managing digital industrial transformation (mDIT), Ruhr West University of Applied Sciences, Jyväskylän yliopisto
Contributors: Stoffregen, J., Pawlowski, J. M., Pirkkalainen, H.
Number of pages: 11
Pages: 674-684
Publication date: 2015
Peer-reviewed: Yes

Publication information

Journal: Computers in Human Behavior
Volume: 51
Issue number: B
ISSN (Print): 0747-5632
Ratings: 
  • Scopus rating (2015): CiteScore 5.5 SJR 1.583 SNIP 2.184
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction, Psychology(all), Arts and Humanities (miscellaneous)
Keywords: E-Learning, Open education, Open Educational Resources, Public Administrations
Source: Scopus
Source ID: 84920915233

Research output: Contribution to journalArticleScientificpeer-review

Dynamic text presentation in print interpreting - An eye movement study of reading behaviour

Print interpreting supports people with a hearing disability by giving them access to spoken language. In print interpreting, the interpreter types the spoken text in real time for the hard-of-hearing client to read. This results in dynamic text presentation. An eye movement study was conducted to compare two types of dynamic text presentation formats in print interpreting: letter-by-letter and word-by-word. Gaze path analysis with 20 hearing participants showed different types of reading behaviour during reading of two pieces of text in these two presentation formats. Our analysis revealed that the text presentation format has a significant effect on reading behaviour. Rereading and regressions occurred significantly more often with the word-by-word format than with the letter-by-letter format. We also found a significant difference between the number of regressions starting at the words that end a sentence and that of regressions starting at all other words. The frequency of rereading was significantly higher for incorrectly typed or abbreviated words than for the other words. Analysis of the post-test questionnaire found almost equal acceptance of the word-by-word and letter-by-letter formats by the participants. A follow-up study with 18 hard-of-hearing participants showed a similar trend in results. The findings of this study highlight the importance of developing print interpreting tools that allow the interpreter and the client to choose the options that best facilitate the communication. They also bring up the need to develop new eye movement metrics for analysing the reading of dynamic text, and provide first results on a new dynamic presentation context.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Augmented Human Activities (AHA), School of Management (JKK)
Contributors: Sharmin, S., Špakov, O., Räihä, K. J.
Number of pages: 14
Pages: 17-30
Publication date: 2015
Peer-reviewed: Yes

Publication information

Journal: International Journal of Human-Computer Studies
Volume: 78
ISSN (Print): 1071-5819
Ratings: 
  • Scopus rating (2015): CiteScore 4.4 SJR 0.666 SNIP 1.739
Original language: English
ASJC Scopus subject areas: Human Factors and Ergonomics, Software, Education, Engineering(all), Human-Computer Interaction, Hardware and Architecture
Keywords: Dynamic text presentation, Eye movements, Print interpreting, Reading, Regressions
Source: Scopus
Source ID: 84923618729

Research output: Contribution to journalArticleScientificpeer-review

Class-Specific Reference Discriminant Analysis With Application in Human Behavior Analysis

In this paper, a novel nonlinear subspace learning technique for class-specific data representation is proposed. A novel data representation is obtained by applying nonlinear class-specific data projection to a discriminant feature space, where the data belonging to the class under consideration are enforced to be close to their class representation, while the data belonging to the remaining classes are enforced to be as far as possible from it. A class is represented by an optimized class vector, enhancing class discrimination in the resulting feature space. An iterative optimization scheme is proposed to this end, where both the optimal nonlinear data projection and the optimal class representation are determined in each optimization step. The proposed approach is tested on three problems relating to human behavior analysis: Face recognition, facial expression recognition, and human action recognition. Experimental results denote the effectiveness of the proposed approach, since the proposed class-specific reference discriminant analysis outperforms kernel discriminant analysis, kernel spectral regression, and class-specific kernel discriminant analysis, as well as support vector machine-based classification, in most cases.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Research Community on Data-to-Decision (D2D), Aristotle University of Thessaloniki, Department of Informatics
Contributors: Iosifidis, A., Tefas, A., Pitas, I.
Pages: 315-326
Publication date: 25 Dec 2014
Peer-reviewed: Yes

Publication information

Journal: IEEE Transactions on Human-Machine Systems
Volume: 45
Issue number: 3
ISSN (Print): 2168-2291
Ratings: 
  • Scopus rating (2014): CiteScore 7.3 SJR 1.28 SNIP 3.026
Original language: English
ASJC Scopus subject areas: Artificial Intelligence, Signal Processing, Human Factors and Ergonomics, Computer Networks and Communications, Computer Science Applications, Human-Computer Interaction, Control and Systems Engineering

Research output: Contribution to journalArticleScientificpeer-review

Schoolchildren's user experiences on a physical exercise game utilizing lighting and audio

Motivated by the troubling news on decreased exercise amount and increased obesity among children and adolescents, we investigated the possibilities of interactive lighting technology in encouraging children to participate in physical exercise in schools. We have created a story-driven physical exercise game based on light and sound utilizing a reasonably priced technological setup. The game has been evaluated with several groups of schoolchildren during physical education classes. The results show that a physical exercise game enhanced with lighting and audio keeps schoolchildren motivated both mentally and physically even after several playtimes. In subjective evaluations, participants still found the story of the game interesting after three playtimes, and were eager to exercise this way again.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Augmented Human Activities (AHA), Mathematical modelling with wide societal impact (MathImpact), University of Tampere
Contributors: Keskinen, T., Hakulinen, J., Turunen, M., Heimonen, T., Sand, A., Paavilainen, J., Parviainen, J., Yrjänäinen, S., Mäyrä, F., Okkonen, J., Raisamo, R.
Number of pages: 10
Pages: 475-484
Publication date: 1 Dec 2014
Peer-reviewed: Yes

Publication information

Journal: Entertainment Computing
Volume: 5
Issue number: 4
ISSN (Print): 1875-9521
Ratings: 
  • Scopus rating (2014): CiteScore 2.2 SJR 0.404 SNIP 1.424
Original language: English
ASJC Scopus subject areas: Software, Human-Computer Interaction
Keywords: Exergaming, Interactive lighting, Physical education, Schoolchildren, Storytelling, User experience
Source: Scopus
Source ID: 84912526011

Research output: Contribution to journalArticleScientificpeer-review

Global social knowledge management - Understanding barriers for global workers utilizing social software

Utilizing social software as a part of a global knowledge management strategy has raised increasing interest in enterprises as well as in the educational domain. Rather than being proactive, organizations tend to face barriers related to knowledge management after the problems occur. When dealing with social technologies in a distributed setting, organizations and individuals face a variety of barriers currently unrecognized in knowledge management literature. Within the study, we analyze knowledge management literature extending the body of knowledge with barrier analysis regarding global challenges as well as social software. Our focus is especially on knowledge exchange and globally distributed collaboration activities in organizations. We argue for contextualized understanding of the barriers, recognizing the challenges studied in similar activities. The paper concludes with a synthesis of these interrelated components, proposing a Global Social Knowledge Management-barrier framework that demonstrates the wide spectrum of possible challenges in globally distributed, social software supported knowledge management activities.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Managing digital industrial transformation (mDIT), Jyväskylän yliopisto
Contributors: Pirkkalainen, H., Pawlowski, J. M.
Number of pages: 11
Pages: 637-647
Publication date: Jan 2014
Peer-reviewed: Yes

Publication information

Journal: Computers in Human Behavior
Volume: 30
ISSN (Print): 0747-5632
Ratings: 
  • Scopus rating (2014): CiteScore 5.1 SJR 1.536 SNIP 2.377
Original language: English
ASJC Scopus subject areas: Arts and Humanities (miscellaneous), Human-Computer Interaction, Psychology(all)
Keywords: Barriers, Global collaboration, Knowledge management, Knowledge sharing, Social software
Source: Scopus
Source ID: 84889083844

Research output: Contribution to journalArticleScientificpeer-review

Head movement and facial expressions as game input

This study aimed to develop and test a hands-free video game that utilizes information on the player's real-time face position and facial expressions as intrinsic elements of a gameplay. Special focus was given to investigating the user's subjective experiences in utilizing computer vision input in the game interaction. The player's goal was to steer a drunken character home as quickly as possible by moving their head. Additionally, the player could influence the behavior of game characters by using the facial expressions of frowning and smiling. The participants played the game with computer vision and a conventional joystick and rated the functionality of the control methods and their emotional and game experiences. The results showed that although the functionality of the joystick steering was rated higher than that of the computer vision method, the use of head movements and facial expressions enhanced the experiences of game playing in many ways. The participants rated playing with the computer vision technique as more entertaining, interesting, challenging, immersive, and arousing than doing so with a joystick. The results suggested that a high level of experienced arousal in the case of computer vision-based interaction may be a key factor for better experiences of game playing.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Augmented Human Activities (AHA)
Contributors: Ilves, M., Gizatdinova, Y., Surakka, V., Vankka, E.
Number of pages: 10
Pages: 147-156
Publication date: 2014
Peer-reviewed: Yes

Publication information

Journal: Entertainment Computing
Volume: 5
Issue number: 3
ISSN (Print): 1875-9521
Ratings: 
  • Scopus rating (2014): CiteScore 2.2 SJR 0.404 SNIP 1.424
Original language: English
ASJC Scopus subject areas: Software, Human-Computer Interaction
Keywords: Camera-based video game, Computer vision, Emotion, Face detection and tracking, Facial expression classification, Gameplay experience
Source: Scopus
Source ID: 84901983211

Research output: Contribution to journalArticleScientificpeer-review

Demographic differences in perceived benefits from gamification

In recent years, "gamification" has been proposed as a solution for engaging people in individually and socially sustainable behaviors, such as exercise, sustainable consumption, and education. This paper studies demographic differences in perceived benefits from gamification in the context of exercise. On the basis of data gathered via an online survey (N = 195) from an exercise gamification service Fitocracy, we examine the effects of gender, age, and time using the service on social, hedonic, and utilitarian benefits and facilitating features of gamifying exercise. The results indicate that perceived enjoyment and usefulness of the gamification decline with use, suggesting that users might experience novelty effects from the service. The findings show that women report greater social benefits from the use of gamification. Further, ease of use of gamification is shown to decline with age. The implications of the findings are discussed.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Research group: TUT Game Lab, Mathematical modelling with wide societal impact (MathImpact)
Contributors: Koivisto, J., Hamari, J.
Number of pages: 10
Pages: 179-188
Publication date: 2014
Peer-reviewed: Yes

Publication information

Journal: Computers in Human Behavior
Volume: 35
ISSN (Print): 0747-5632
Ratings: 
  • Scopus rating (2014): CiteScore 5.1 SJR 1.536 SNIP 2.377
Original language: English
ASJC Scopus subject areas: Arts and Humanities (miscellaneous), Human-Computer Interaction, Psychology(all)
Keywords: Demographics, Games for health, Gamification, Gender, Persuasive technology, Social networking
Source: Scopus
Source ID: 84897395804

Research output: Contribution to journalArticleScientificpeer-review

Transparency of intentions decreases privacy concerns in ubiquitous surveillance

An online experiment (n=1,897) was carried out to understand how data disclosure practices in ubiquitous surveillance affect users' privacy concerns. Information about the identity and intentions of a data collector was manipulated in hypothetical surveillance scenarios. Privacy concerns were found to differ across the scenarios and moderated by knowledge about the collector's identity and intentions. Knowledge about intentions exhibited a stronger effect. When no information about intentions was disclosed, the respondents postulated negative intentions. A positive effect was found for disclosing neutral intentions of an organization or unknown data collector, but not for a private data collector. The findings underline the importance of disclosing intentions of data use to users in an easily understandable manner.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Mathematical modelling with wide societal impact (MathImpact), Cluster of Excellence on Multimodal Computing and Interaction, Saarland University, Aalto University, Helsinki Institute for Information Technology HIIT, Department of Information and Service Economy
Contributors: Oulasvirta, A., Suomalainen, T., Hamari, J., Lampinen, A., Karvonen, K.
Publication date: 2014
Peer-reviewed: Yes

Publication information

Journal: CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING
Volume: 17
Issue number: 10
ISSN (Print): 2152-2715
Ratings: 
  • Scopus rating (2014): CiteScore 5.7 SJR 1.712 SNIP 1.795
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction, Applied Psychology, Communication, Computer Science Applications, Social Psychology, Medicine(all)
Source: Scopus
Source ID: 84907285570

Research output: Contribution to journalArticleScientificpeer-review

Measuring flow in gamification: Dispositional Flow Scale-2

This paper measures flow in the context of gamification and investigates the psychometric properties of the Dispositional Flow Scale-2 (DFS-2). We employ data gathered from users of an exercise gamification service (N = 200). The results show that the original DFS-2 factorial structure does result in a similar model fit as the original work. However, we also present a factorial respecification that satisfies more recent model fit thresholds. Beyond validating the original DFS-2 instrument in the context of gamification, the psychometric analysis and the respecifications suggest that the components of flow divide into highly correlated conditions of flow (which were also found to be more salient in the context of gamification: autotelic experience, balance of skill and challenge, control, clear goals, and feedback) and into possible outcomes (merging action-awareness, concentration, loss of sense of time, and loss of self-consciousness) from achieving flow.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Research group: TUT Game Lab, Mathematical modelling with wide societal impact (MathImpact), Department of Information and Service Economy, Aalto University
Contributors: Hamari, J., Koivisto, J.
Number of pages: 11
Pages: 133-143
Publication date: 2014
Peer-reviewed: Yes

Publication information

Journal: Computers in Human Behavior
Volume: 40
ISSN (Print): 0747-5632
Ratings: 
  • Scopus rating (2014): CiteScore 5.1 SJR 1.536 SNIP 2.377
Original language: English
ASJC Scopus subject areas: Arts and Humanities (miscellaneous), Human-Computer Interaction, Psychology(all)
Keywords: DFS-2, Exergames, Flow, Games for health, Gamification, Persuasive technology
Source: Scopus
Source ID: 84906832723

Research output: Contribution to journalArticleScientificpeer-review

Comparison of Saltation, Amplitude Modulation, and a Hybrid Method of Vibrotactile Stimulation

Illusory vibrotactile movement can be used to provide directional tactile information on the skin. Our research question was how the presentation method affects the perception of vibrotactile movement. Illusion of vibrotactile mediolateral movement was elicited to a left dorsal forearm to investigate cognitive and emotional experiences to vibrotactile stimulation. Eighteen participants were presented with stimuli delivered to a linearly aligned row of three vibrotactile actuators. Three presentation methods were used-saltation, amplitude modulation, and a hybrid method-to form 12 distinct patterns of movement. First, the stimuli were compared pairwise using a two-alternative forced-choice procedure (same-different judgments). Second, the stimuli were rated using three nine-point bipolar scales measuring the continuity, pleasantness, and arousal of each stimulus. The stimuli presented with the amplitude modulation method were rated significantly more continuous and pleasant, and less arousing. Strong correlations between the cognition-related scale of continuity and the emotion-related scales of pleasantness and arousal were found: More continuous stimuli were rated more pleasant and less arousing.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Augmented Human Activities (AHA)
Contributors: Raisamo, J., Raisamo, R., Surakka, V.
Number of pages: 5
Pages: 517-521
Publication date: Oct 2013
Peer-reviewed: Yes

Publication information

Journal: IEEE Transactions on Haptics
Volume: 6
Issue number: 4
Article number: 6517847
ISSN (Print): 1939-1412
Ratings: 
  • Scopus rating (2013): CiteScore 5 SJR 0.754 SNIP 2.34
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction, Computer Science Applications, Medicine(all)
Keywords: evaluation/methodology, haptic I/O, Information interfaces and representation (HCI), user interfaces
Source: Scopus
Source ID: 84890532189

Research output: Contribution to journalArticleScientificpeer-review

An evaluation of the virtual curvature with the StickGrip haptic device: A case study

Dynamic simulation of distance to the physical surface could promote the development of new inexpensive tools for blind and visually impaired users. The StickGrip is a haptic device comprised of the Wacom pen input device added with a motorized penholder. The goal of the research presented in this paper was to assess the accuracy and usefulness of the new pen-based interaction technique when the position and displacement of the penholder in relation to the pen tip provided haptic feedback to the user about the distance to the physical or virtual surface of interaction. The aim was to examine how accurately people are able (1) to align the randomly deformed virtual surfaces to the flat surface and (2) to adjust the number of surface samples having a randomly assigned curvature to the template having the given curvature and kept fixed. These questions were approached by measuring both the values of the adjusted parameters and the parameters of the human performance, such as a ratio between inspection time and control time spent by the participants to complete the matching task with the use of the StickGrip device. The test of the pen-based interaction technique was conducted in the absence of visual feedback when the subject could rely on the proprioception and kinesthetic sense. The results are expected to be useful for alternative visualization and interaction with complex topographic and mathematical surfaces, artwork, and modeling.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Augmented Human Activities (AHA)
Contributors: Evreinova, T. V., Evreinov, G., Raisamo, R.
Number of pages: 13
Pages: 161-173
Publication date: Jun 2013
Peer-reviewed: Yes

Publication information

Journal: Universal Access in the Information Society
Volume: 12
Issue number: 2
ISSN (Print): 1615-5289
Ratings: 
  • Scopus rating (2013): CiteScore 2.6 SJR 0.513 SNIP 1.516
Original language: English
ASJC Scopus subject areas: Software, Information Systems, Computer Networks and Communications, Human-Computer Interaction
Keywords: Curved surface, Kinesthetic feedback, Pen-based interaction, StickGrip haptic device
Source: Scopus
Source ID: 84878407340

Research output: Contribution to journalArticleScientificpeer-review

Virtual sectioning and haptic exploration of volumetric shapes in the absence of visual feedback

The reduced behavior for exploration of volumetric data based on the virtual sectioning concept was compared with the free scanning at the use of the StickGrip linkage-free haptic device. Profiles of the virtual surface were simulated through the penholder displacements in relation to the pen tip of the stylus. One or two geometric shapes (cylinder, trapezoidal prism, ball, and torus) or their halves and the ripple surface were explored in the absence of visual feedback. In the free scanning, the person physically moved the stylus. In the parallel scanning, cross-sectional profiles were generated automatically starting from the location indicated by the stylus. Analysis of the performance of 18 subjects demonstrated that the new haptic visualization and exploration technique allowed to create accurate mental images, to recognize and identify virtual shapes. The mean number of errors was about 2.5% in the free scanning mode and 1.9% and 1.5% in the parallel scanning mode at the playback velocity of 28 mm/s and 42 mm/s, respectively. All participants agreed that the haptic visualization of the 3D virtual surface presented as the cross-sectional slices of the workspace was robust and easy to use. The method was developed for visualization of spatially distributed data collected by sensors.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Augmented Human Activities (AHA)
Contributors: Evreinova, T. V., Evreinov, G., Raisamo, R.
Publication date: 2013
Peer-reviewed: Yes

Publication information

Journal: Advances in Human Computer Interaction
Volume: 2013
Article number: 740324
ISSN (Print): 1687-5893
Ratings: 
  • Scopus rating (2013): CiteScore 2.3 SJR 0.253 SNIP 1.073
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction
Source: Scopus
Source ID: 84881494392

Research output: Contribution to journalArticleScientificpeer-review

Touch gestures in communicating emotional intention via vibrotactile stimulation

Remote communication between people typically relies on audio and vision although current mobile devices are increasingly based on detecting different touch gestures such as swiping. These gestures could be adapted to interpersonal communication by using tactile technology capable of producing touch stimulation to a user's hand. It has been suggested that such mediated social touch would allow for new forms of emotional communication. The aim was to study whether vibrotactile stimulation that imitates human touch can convey intended emotions from one person to another. For this purpose, devices were used that converted touch gestures of squeeze and finger touch to vibrotactile stimulation. When one user squeezed his device or touched it with finger(s), another user felt corresponding vibrotactile stimulation on her device via four vibrating actuators. In an experiment, participant dyads comprising a sender and receiver were to communicate variations in the affective dimensions of valence and arousal using the devices. The sender's task was to create stimulation that would convey unpleasant, pleasant, relaxed, or aroused emotional intention to the receiver. Both the sender and receiver rated the stimulation using scales for valence and arousal so that the match between sender's intended emotions and receiver's interpretations could be measured. The results showed that squeeze was better at communicating unpleasant and aroused emotional intention, while finger touch was better at communicating pleasant and relaxed emotional intention. The results can be used in developing technology that enables people to communicate via touch by choosing touch gesture that matches the desired emotion.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Augmented Human Activities (AHA), Field robotics for efficient work sites (FIRE)
Contributors: Rantala, J., Salminen, K., Raisamo, R., Surakka, V.
Number of pages: 12
Pages: 679-690
Publication date: 2013
Peer-reviewed: Yes

Publication information

Journal: International Journal of Human-Computer Studies
Volume: 71
Issue number: 6
ISSN (Print): 1071-5819
Ratings: 
  • Scopus rating (2013): CiteScore 4.6 SJR 0.861 SNIP 2.378
Original language: English
ASJC Scopus subject areas: Human Factors and Ergonomics, Software, Education, Engineering(all), Human-Computer Interaction, Hardware and Architecture
Keywords: Affective interaction, Emotions, Haptics, Mediated social touch, Mobile devices, Tactile communication
Source: Scopus
Source ID: 84876589281

Research output: Contribution to journalArticleScientificpeer-review

SymbolChat: A flexible picture-based communication platform for users with intellectual disabilities

Persons with intellectual disabilities benefit from participating in the modern information society, especially the World Wide Web, social media and Internet-mediated communication services. Although several computer-based prototypes and commercial systems have been introduced for accessible in-person communication, currently few applications and services exist to support synchronous remote communication for this user group. We introduce SymbolChat, a software platform that supports the creation of multimodal communication applications utilizing picture-based instant messaging. End users and their support personnel can customize the input and output features of the application based on their individual needs and abilities. The interaction is based on touchscreen input and speech output using speech synthesis technology. The SymbolChat platform was developed together with the prospective end users and practitioners in the field of special needs care. We evaluated the prototype application in a field study with nine users with varying degrees of intellectual and other disabilities. The results clearly indicate that the participants were able to express themselves in spontaneous communication using a large-scale picture-based vocabulary (around 2000 symbols) even without prior training in the use of symbols. This finding was supported in the constructive feedback gathered from professionals working in the area. We also successfully applied methodology from other settings, such as child-computer interaction to evaluate interaction in this challenging context. Overall, the results show that social inclusion for people with intellectual disabilities can be improved with customizable communication tools. The implemented communication platform forms a solid basis for further improvements and new communication services. In addition, we found that users with motor impairments would greatly benefit from alternative input and output methods for symbol browsing and selection.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Augmented Human Activities (AHA), Laurea University of Applied Sciences
Contributors: Keskinen, T., Heimonen, T., Turunen, M., Rajaniemi, J. P., Kauppinen, S.
Number of pages: 13
Pages: 374-386
Publication date: Sep 2012
Peer-reviewed: Yes

Publication information

Journal: Interacting with Computers
Volume: 24
Issue number: 5
ISSN (Print): 0953-5438
Ratings: 
  • Scopus rating (2012): CiteScore 4.9 SJR 0.669 SNIP 1.982
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction, Software
Keywords: Augmentative and alternative communication, Instant messaging, Picture-based communication, User-centered design
Source: Scopus
Source ID: 84866739334

Research output: Contribution to journalArticleScientificpeer-review

Barriers to task-based information access in molecular medicine

We analyze barriers to task-based information access in molecular medicine, focusing on research tasks, which provide task performance sessions of varying complexity. Molecular medicine is a relevant domain because it offers thousands of digital resources as the information environment. Data were collected through shadowing of real work tasks. Thirty work task sessions were analyzed and barriers in these identified. The barriers were classified by their character (conceptual, syntactic, and technological) and by their context of appearance (work task, system integration, or system). Also, work task sessions were grouped into three complexity classes and the frequency of barriers of varying types across task complexity levels were analyzed. Our findings indicate that although most of the barriers are on system level, there is a quantum of barriers in integration and work task contexts. These barriers might be overcome through attention to the integrated use of multiple systems at least for the most frequent uses. This can be done by means of standardization and harmonization of the data and by taking the requirements of the work tasks into account in system design and development, because information access is seldom an end itself, but rather serves to reach the goals of work tasks.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Tampere Research Center for Information and Media
Contributors: Kumpulainen, S., Järvelin, K.
Number of pages: 12
Pages: 86-97
Publication date: Jan 2012
Peer-reviewed: Yes

Publication information

Journal: JOURNAL OF THE ASSOCIATION FOR INFORMATION SCIENCE AND TECHNOLOGY
Volume: 63
Issue number: 1
ISSN (Print): 2330-1635
Ratings: 
  • Scopus rating (2012): CiteScore 5.5 SJR 1.398 SNIP 2.283
Original language: English
ASJC Scopus subject areas: Software, Artificial Intelligence, Information Systems, Human-Computer Interaction, Computer Networks and Communications
Source: Scopus
Source ID: 83655163751

Research output: Contribution to journalArticleScientificpeer-review

Tactile modulation of emotional speech samples

Traditionally only speech communicates emotions via mobile phone. However, in daily communication the sense of touch mediates emotional information during conversation. The present aim was to study if tactile stimulation affects emotional ratings of speech when measured with scales of pleasantness, arousal, approachability, and dominance. In the Experiment 1 participants rated speech-only and speech-tactile stimuli. The tactile signal mimicked the amplitude changes of the speech. In the Experiment 2 the aim was to study whether the way the tactile signal was produced affected the ratings. The tactile signal either mimicked the amplitude changes of the speech sample in question, or the amplitude changes of another speech sample. Also, concurrent static vibration was included. The results showed that the speech-tactile stimuli were rated as more arousing and dominant than the speech-only stimuli. The speech-only stimuli were rated as more approachable than the speech-tactile stimuli, but only in the Experiment 1. Variations in tactile stimulation also affected the ratings. When the tactile stimulation was static vibration the speech-tactile stimuli were rated as more arousing than when the concurrent tactile stimulation was mimicking speech samples. The results suggest that tactile stimulation offers new ways of modulating and enriching the interpretation of speech.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Augmented Human Activities (AHA), Nokia
Contributors: Salminen, K., Surakka, V., Lylykangas, J., Rantala, J., Ahmaniemi, T., Raisamo, R., Trendafilov, D., Kildal, J.
Publication date: 2012
Peer-reviewed: Yes

Publication information

Journal: Advances in Human Computer Interaction
Volume: 2012
Article number: 741304
ISSN (Print): 1687-5893
Ratings: 
  • Scopus rating (2012): CiteScore 1.5 SJR 0.311 SNIP 1.753
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction
Source: Scopus
Source ID: 84867372792

Research output: Contribution to journalArticleScientificpeer-review

Heart rate responses to synthesized affective spoken words

The present study investigated the effects of brief synthesized spoken words with emotional content on the ratings of emotions and heart rate responses. Twenty participants' heart rate functioning was measured while they listened to a set of emotionally negative, neutral, and positive words produced by speech synthesizers. At the end of the experiment, ratings of emotional experiences were also collected. The results showed that the ratings of the words were in accordance with their valence. Heart rate deceleration was significantly the strongest and most prolonged to the negative stimuli. The findings are the first suggesting that brief spoken emotionally toned words evoke a similar heart rate response pattern found earlier for more sustained emotional stimuli.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Augmented Human Activities (AHA)
Contributors: Ilves, M., Surakka, V.
Publication date: 2012
Peer-reviewed: Yes

Publication information

Journal: Advances in Human Computer Interaction
Volume: 2012
Article number: 158487
ISSN (Print): 1687-5893
Ratings: 
  • Scopus rating (2012): CiteScore 1.5 SJR 0.311 SNIP 1.753
Original language: English
ASJC Scopus subject areas: Human-Computer Interaction
Source: Scopus
Source ID: 84866156932

Research output: Contribution to journalArticleScientificpeer-review

Novel approaches to crawling important pages early

Web crawlers are essential to many Web applications, such as Web search engines, Web archives, and Web directories, which maintain Web pages in their local repositories. In this paper, we study the problem of crawl scheduling that biases crawl ordering toward important pages. We propose a set of crawling algorithms for effective and efficient crawl ordering by prioritizing important pages with the well-known PageRank as the importance metric. In order to score URLs, the proposed algorithms utilize various features, including partial link structure, inter-host links, page titles, and topic relevance. We conduct a large-scale experiment using publicly available data sets to examine the effect of each feature on crawl ordering and evaluate the performance of many algorithms. The experimental results verify the efficacy of our schemes. In particular, compared with the representative RankMass crawler, the FPR-title-host algorithm reduces computational overhead by a factor as great as three in running time while improving effectiveness by 5% in cumulative PageRank.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Research Community on Data-to-Decision (D2D), Korea University
Contributors: Alam, M. H., Ha, J. W., Lee, S. K.
Number of pages: 28
Pages: 707-734
Publication date: 2012
Peer-reviewed: Yes

Publication information

Journal: Knowledge and Information Systems
Volume: 33
Issue number: 3
ISSN (Print): 0219-1377
Ratings: 
  • Scopus rating (2012): CiteScore 4.2 SJR 1.111 SNIP 2.008
Original language: English
ASJC Scopus subject areas: Software, Information Systems, Human-Computer Interaction, Hardware and Architecture, Artificial Intelligence
Keywords: Crawl ordering, Fractional PageRank, PageRank, Web crawler
Source: Scopus
Source ID: 84869092092

Research output: Contribution to journalArticleScientificpeer-review

Integrating discrete events and continuous head movements for video-based interaction techniques

Human head gestures can potentially trigger different commands from the list of available options in graphical user interfaces or in virtual and smart environments. However, continuous tracking techniques are limited in generating discrete events which could be used to execute a predefined set of commands. In this article, we discuss a possibility to encode a set of discrete events by integrating continuous head movements and crossing-based interaction paradigm. A set of commands can be encoded through specific sequences of crossing points when a head-mouse cursor such as a scaled pointer interacts with a graphical object. The goal of the present experiment was testing the perceptual-motor performance of novices in target acquisition tasks using a subset of round head gestures and symbolic icons designating eight types of directional head movements. We have demonstrated that the novices can equally well execute round head gestures in clockwise and counter-clockwise directions by making two crossings for about 2 s or three crossings for about 3 s. None of the participants reported neck strain or other problems after 360 trials performed during a 40-min test in each of 5 days.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Augmented Human Activities (AHA)
Contributors: Evreinova, T. V., Evreinov, G., Raisamo, R.
Number of pages: 8
Pages: 739-746
Publication date: Nov 2011
Peer-reviewed: Yes

Publication information

Journal: Behaviour and Information Technology
Volume: 30
Issue number: 6
ISSN (Print): 0144-929X
Ratings: 
  • Scopus rating (2011): CiteScore 1.9 SJR 0.516 SNIP 1.052
Original language: English
ASJC Scopus subject areas: Developmental and Educational Psychology, Arts and Humanities (miscellaneous), Social Sciences(all), Human-Computer Interaction
Keywords: Continuous input, Crossing-based interaction, Dwell time, Gestures, Head tracking, Round head gestures
Source: Scopus
Source ID: 84855648205

Research output: Contribution to journalArticleScientificpeer-review

Interaction strategies for an affective conversational agent

The development of embodied conversational agents (ECA) as companions brings several challenges for both affective and conversational dialogue. These include challenges in generating appropriate affective responses, selecting the overall shape of the dialogue, providing prompt system response times, and handling interruptions. We present an implementation of such a companion showing the development of individual modules that attempt to address these challenges. Further, to resolve resulting conflicts, we present encompassing interaction strategies that attempt to balance the competing requirements along with dialogues from our working prototype to illustrate these interaction strategies in operation. Finally, we provide the results of an evaluation of the companion using an evaluation methodology created for conversational dialogue and including analysis using appropriateness annotation.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Augmented Human Activities (AHA), School of Computing Teesside University Middlesbrough, University of Oxford, Telefonica, School of Management (JKK), School of Computing Edinburgh Napier University Edinburgh, SICS SE-164 29 Kista, ILS Institute SUNY Albany Albany
Contributors: Smith, C., Crook, N., Dobnik, S., Charlton, D., Boye, J., Pulman, S., Santos de la Camara, R., Turunen, M., Benyon, D., Bradley, J., Gambäck, B., Hansen, P., Mival, O., Webb, N., Cavazza, M.
Number of pages: 17
Pages: 395-411
Publication date: Oct 2011
Peer-reviewed: Yes

Publication information

Journal: Presence: Teleoperators and Virtual Environments
Volume: 20
Issue number: 5
ISSN (Print): 1054-7460
Ratings: 
  • Scopus rating (2011): CiteScore 3 SJR 0.354 SNIP 1.141
Original language: English
ASJC Scopus subject areas: Control and Systems Engineering, Software, Human-Computer Interaction, Computer Vision and Pattern Recognition
Source: Scopus
Source ID: 84863122938

Research output: Contribution to journalArticleScientificpeer-review

Multimodal and mobile conversational Health and Fitness Companions

Multimodal conversational spoken dialogues using physical and virtual agents provide a potential interface to motivate and support users in the domain of health and fitness. This paper describes how such multimodal conversational Companions can be implemented to support their owners in various pervasive and mobile settings. We present concrete system architectures, virtual, physical and mobile multimodal interfaces, and interaction management techniques for such Companions. In particular how knowledge representation and separation of low-level interaction modelling from high-level reasoning at the domain level makes it possible to implement distributed, but still coherent, interaction with Companions. The distribution is enabled by using a dialogue plan to communicate information from domain level planner to dialogue management and from there to a separate mobile interface. The model enables each part of the system to handle the same information from its own perspective without containing overlapping logic, and makes it possible to separate task-specific and conversational dialogue management from each other. In addition to technical descriptions, results from the first evaluations of the Companions interfaces are presented.

General information

Publication status: Published
MoE publication type: A1 Journal article-refereed
Organisations: Augmented Human Activities (AHA), SICS, Norwegian Univ. of Sci. and Technol., Telefonica, School of Computing Teesside University Middlesbrough
Contributors: Turunen, M., Hakulinen, J., Ståhl, O., Gambäck, B., Hansen, P., Rodríguez Gancedo, M. C., De La Cámara, R. S., Smith, C., Charlton, D., Cavazza, M.
Number of pages: 18
Pages: 192-209
Publication date: Apr 2011
Peer-reviewed: Yes

Publication information

Journal: Computer Speech and Language
Volume: 25
Issue number: 2
ISSN (Print): 0885-2308
Ratings: 
  • Scopus rating (2011): CiteScore 4.2 SJR 0.586 SNIP 1.9
Original language: English
ASJC Scopus subject areas: Theoretical Computer Science, Software, Human-Computer Interaction
Keywords: Cognitive modelling, Companions, Conversational spoken dialogue systems, Dialogue management, Embodied conversational agents, Mobile interfaces
Source: Scopus
Source ID: 78049527811

Research output: Contribution to journalArticleScientificpeer-review

Tailored gamification: A review of literature

Gamification is increasingly becoming a pertinent aspect of any UI and UX design. However, a canonical dearth in research and application of gamification has been related to the role of individual differences in susceptibility to gamification and its varied designs. To address this gap, this study reviews the extant corpus of research on tailored gamification (42 studies). The findings of the review indicate that most studies on the field are mostly focused on user modeling for a future personalization, adaptation, or recommendation of game elements. This user model usually contains the users’ preferences of play (i.e., player types), and is mostly applied in educational settings. The main contributions of this paper are a standardized terminology of the game elements used in tailored gamification, the discussion on the most suitable game elements for each users’ characteristic, and a research agenda including dynamic modeling, exploring multiple characteristics simultaneously, and understanding the effects of other aspects of the interaction on user experience.

General information

Publication status: Published
MoE publication type: A2 Review article in a scientific journal
Organisations: Computing Sciences, Tampere University, Federal University of Rio Grande do Sul, State University of Santa Catarina
Contributors: Klock, A. C. T., Gasparini, I., Pimenta, M. S., Hamari, J.
Publication date: 1 Dec 2020
Peer-reviewed: Yes

Publication information

Journal: International Journal of Human Computer Studies
Volume: 144
Article number: 102495
ISSN (Print): 1071-5819
Original language: English
ASJC Scopus subject areas: Software, Human Factors and Ergonomics, Education, Engineering(all), Human-Computer Interaction, Hardware and Architecture
Keywords: Adaptation, Gamification, Personalization, Recommendation, Systematic review, Tailoring
Electronic versions: 
Source: Scopus
Source ID: 85086582163

Research output: Contribution to journalReview ArticleScientificpeer-review

Why do people buy virtual goods: A meta-analysis

During the last decade, virtual goods have become an important target of consumption online (especially in games, virtual worlds and social networking services) amongst physical and digital goods. In this study we investigate the question of why do people purchase virtual goods by conducting a meta-analysis (random effects model) of the existing quantitative body of literature (24 studies) on the topic. The meta-analysis revealed an important aspect of value of virtual goods: contrary to traditional goods, the reasons why people purchase virtual goods are tightly connected to the platform where they are sold in. These findings underline the significance of service design and its relationship to the formation of value of virtual goods: the value of virtual goods is context-bound, and therefore, bound to the environment where they are usable in. Most factors that were found to be significant predictors of purchase behavior (such as network effects, self-presentation, enjoyment, ease of use, flow and use of the platform) are directly related to the aspects and design of the platform beyond the general attitudes towards virtual goods themselves. Moreover, we found that enjoyment and prolonged use of the platform were more important predictors for purchases in virtual worlds than in games.

General information

Publication status: Published
MoE publication type: A2 Review article in a scientific journal
Organisations: Pervasive Computing, Gamification Group, Turun Yliopisto/Turun Biomateriaalikeskus
Contributors: Hamari, J., Keronen, L.
Number of pages: 11
Pages: 59-69
Publication date: 1 Jun 2017
Peer-reviewed: Yes

Publication information

Journal: Computers in Human Behavior
Volume: 71
ISSN (Print): 0747-5632
Ratings: 
  • Scopus rating (2017): CiteScore 7.4 SJR 1.555 SNIP 2.182
Original language: English
ASJC Scopus subject areas: Arts and Humanities (miscellaneous), Human-Computer Interaction, Psychology(all)
Keywords: Free-to-play, Freemium, Online games, Social networking services, Virtual goods, Virtual worlds
Source: Scopus
Source ID: 85012307873

Research output: Contribution to journalReview ArticleScientificpeer-review

Subjective responses to synthesised speech with lexical emotional content: The effect of the naturalness of the synthetic voice

This study aimed to investigate how the degree of naturalness and lexical emotional content of synthesised speech affects the subjective ratings of emotional experiences and how the naturalness of the voice affects the ratings of voice quality. Twenty-four participants listened to a set of affective words produced by three different speech synthesis techniques: formant synthesis, diphone synthesis and unit selection synthesis. The participants task was to rate their experiences evoked by the speech samples using three emotion-related bipolar scales for valence, arousal and approachability. The pleasantness, naturalness and clarity of the voices were also rated. The results showed that the affective words produced by the synthesisers evoked congruent emotion-related ratings in the participants. The ratings of the experienced valence and approachability were statistically significantly stronger when the affective words were produced by the more humanlike voices as compared to the more machinelike voice. The more humanlike voices were also rated as statistically significantly more natural, pleasant and clear than the less humanlike voice. Thus, our findings suggest that even machinelike voices can be used to communicate affective messages but that increasing the level of naturalness enhances positive feelings about synthetic voices and strengthens emotional communication between computers and humans.

General information

Publication status: Published
MoE publication type: A2 Review article in a scientific journal
Organisations: Augmented Human Activities (AHA), Field robotics for efficient work sites (FIRE)
Contributors: Ilves, M., Surakka, V.
Number of pages: 15
Pages: 117-131
Publication date: 1 Feb 2013
Peer-reviewed: Yes

Publication information

Journal: Behaviour and Information Technology
Volume: 32
Issue number: 2
ISSN (Print): 0144-929X
Ratings: 
  • Scopus rating (2013): CiteScore 2.5 SJR 0.705 SNIP 1.444
Original language: English
ASJC Scopus subject areas: Developmental and Educational Psychology, Arts and Humanities (miscellaneous), Social Sciences(all), Human-Computer Interaction
Keywords: emotion, naturalness, synthesised speech
Source: Scopus
Source ID: 84874406163

Research output: Contribution to journalReview ArticleScientificpeer-review

At least nine ways to play: Approaching gamer mentalities

Do digital games and play mean the same things for different people? This article presents the results of a 3-year study in which we sought for new ways to approach digital games cultures and playing practices. First, the authors present the research process in brief and emphasize the importance of merging different kinds of methods and materials in the study of games cultures. Second, the authors introduce a gaming mentality heuristics that is not dedicated to a certain domain or genre of games, addressing light casual and light social gaming motivations as well as more dedicated ones in a joint framework. The analysis reveals that, in contrast to common belief, the majority of digital gaming takes place between "casual relaxing" and "committed entertaining," where the multiplicity of experiences, feelings, and understandings that people have about their playing and digital games is wide ranging. Digital gaming is thus found to be a multifaceted social and cultural phenomenon that can be understood, practiced, and used in various ways.

General information

Publication status: Published
MoE publication type: A2 Review article in a scientific journal
Organisations: Mathematical modelling with wide societal impact (MathImpact)
Contributors: Kallio, K. P., Mäyrä, F., Kaipainen, K.
Number of pages: 27
Pages: 327-353
Publication date: Jul 2011
Peer-reviewed: Yes

Publication information

Journal: GAMES AND CULTURE: A JOURNAL OF INTERACTIVE MEDIA
Volume: 6
Issue number: 4
ISSN (Print): 1555-4120
Ratings: 
  • Scopus rating (2011): CiteScore 2.4 SJR 0.695 SNIP 1.438
Original language: English
ASJC Scopus subject areas: Cultural Studies, Communication, Anthropology, Arts and Humanities (miscellaneous), Applied Psychology, Human-Computer Interaction
Keywords: digital games, game research methodology, games cultures, heuristics, playing mentalities
Source: Scopus
Source ID: 79959469332

Research output: Contribution to journalReview ArticleScientificpeer-review

Some background on dialogue management and conversational speech for dialogue systems

Several dialogue management (DM) architectures and conversational speech for dialogue systems are presented. Basic types of DM systems include dialogue grammars and frames, plan-based and collaborative systems, and conversational games theory. DM architectures include SmartKom, Trindi, WITAS, CONVERSE, COMIC, agent-based dialogue management, and DM and automatic speech recognition (ASR) language modeling. All data collection tasks should be tailored for the conversational scenario under consideration as each scenario can present different properties. It is shown in the multimodal dialogue system that turn taking can usually be achieved by a fusion of gesture, gaze, and intonation. Intonation within the speech signal informs the dialogue manager when new information is introduced into the current conversation. By placing established emotion detection methods within the recursive nature of conversation we can consider discourse as the exploitation of the shared set of interaction affordances.

General information

Publication status: Published
MoE publication type: A2 Review article in a scientific journal
Organisations: Augmented Human Activities (AHA), University of Oxford, University of Sheffield
Contributors: Wilks, Y., Catizone, R., Worgan, S., Turunen, M.
Number of pages: 12
Pages: 128-139
Publication date: Apr 2011
Peer-reviewed: Yes

Publication information

Journal: Computer Speech and Language
Volume: 25
Issue number: 2
ISSN (Print): 0885-2308
Ratings: 
  • Scopus rating (2011): CiteScore 4.2 SJR 0.586 SNIP 1.9
Original language: English
ASJC Scopus subject areas: Theoretical Computer Science, Software, Human-Computer Interaction
Keywords: Dialogue architectures, Dialogue management, Dialogue systems, Emotion detection, Human-computer interaction
Source: Scopus
Source ID: 78049527943

Research output: Contribution to journalReview ArticleScientificpeer-review

Mille-Oeille: An architectural response to zoos’ obsolescence in post-anthropocentric times

General information

Publication status: Submitted
MoE publication type: A3 Part of a book or another research book
Organisations: Architecture, Rensselaer Polytechnic Institute, USA
Contributors: Rubio Hernandez, R., Pérez-Guembe, E.
Publication date: 2019

Host publication information

Title of host publication: DATA & DESIGN : Methods of Computational Design Strategies
Publisher: Routledge
Editors: Del Signore, M., Diniz, N.
ISBN (Print): 9780367369132
ASJC Scopus subject areas: Arts and Humanities(all), Architecture , Human-Computer Interaction
Keywords: Virtual Reality, Augmented Reality, Architecture

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Collaborative Writing and Knowledge Creation in a Social Media Online Community

This chapter deals with teaching and learning knowledge creation in higher-education institutions (HEI) via collaborative writing. The challenge of HEIs is that teaching should build capabilities that enable learners to make use of and advance academic knowledge while simultaneously developing skills relevant for the future work life. In practice, teaching at university is often disconnected from authentic work life and the tasks are far more simplified than those in the future jobs. Therefore, to address the challenge HEIs face, this chapter focusses on knowledge creation, expanding it from bounded-learning communities to online communities in social media. In online communities, it is intrinsic to act and think globally, as demanded by the new imperative. This chapter portrays the case of one knowledge management course at an HEI in which the syllabus included collaborative writing for both a bounded-learning community and the online community of Wikipedia. The student group was multidisciplinary and multicultural, with both classroom learning and distance learning options available. The research material, analysed with qualitative methods, consisted of pre-course and anonymous post-course feedback surveys, as well as learning diaries. The results show that although prior to the course many students held a prejudice and lacked knowledge about social media as part of knowledge management, they expressed they had had eye-opening learning experiences because of the expanded learning community from the traditional bounded to the online community. Based on the results of the study and the experience of teachers, recommendations are given for developing learning activities of knowledge creation in HEIs.

General information

Publication status: Published
MoE publication type: A3 Part of a book or another research book
Organisations: Industrial and Information Management, Research group: Business Ecosystems, Networks and Innovations, HAMK University of Applied Sciences
Contributors: Suominen, A., Jussila, J.
Number of pages: 15
Pages: 95-109
Publication date: 17 Nov 2018

Host publication information

Title of host publication: The Future of Innovation and Technology in Education: Policies and Practices for Teaching and Learning Excellence (Emerald Studies in Higher Education, Innovation and Technology)
Publisher: Emerald Group Publishing Ltd.
Editors: Visvizi, A., Lytras, M. D., Daniela, L.
ISBN (Print): 978-1-78756-556-2
ISBN (Electronic): 978-1-78756-555-5
ASJC Scopus subject areas: Education, Human-Computer Interaction
Keywords: Collaborative writing, knowledge creation, online community, bounded-learning community, higher-education institutions, social media

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Mille-Oeille: Environmental Zoo

General information

Publication status: Published
MoE publication type: A3 Part of a book or another research book
Organisations: Architecture, Rensselaer Polytechnic Institute, USA
Contributors: Rubio Hernandez, R., Pérez-Guembe, E.
Pages: 410-413
Publication date: 2018

Host publication information

Title of host publication: Time, Space, Existence
Publisher: GAA Foundation
ISBN (Print): 978-90-826559-3-3
ASJC Scopus subject areas: Architecture , Human-Computer Interaction
Keywords: Virtual Reality, Augmented Reality, Architecture

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Perceived Impacts as User Experience Components in Mobile News Making with Smartphones

This chapter discusses users’ perceptions of system impacts as one of the user experience components. Findings from twelve case studies on mobile news making with smartphones are summarized, focusing on the perceived impacts of system use and system characteristics that can contribute to user’s perception of system quality. The findings indicate that the perceived impacts of system, i.e., the benefits and costs, for the mobile user, activity, outcome (news and news content), and journalism are important for understanding user experience and therefore the overall evaluative judgments of the system.

General information

Publication status: Published
MoE publication type: A3 Part of a book or another research book
Organisations: Department of Pervasive Computing, Research area: User experience, Augmented Human Activities (AHA)
Contributors: Väätäjä, H.
Number of pages: 21
Pages: 218-238
Publication date: 2015

Host publication information

Title of host publication: Emerging Perspectives on the Design, Use, and Evaluation of Mobile and Handheld Devices
Publisher: IGI Global
Editor: Lumsden, J.
ISBN (Print): 9781466685833
ISBN (Electronic): 9781466685840
ASJC Scopus subject areas: Human-Computer Interaction, Information Systems, Organizational Behavior and Human Resource Management
Keywords: user experience, Impact, component, impression, perceived impact, benefit, cost, mobile work, mobile system, news making, mobile, work, outcome, news, content, work tool, smartphone, journalism

Research output: Chapter in Book/Report/Conference proceedingChapterScientificpeer-review

Kvazaar 2.0: Fast and efficient open-source HEVC inter encoder

High Efficiency Video Coding (HEVC) is the key to economic video transmission and storage in the current multimedia applications but tackling its inherent computational complexity requires powerful video codec implementations. This paper presents Kvazaar 2.0 HEVC encoder that is the new release of our academic open-source software (github.com/ultravideo/kvazaar). Kvazaar 2.0 introduces novel inter coding functionality that is built on advanced rate-distortion optimization (RDO) scheme and speeded up with several early termination mechanisms, SIMD-optimized coding tools, and parallelization strategies. Our experimental results show that the proposed coding scheme makes Kvazaar 125 times as fast as the HEVC reference software HM on the Intel Xeon E5-2699 v4 22-core processor at the additional coding cost of only 2.4% on average. In constant quantization parameter (QP) coding, Kvazaar is also 3 times as fast as the respective preset of the well-known practical x265 HEVC encoder and is still able to attain 10.7% lower average bit rate than x265 for the same objective visual quality. These results indicate that Kvazaar has become one of the leading open-source HEVC encoders in practical high-efficiency video coding.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences, Research area: Computer engineering
Contributors: Lemmetti, A., Viitanen, M., Mercat, A., Vanne, J.
Number of pages: 6
Pages: 237-242
Publication date: 27 May 2020

Host publication information

Title of host publication: MMSys 2020 - Proceedings of the 2020 Multimedia Systems Conference
Publisher: ACM
ISBN (Electronic): 9781450368452
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Human-Computer Interaction, Software
Keywords: high efficiency video coding (HEVC), inter coding, Kvazaar HEVC encoder, open-source, rate-distortion optimization (RDO)
Source: Scopus
Source ID: 85086766655

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Deep audio-visual saliency: Baseline model and data

This paper introduces a conceptually simple and effective Deep Audio-Visual Embedding for dynamic saliency prediction dubbed "DAVE" in conjunction with our efforts towards building an Audio-Visual Eye-tracking corpus named "AVE". Despite existing a strong relation between auditory and visual cues for guiding gaze during perception, video saliency models only consider visual cues and neglect the auditory information that is ubiquitous in dynamic scenes. Here, we propose a baseline deep audio-visual saliency model for multi-modal saliency prediction in the wild. Thus the proposed model is intentionally designed to be simple. A video baseline model is also developed on the same architecture to assess effectiveness of the audio-visual models on a fair basis. We demonstrate that audio-visual saliency model outperforms the video saliency models. The data and code are available at https://hrtavakoli.github.io/AVE/and https://github.com/hrtavakoli/DAVE.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences, Nokia, Aalto University
Contributors: Tavakoli, H. R., Borji, A., Kannala, J., Rahtu, E.
Publication date: 6 Feb 2020

Host publication information

Title of host publication: Proceedings ETRA 2020 Short Papers - ACM Symposium on Eye Tracking Research and Applications, ETRA 2020
Publisher: ACM
Editor: Spencer, S. N.
Article number: 3
ISBN (Electronic): 9781450371346
ASJC Scopus subject areas: Computer Vision and Pattern Recognition, Human-Computer Interaction, Ophthalmology, Sensory Systems
Keywords: Audio-Visual Saliency, Deep Learning, Dynamic Visual Attention

Bibliographical note

EXT="Tavakoli, Hamed Rezazadegan"

Source: Scopus
Source ID: 85085734752

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

"The superhero of the university": Experience-driven design and field study of the university guidance robot

Robots have recently gained popularity in customer service. Especially social robots are nowadays utilized in healthcare, elderly homes and schools. Although it is crucial to design social robots according to well-defined user experience goals, research related to experience-driven design of social robots is still scarce. Experience-Driven Design (EDD) is a framework to design interaction for technology based on certain goals, known as experience goals. In this paper, we present the design and evaluation of the university guidance robot based on the user experience goals defined in previous research. The experience goals are nurture, fellowship and recreation. We designed applications, interaction, and robot's behavior to support the fulfillment of the experience goals. The social robot Pepper served as a platform for the university guidance robot. The evaluation was conducted as a field study in a university campus with 32 university students during the orientation week. According to our findings, the university guide robot successfully evoked nurture, fellowship and recreation among participants.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences
Contributors: Chowdhury, A., Ahtinen, A., Kaipainen, K.
Number of pages: 9
Pages: 1-9
Publication date: 29 Jan 2020

Host publication information

Title of host publication: AcademicMindtrek 2020 - Proceedings of the 23rd International Academic Mindtrek Conference : January 2020, Tampere
Publisher: ACM
ISBN (Electronic): 9781450377744
ASJC Scopus subject areas: Software, Human-Computer Interaction, Computer Vision and Pattern Recognition, Computer Networks and Communications
Keywords: experience-driven design, social robots, user experience
Source: Scopus
Source ID: 85080943314

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

A preliminary network analysis on steam game tags: Another way of understanding game genres

Video game genre classification has long been a focusing perspective in game studies domain. Despite the commonly acknowledged usefulness of genre classification, scholars in the game studies domain are yet to reach consensus on the game genre classification. On the other hand, Steam, a popular video game distribution platform, adopts the user-generated tag feature enabling players to describe and annotate video games based on their own understanding of genres. Despite the concern of the quality, the user-generated tags (game tags) provide an opportunity towards an alternative way of understanding video game genres based on the players' collective intelligence. Hence, in this study, we construct a network of game tags based on the co-occurrence of tags in games on Steam platform and analyze the structure of the network via centrality analysis and community detection. Such analysis shall provide an intuitive presentation on the distribution and connections of the game tags, which furthermore suggests a potential way of understanding the important tags that are commonly adopted and the main genres of video games.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Communication Sciences
Contributors: Li, X., Zhang, B.
Number of pages: 9
Pages: 65-73
Publication date: 29 Jan 2020

Host publication information

Title of host publication: AcademicMindtrek 2020 - Proceedings of the 23rd International Academic Mindtrek Conference : January 29-30, 2020, Tampere, Finland
Publisher: ACM
ISBN (Electronic): 9781450377744
ASJC Scopus subject areas: Software, Human-Computer Interaction, Computer Vision and Pattern Recognition, Computer Networks and Communications
Keywords: centrality, community detection, game tag, genre, modularity, network, steam, video game

Bibliographical note

INT=coms,"Li, Xiaozhou"

Source: Scopus
Source ID: 85080924784

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Color game: A collaborative social robotic game for icebreaking; Towards the design of robotic ambiences as part of smart building services

Social robots are entering our workplaces, homes, medical and educational systems in assistive and collaborative roles. In our research, we have investigated the use of a social robot Pepper as an interactive icebreaker host to create a positive atmosphere at events. This paper presents two user studies (total n=43) in which we evaluated two interactive prototypes of playful applications on Pepper, with the overall aim of providing a personal and entertaining service for event attendees. Data about users' experiences and attitudes were collected with semi-structured interviews, surveys, and observations. The results of the studies suggest that the majority of the participants had pleasurable and positive experiences with the robot and its applications. Moreover, their positive encounters led them to accept social robots as icebreaker hosts to connect with strangers. Based on our findings, we present a list of design implications to help the future design of social robots used to facilitate social connectedness, and to aid in the development of social robots as intelligent agents performing tasks as integrated parts of smart spaces.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences, Civil Engineering, Research group: Digitalization in the real estate and construction sector
Contributors: Beheshtian, N., Kaipainen, K., Kähkönen, K., Ahtinen, A.
Number of pages: 10
Pages: 10-19
Publication date: 29 Jan 2020

Host publication information

Title of host publication: AcademicMindtrek 2020 - Proceedings of the 23rd International Academic Mindtrek Conference : January 2020, Tampere
Publisher: ACM
ISBN (Electronic): 9781450377744
ASJC Scopus subject areas: Software, Human-Computer Interaction, Computer Vision and Pattern Recognition, Computer Networks and Communications
Keywords: human robot interaction, ice breaking, smart building, social connectedness, social robots, user experience
Source: Scopus
Source ID: 85080911326

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Demographic differences in accumulated types of capital in massively multiplayer online role-playing games

This paper examines how the demographic attributes and extra-game habits of players of a Massively Multiplayer Online Role-Playing Game (MMORPG) predict the accumulated capital of their avatars. An online survey (N=905) was conducted amidst the players of Final Fantasy XIV (FFXIV). Four types of capital were measured to map out the concrete and intangible resources of the avatars; social, economic, cultural and symbolic. The results show that weekly time spent playing the game is the strongest predictor of avatar capital and was associated with all types of capital. Time subscribed to the game was associated with cultural, economic, symbolic and bonding social capital. Social capital was found to be highest amongst both young and female players. Forum activity was associated with symbolic capital.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Communication Sciences, Research group: TUT Game Lab, Computing Sciences, Turun yliopisto
Contributors: Korkeila, H., Koivisto, J., Hamari, J.
Number of pages: 9
Pages: 74-82
Publication date: 29 Jan 2020

Host publication information

Title of host publication: AcademicMindtrek 2020 - Proceedings of the 23rd International Academic Mindtrek Conference : January 2020, Tampere
Publisher: ACM
ISBN (Electronic): 9781450377744
ASJC Scopus subject areas: Software, Human-Computer Interaction, Computer Vision and Pattern Recognition, Computer Networks and Communications
Keywords: avatar, capital, demographics, MMORPG
Source: Scopus
Source ID: 85080910780

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Satisfaction and willingness to consume immersive journalism: Experiment of differences between VR, 360 video, and article

Immersive journalism has been touted to revolutionize journalism due to its ability to afford a multi-modal engrossing experience. However, hardly any experiments have been conducted whether consumers' satisfaction and consequent intentions to use immersive journalistic media may differ from traditional forms of journalistic content. Therefore, in this study, we investigate the differences in satisfaction and continued use intentions between article, 360 video and VR-based interaction with content. The data was collected via a randomized controlled laboratory experiment with between-subjects design (N = 87). Participants were randomly assigned to reading a written article based on the video (article) and watching the video on a computer screen (2D 360) or in mobile VR (VR 360). The collected data consisted of demographics (age and gender) and reported satisfaction and intention to continue use. Results suggest that those who were assigned to VR 360 had higher intentions to continue use, but not greater satisfaction than those in the other two conditions. However, the intention was predicted to an extent by satisfaction as suggested by previous literature. Finally, age and gender did not predict continued use. These findings imply that users prefer the new media technology for consuming journalism content and support previous findings of the relationship between satisfaction and intention to continue use. Finally, avenues for further research are presented.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences, Research group: TUT Game Lab
Contributors: Bujic, M., Hamari, J.
Number of pages: 6
Pages: 120-125
Publication date: 29 Jan 2020

Host publication information

Title of host publication: AcademicMindtrek 2020 - Proceedings of the 23rd International Academic Mindtrek Conference : January 2020, Tampere
Publisher: ACM
ISBN (Electronic): 9781450377744
ASJC Scopus subject areas: Software, Human-Computer Interaction, Computer Vision and Pattern Recognition, Computer Networks and Communications
Keywords: 360-degree video, age, gender, immersive journalism, intention to continue use, satisfaction, virtual reality
Source: Scopus
Source ID: 85080895604

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Innovation challenges as a novel multidisciplinary learning platform

Innovation Challenges is a new course offered for the whole Tampere university community by Y-kampus entrepreneurship and innovation services, for the first time in fall 2019. Innovation Challenges offers practice-based cases that allow students to develop their creativity and problem-solving skills in a team. Learning is anchored in team coaching pedagogy, learning-by-doing attitude and entrepreneurial mindset. In this paper, we first describe the evolution that created a course called Innovation Challenges. Then, we describe course organization and the six challenges that student teams are currently solving.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Information and Knowledge Management, Research group: Business Data Research Group, Tampere Uni. of Applied Sci., Tampere University
Contributors: Jokiniemi, S., Myllärniemi, J., Poranen, T., Vuorenmaa, M.
Number of pages: 4
Pages: 145-148
Publication date: 29 Jan 2020

Host publication information

Title of host publication: AcademicMindtrek 2020 - Proceedings of the 23rd International Academic Mindtrek Conference : January 2020, Tampere
Publisher: ACM
ISBN (Electronic): 9781450377744
ASJC Scopus subject areas: Software, Human-Computer Interaction, Computer Vision and Pattern Recognition, Computer Networks and Communications
Keywords: innovation, learning platform, multidisciplinary projects

Bibliographical note

INT=comp,"Poranen, Timo"

Source: Scopus
Source ID: 85080863203

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

User experience of stereo and spatial audio in 360° live music videos

360° music videos are becoming prevalent in music entertainment. Still, academic studies of the 360° live music experience covering both audio and visual experience are scarce. In this paper, we present a study of user experience of stereo and spatial audio in a 360° live music video setting with two different display types. The research was conducted in the form of a laboratory experiment, in which 20 participants watched and evaluated stereo and spatial audio versions of the same music video using a flat computer display and a head-mounted display (HMD). Based on the results, spatial audio combined with HMD scored highest in the quantitative metrics of perceived audio quality, presence, and overall listening experience. However, qualitative findings reveal that this combination does not fit well with users' listening habits. While nine participants preferred to use headphones to listen to music, thirteen participants viewed music listening as a secondary task-making the use of HMDs less suitable.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences, Tampere University, Tampere University of Applied Sciences
Contributors: Holm, J., Väänänen, K., Battah, A.
Number of pages: 8
Pages: 134-141
Publication date: 2020

Host publication information

Title of host publication: AcademicMindtrek 2020 - Proceedings of the 23rd International Academic Mindtrek Conference : January 2020, Tampere
Publisher: ACM
ISBN (Electronic): 9781450377744
ASJC Scopus subject areas: Software, Human-Computer Interaction, Computer Vision and Pattern Recognition, Computer Networks and Communications
Keywords: 360° video, ambisonics, head-mounted display, music video, spatial audio, stereo, user experience, virtual reality

Bibliographical note

EXT="Holm, Jukka"
INT=comp,"Battah, Anas"

Source: Scopus
Source ID: 85080964162

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Promoting local culture and enriching airport experiences through interactive storytelling

Experiences in airports may shape future travel plans and contribute to tourism destination development. However, a chaotic environment and time-consuming procedural routines in airports may result in negative associations towards the host country and its culture. Despite the existence of assistive airport applications, little attention is given to facilitating travelers’ engagement with cultural exploration. This paper introduces a concept of interactive personalized storytelling that provides both a cultural learning adventure and connection to local retailing. Our application generates an imaginative Finnish storyline unique to every user to guide them through local shops in the airport. A field evaluation was conducted with 15 travelers of different nationalities. Travelers perceived the interactive storytelling experience as an interesting and unique way to spend waiting time at the airport while increasing cultural exposure. Moreover, we found this method to be effective in persuading travelers to explore local products at the airport. Further, our results give insight to designing storytelling applications for large public places.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences, Lapland University of Applied Sciences, Tampere University, Tampere University, Tampere University
Contributors: Burova, A., Kelling, C., Keskinen, T., Hakulinen, J., Kallioniemi, P., Väätäjä, H., Turunen, M.
Number of pages: 7
Publication date: 26 Nov 2019

Host publication information

Title of host publication: MUM 2019 - 18th International Conference on Mobile and Ubiquitous Multimedia, Proceedings
Publisher: Association for Computing Machinery
Editors: Jacucci, G., Paterno, F., Rohs, M., Santoro, C.
Article number: 3365640
ISBN (Electronic): 9781450376242

Publication series

Name: ACM International Conference Proceeding Series
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Airport experience, Digital storytelling, Field study, Mobile application

Bibliographical note

EXT="Väätäjä, Heli"

Source: Scopus
Source ID: 85076809996

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Red Alert: Break-Glass Protocol to Access Encrypted Medical Records in the Cloud

Availability of medical records during an emergency situation is of paramount importance since it allows healthcare professionals to access patient's data on time and properly plan the next steps that need to be taken. Cloud storage has the potential to provide a solution to the problem of data unavailability during an emergency situation. However, sharing medical records raises several concerns about security and privacy. In this paper, we study the problem of how to share encrypted patients' data during an emergency situation. To this end, we propose a protocol through which a team of healthcare professionals can securely decrypt the medical records of a patient who is under an emergency situation (e.g. acute stroke). Furthermore, our protocol ensures that a team of healthcare professionals will only have access to the patient's data for the time needed to complete a specific process related to the patient's situation (e.g. transfer patient to the hospital). In our study, the dynamically granting and revoking data access during an emergency treatment is the main novelty.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences, University of Amsterdam
Contributors: De Oliveira, M. T., Michalas, A., Groot, A. E., Marquering, H. A., Olabarriaga, S. D.
Publication date: 1 Oct 2019

Host publication information

Title of host publication: 2019 IEEE International Conference on E-Health Networking, Application and Services, HealthCom 2019
Publisher: IEEE
Article number: 9009598
ISBN (Electronic): 9781728104027
ASJC Scopus subject areas: Artificial Intelligence, Computer Networks and Communications, Computer Science Applications, Human-Computer Interaction, Health Informatics, Health(social science)
Keywords: Attribute-Based Encryption, e-Health Privacy, Electronic Medical Records, Emergency care, Secure Cloud Storage

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Social features in hybrid board game marketing material

This paper identifies 7 key social features which appear in the marketing and promotional material of hybrid board games. The features are identified by exploring sources such as game websites and game boxes of 13 hybrid board game products. The material is analyzed in order to determine how social features related to hybrid game features are presented. As a result of the analysis, it became apparent that there are certain key social features which are presented as being important to players. The knowledge generated in this work acts as a view to how the industry sees hybridity in games as a tool for supporting social interaction, and how the industry wants to message it to consumers when they explore promotional material. The identified key social features can also be used as design knowledge for developing new games, as they give insight into popular social features in hybrid board games.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences, Tampere University
Contributors: Nummenmaa, T., Kankainen, V.
Publication date: 26 Aug 2019

Host publication information

Title of host publication: Proceedings of the 14th International Conference on the Foundations of Digital Games, FDG 2019
Publisher: ACM
Editors: Khosmood, F., Pirker, J., Apperley, T., Deterding, S.
Article number: 67
ISBN (Electronic): 9781450372176
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Board games, Design, Hybrid games, Marketing

Bibliographical note

INT=comp,"Kankainen, Vill"

Source: Scopus
Source ID: 85072820010

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Game postmortems vs. developer Reddit AMAs: Computational analysis of developer communication

Postmortems and Reddit Ask Me Anything (AMA) threads represent communications of game developers through two different channels about their game development experiences, culture, processes, and practices. We carry out a quantitative text mining based comprehensive analysis of online available postmortems and AMA threads from game developers over multiple years. We find and analyze underlying topics from the postmortems and AMAs as well as their variation among the data sources and over time. The analysis is done based on structural topic modeling, a probabilistic modeling technique for text mining. The extracted topics reveal differing and common interests as well as their evolution of prevalence over time in the two text sources. We have found that postmortems put more emphasis on detail-oriented development aspects as well as technically-oriented game design problems whereas AMAs feature a wider variety of discussion topics that are related to a more general game development process, game-play and game-play experience related game design. The prevalences of the topics also evolve differently over time in postmortems versus AMAs.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences, Tampere University
Contributors: Lu, C., Peltonen, J., Nummenmaa, T.
Publication date: 26 Aug 2019

Host publication information

Title of host publication: Proceedings of the 14th International Conference on the Foundations of Digital Games, FDG 2019
Publisher: ACM
Editors: Khosmood, F., Pirker, J., Apperley, T., Deterding, S.
Article number: 22
ISBN (Electronic): 9781450372176
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Game development, Literature analysis, Postmortem analysis, Reddit, Text mining

Bibliographical note

INT=comp,"Peltonen, Jaakko"
INT=comp,"Lu, Chien"

Source: Scopus
Source ID: 85072819939

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Real-time online drilling vibration analysis using data mining

While the data mining intermediaries play a critical role in the rock drilling industry, they also tend to provide an optimized real-time model for the drilling systems. In addition, proper online tool condition monitoring (OTOM) methods can improve the drilling performance by accessing real-time data. Hence, OTOM methods assist depreciating error and detect unspecified faults at early stages. In this study, we proposed appropriate OTOM algorithms to develop and enhance the quality of real-time systems and provide a solution to detect and categorize various stages of drilling operation with the aid of vibration signals (especially in terms of acceleration or velocity). In particular, the proposed methods in this article perform based on statistical approaches. Therefore, in order to recognize the drilling stages, we measured the Root Mean Square (RMS) values corresponding to the acceleration signals. In the meantime, we also succeeded to distinguish the drilling stages by employing estimated power spectral density (PSD) in the frequency domain. The acquired results in this publication confirm the real-time prediction and classification potential of the proposed methods for the different drilling stages and especially for the rock drilling engineering.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences, Automation Technology and Mechanical Engineering, Research group: Innovative Hydraulic Automation, Research group: MMDM, Tamlink Oy, Sandvik Mining and Construction Oy
Contributors: Zare, M., Huova, M., Visa, A., Launis, S.
Number of pages: 6
Pages: 175-180
Publication date: 19 Jul 2019

Host publication information

Title of host publication: Proceedings of the 2019 2nd International Conference on Data Science and Information Technology, DSIT 2019
Publisher: ACM
ISBN (Electronic): 9781450371414
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Data mining, Drilling stages, Real-time, Statistical analysis
Source: Scopus
Source ID: 85072810540

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Public and open HEVC encoding service in the cloud

The ability to record vast amounts of video content requires convenient and efficient video coding services with which users can tackle the limited storage and transmission capacities. This paper presents an open-source cloud service for encoding raw video formats and transcoding compressed videos to the latest HEVC/H.265 format. Respective commercial transcoding services are available on the Internet but they are behind a paywall. On the other hand, using command-line interfaces of existing open-source software solutions requires in-depth knowledge of the coding process to attain the best coding gain and speed. The proposed service is available online, it is free to use without any registration, and its easy-to-use web interface makes it feasible for non-technical users. It is built on the FFmpeg multimedia framework whose built-in decoders accept various input video formats that are then compressed to HEVC with a full-fledged Kvazaar open-source encoder.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences, Tampere University
Contributors: Altonen, A., Viitanen, M., Räsänen, J., Mercat, A., Vanne, J.
Number of pages: 4
Pages: 300-303
Publication date: 18 Jun 2019

Host publication information

Title of host publication: Proceedings of the 10th ACM Multimedia Systems Conference, MMSys 2019
Publisher: ACM
ISBN (Electronic): 9781450362979
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Human-Computer Interaction, Software
Keywords: Cloud en/transcoding, FFmpeg, High efficiency video coding (HEVC), Kvazaar HEVC encoder, Software as a service (SaaS)

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Facilitating the first move: Exploring inspirational design patterns for aiding initiation of social encounters

Actualizing positive social encounters remains both a key ends and means in many activities to foster a sense of community. Initiating encounters between strangers typically requires facilitative activities or artefacts, such as icebreakers or tickets-to-talk. However, there is little understanding of which designs are effective and why, and the broad design space remains largely underexplored. We address this challenge by presenting five candidates for inspirational design patterns on signaling social intentions and identifying impediments that deter commencement of encounters. The principles result from an extensive review of design cases and public art installations. Through focus groups and expert interviews, we assessed the perceived applicability and social acceptance of the proposed patterns. Three new design principles relating to the risks of initiating an encounter emerged through analyzing participant responses. These articulations of possible approaches and pitfalls for increasing conviviality may broaden the repertoire of, and support discussion between designers and others concerned with collocated social interaction.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences, University of Southern Denmark
Contributors: Mitchell, R., Olsson, T.
Number of pages: 12
Pages: 283-294
Publication date: 3 Jun 2019

Host publication information

Title of host publication: C&T 2019 - 9th International Conference on Communities and Technologies, Conference Proceedings
Publisher: ACM
Editors: Tellioglu, H., Cech, F.
ISBN (Electronic): 9781450371629
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Collocated interaction, Design patterns, Social encounters, Social encouragement, Social interaction design, Ticket-to-talk
Source: Scopus
Source ID: 85067884637

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Thin form-factor super multiview head-up display system

We propose a virtual-image head-up display (HUD) based on the super multiview (SMV) display technology. Implementation-wise, the HUD provides a compact solution, consisting of a thin form-factor SMV display and a combiner placed on the windshield of the vehicle. Since the utilized display is at most few centimeters thick, it does not need extra installation space that is usually required by most of the existing virtual image HUDs. We analyze the capabilities of the proposed system in terms of several HUD related quality factors such as resolution, eyebox width, and target image depth. Subsequently, we verify the analysis results through experiments carried out using our SMV-HUD demonstrator. We show that the proposed system is capable of visualizing images at the typical virtual image HUD depths of 2 − 3m, in a reasonably large eyebox, which is slightly over 30cm in our demonstrator. For an image at the target virtual image depth of 2.5m, the field of view of the developed system is 11x16 and the spatial resolution is around 240x60 pixels in vertical and horizontal directions, respectively. There is, however, plenty of room for improvement regarding the resolution, as we actually utilize an LCD at moderate resolution (216 ppi) and off-the-shelf lenticular sheet in our demonstrator.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences
Contributors: Akpinar, U., Sahin, E., Suominen, O., Gotchev, A.
Publication date: 13 Jan 2019

Host publication information

Title of host publication: Stereoscopic Displays and Applications XXX

Publication series

Name:  IS&T International Symposium on Electronic Imaging
ISSN (Electronic): 2470-1173
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Science Applications, Human-Computer Interaction, Software, Electrical and Electronic Engineering, Atomic and Molecular Physics, and Optics

Bibliographical note

jufoid=84313

Source: Scopus
Source ID: 85081086336

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Additional lossless compression of JPEG images based on BPG

The task of additional lossless compression of JPEG images is considered. We propose to decode JPEG image and recompress it using lossy BPG (Better Portable Graphics) codec based on a subset of the HEVC open video compression standard. Then the decompressed and smoothed BPG image is used for calculation and quantization of DCT coefficients in 8x8 image blocks using quantization tables of the source JPEG image. A difference between obtained quantized DCT coefficients and quantized DCT coefficients of the source JPEG image (prediction error) is calculated. The difference is lossless compressed by a proposed context modeling and arithmetical coding. In this way the source JPEG image is replaced by two files: compressed BPG image and the compressed difference which needed for lossless restoration of the source JPEG image. It is shown that the proposed approach provides compression ratios comparable with state of the art PAQ8, WinZip and STUFFIT file archivers. At the same time BPG images may be used for fast preview of compressed JPEG images.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences, Kharkiv National Aerospace University
Contributors: Ponomarenko, M., Miroshnichenko, O., Lukin, V., Egiazarian, K.
Publication date: 13 Jan 2019

Host publication information

Title of host publication: Image Processing: Algorithms and Systems XVII

Publication series

Name: IS and T International Symposium on Electronic Imaging Science and Technology
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Science Applications, Human-Computer Interaction, Software, Electrical and Electronic Engineering, Atomic and Molecular Physics, and Optics
Keywords: Context modelling, Discrete cosine transform, JPEG, JPEG additional compression
Source: Scopus
Source ID: 85080092000

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Phase masks optimization for broadband diffractive imaging

The task of optimization of phase masks for broadband diffractive imaging to minimize chromatic aberrations and to provide given value of Depth of Focus (DoF) is considered. Different schemes of multilevel phase mask (MPM) forming by combining pixels of two Fresnel lenses are analyzed. The Fresnel lenses are calculated for the same focal distance but for very different wavelengths. A possibility of adding to the optimized mask a cubic component is taking into account as well as usage of discrete phase masks with optimized number of levels. It is shown that the proposed approach in the combination with inverse imaging allows to significantly increase image quality for a focus distance in comparison to refractive lens-based optical systems. Moreover, it is shown that by changing of aforementioned parameters it is possible to increase or decrease DoF value depending from a given goal of optimization. It is demonstrated by numerical analysis that the proposed approach significantly increases robustness of designed MPM to Gaussian additive noise in MPM introduced due to fabrication errors.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences, Research group: Computational Imaging-CI
Contributors: Ponomarenko, M., Katkovnik, V., Egiazarian, K.
Publication date: 13 Jan 2019

Host publication information

Title of host publication: Image Processing: Algorithms and Systems XVII

Publication series

Name: IS and T International Symposium on Electronic Imaging Science and Technology
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Science Applications, Human-Computer Interaction, Software, Electrical and Electronic Engineering, Atomic and Molecular Physics, and Optics
Keywords: Diffractive optical elements, Inverse imaging, Lensless imaging, Multilevel phase mask design
Source: Scopus
Source ID: 85080039777

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Combined no-reference IQA metric and its performance analysis

The problem of increasing efficiency of blind image quality assessment is considered. No-reference image quality metrics both independently and as components of complex image processing systems are employed in various application areas where images are the main carriers of information. Meanwhile, existing no-reference metrics have a significant drawback characterized by a low adequacy to image perception by human visual system (HVS). Many well-known no-reference metrics are analyzed in our paper for several image databases. A method of combining several no-reference metrics based on artificial neural networks is proposed based on multi-database verification approach. The effectiveness of the proposed approach is confirmed by extensive experiments.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences, Kharkiv National Aerospace University
Contributors: Ieremeiev, O., Lukin, V., Ponomarenko, N., Egiazarian, K.
Publication date: 13 Jan 2019

Host publication information

Title of host publication: Image Processing: Algorithms and Systems XVII

Publication series

Name: IS and T International Symposium on Electronic Imaging Science and Technology
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Science Applications, Human-Computer Interaction, Software, Electrical and Electronic Engineering, Atomic and Molecular Physics, and Optics
Keywords: Combined metrics, Full-reference metrics, Image visual quality assessment, Robust metrics
Source: Scopus
Source ID: 85080028392

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Log analysis of 360-degree video users via MQTT

Analyzing 360-degree video users is beneficial for 360-degree video application development. The analysis can be done with logged user data. In this paper, we argue that MQTT is a conventional technology for distributed logging of mobile 360-degree video users. MQTT not only saves resources also allows communication from the logging server to mobile clients in various networking conditions relatively easy. We constructed a proof of concept to show the feasibility of the approach. As log analysis examples, the proof of concept visualizes results of the most popular region of interest analysis and k-means clustering. The used research method is design science.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Computing Sciences
Contributors: Luoto, A.
Number of pages: 8
Pages: 130-137
Publication date: 2019

Host publication information

Title of host publication: ICGDA 2019 : Proceedings of the 2019 2nd International Conference on Geoinformatics and Data Analysis
Publisher: ACM
ISBN (Electronic): 978-1-4503-6245-0
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: 360-degree video, Component, Log Analysis, MQTT
Electronic versions: 
Source: Scopus
Source ID: 85066837109

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Human-robot interactive learning architecture using ontologies and symbol manipulation

Robotic systems developed for support can provide assistance in various ways. However, regardless of the service provided, the quality of user interaction is key to adoption by the general public. Simple communication difficulties, such as terminological differences, can make or break the acceptance of robots. In this work we take into account these difficulties in communication between a human and a robot. We propose a system that allows to handle unknown concepts through symbol manipulation based on natural language interactions. In addition, ontologies are used as a convenient way to store the knowledge and reason about it. To demonstrate the use of our system, two scenarios are described and tested with a Care-O-Bot 4. The experiments show that confusions and difficulties in communication can effectively be resolved through symbol manipulation.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Automation Technology and Mechanical Engineering, Aalto University
Contributors: Angleraud, A., Houbre, Q., Kyrki, V., Pieters, R.
Number of pages: 6
Pages: 384-389
Publication date: 6 Nov 2018

Host publication information

Title of host publication: RO-MAN 2018 - 27th IEEE International Symposium on Robot and Human Interactive Communication : August 27-31, 2018, Nanjing, China.
Publisher: IEEE
ISBN (Print): 978-1-5386-7981-4
ISBN (Electronic): 9781538679807

Publication series

Name: IEEE RO-MAN
ISSN (Print): 1944-9445
ISSN (Electronic): 1944-9437
ASJC Scopus subject areas: Human-Computer Interaction, Cognitive Neuroscience, Communication, Artificial Intelligence
Electronic versions: 

Bibliographical note

jufoid=72047

Source: Scopus
Source ID: 85058077478

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Systematic literature review on user logging in virtual reality

In this systematic literature review, we study the role of user logging in virtual reality research. By categorizing literature according to data collection methods and identifying reasons for data collection, we aim to find out how popular user logging is in virtual reality research. In addition, we identify publications with detailed descriptions about logging solutions. Our results suggest that virtual reality logging solutions are relatively seldom described in detail despite that many studies gather data by body tracking. Most of the papers gather data to witness something about a novel functionality or to compare different technologies without discussing logging details. The results can be used for scoping future virtual reality research.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, Research area: Software engineering
Contributors: Luoto, A.
Number of pages: 8
Pages: 110-117
Publication date: 10 Oct 2018

Host publication information

Title of host publication: Mindtrek 2018 - Proceedings of the 22nd International Academic Mindtrek Conference
Publisher: ACM
ISBN (Electronic): 9781450365895
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Systematic Literature Review, User Logging
Electronic versions: 
Source: Scopus
Source ID: 85056744675

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Robotic process automation - Creating value by digitalizing work in the private healthcare?

Organizations are applying digitalization to the constantly increasing amounts of different organizational processes [2]. The healthcare sector is also changing and actively seeking better ways to enhance performance, especially in the private healthcare sector [7]. Automation of workflow processes, e.g., Robotic Process Automation (RPA), in organizations has been emerging as a solution to this demand [3, 4]. To meet this clear demand, automation of workflow processes in organizations has been a rising trend during the past few years [3]. We analyze the value creating functions of the RPA potential in the private healthcare industry sector, using modified Walter et al.’s function-oriented value analysis as our theoretical lens for identifying the potential of RPA.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Industrial and Information Management
Contributors: Ratia, M., Myllärniemi, J., Helander, N.
Number of pages: 6
Pages: 222-227
Publication date: 10 Oct 2018

Host publication information

Title of host publication: Mindtrek 2018 - Proceedings of the 22nd International Academic Mindtrek Conference
Publisher: ACM
ISBN (Electronic): 9781450365895
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Digitalization of knowledge work, Healthcare, Robotic Process Automation, Value creation
Source: Scopus
Source ID: 85056714767

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

The Finnish you – An interactive storytelling application for an airport environment

Traveling should be full of excitement and new experiences. However, a chaotic airport environment and constant waiting often halt these pleasurable feelings. Although passengers can spend their time shopping, they are unlikely to connect personally to the products. Furthermore, airport services seldom highlight the local culture that passengers miss by being confined to the airport. To address these shortcomings, we present a mobile web-application, called “The Finnish You”. Utilizing the elements of interactive storytelling and gamification, the application guides users through shops and brands in the airport while teaching about the local culture in a personalized way. The application was tested in a user study with nine participants in a controlled office environment and was seen as a satisfactory way to spend time waiting in the airport. Our findings show how a personalized storytelling approach may convert ordinary shopping activity into a culture-learning adventure. We further suggest implications for the design of storytelling applications regarding the airport context of use.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Faculty of Computing and Electrical Engineering, Pervasive Computing, Research area: User experience, Human-Centered Technology (IHTE)
Contributors: Burova, A., Kelling, C., Hakulinen, J., Kallioniemi, P., Keskinen, T., Turunen, M., Väätäjä, H.
Number of pages: 10
Pages: 182-191
Publication date: 10 Oct 2018

Host publication information

Title of host publication: Mindtrek 2018 - Proceedings of the 22nd International Academic Mindtrek Conference
Publisher: ACM
ISBN (Electronic): 9781450365895
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Airport Environment, Digital Storytelling, Gamification, Mobile Web-Application, User Experience
Source: Scopus
Source ID: 85056694022

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Implications of audio and narration in the user experience design of virtual reality

Virtual reality (VR) is quickly gaining momentum as an immersive medium; however, there is much to learn about the design elements needed to create a positive experience. In this paper, we present the second wave of user testing of a journalistic and cultural VR experience that tells the story of a well-known artist through his art. The storytelling elements narration and ambient music were added to the initial prototype and tested in the field with 32 participants. Our results showed that the improvements produced a mostly positive user experience and shed light on what could be further improved in the case of our prototype, the field of immersive journalism, and VR used in the cultural context.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, Research area: User experience, Sanoma
Contributors: Kelling, C., Karhu, J., Kauhanen, O., Turunen, M., Väätäjä, H., Lindqvist, V.
Number of pages: 4
Pages: 258-261
Publication date: 10 Oct 2018

Host publication information

Title of host publication: Mindtrek 2018 - Proceedings of the 22nd International Academic Mindtrek Conference
Publisher: ACM
ISBN (Electronic): 9781450365895
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Cultural VR, Immersive Journalism, Museum, Storytelling

Bibliographical note

INT=tie,"Kauhanen, Otto"

Source: Scopus
Source ID: 85056721502

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Guidelines for development and evaluation of usage data analytics tools for human-machine interactions with industrial manufacturing systems

We present the lessons learned during the development and evaluation process for UX-sensors, a visual data analytics tool for inspecting logged usage data from flexible manufacturing systems (FMS). Based on the experiences during a collaborative development process with practitioners from one FMS supplier company, we propose guidelines to support other developers of visual data analytics tools for usage data logging in context of complex industrial systems. For instance, involving stakeholders with different roles can help to identify user requirements and generate valuable development ideas. Tool developers should confirm early access to real usage data from customers' systems and familiarize themselves with the log data structure. We argue that combining expert evaluations with field study methods can provide a more diverse set of usability issues to address. For future research, we encourage studies on insights emerging from usage data analytics and their impact on the viewpoints of the supplier and customer.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, Research area: User experience, University of Wisconsin-Stevens Point, Fastems
Contributors: Varsaluoma, J., Väätäjä, H., Heimonen, T., Tiitinen, K., Hakulinen, J., Turunen, M., Nieminen, H.
Number of pages: 10
Pages: 172-181
Publication date: 10 Oct 2018

Host publication information

Title of host publication: Mindtrek 2018 - Proceedings of the 22nd International Academic Mindtrek Conference
Publisher: ACM
ISBN (Electronic): 9781450365895
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software

Bibliographical note

EXT="Nieminen, Harri"

Source: Scopus
Source ID: 85056717713

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Olfactory display prototype for presenting and sensing authentic and synthetic odors

The aim was to study if odors evaporated by an olfactory display prototype can be used to affect participants' cognitive and emotion-related responses to audio-visual stimuli, and whether the display can benefit from objective measurement of the odors. The results showed that odors and videos had significant effects on participants' responses. For instance, odors increased pleasantness ratings especially when the odor was authentic and the video was congurent with odors. The objective measurement of the odors was shown to be useful. The measurement data was classified with 100 % accuracy removing the need to speculate whether the odor presentation apparatus is working properly.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, Faculty of Biomedical Sciences and Engineering, Research group: Sensor Technology and Biomeasurements (STB), Research group: Micro and Nanosystems Research Group
Contributors: Salminen, K., Rantala, J., Isokoski, P., Lehtonen, M., Müller, P., Karjalainen, M., Väliaho, J., Kontunen, A., Nieminen, V., Leivo, J., Telembeci, A. A., Lekkala, J., Kallio, P., Surakka, V.
Number of pages: 5
Pages: 73-77
Publication date: 2 Oct 2018

Host publication information

Title of host publication: ICMI 2018 - Proceedings of the 2018 International Conference on Multimodal Interaction
Publisher: ACM
ISBN (Electronic): 9781450356923
ASJC Scopus subject areas: Computer Science Applications, Computer Vision and Pattern Recognition, Hardware and Architecture, Human-Computer Interaction
Keywords: Emotions, Multimodal interaction, Olfaction
Electronic versions: 

Bibliographical note

INT=tut-bmt,"Nieminen, Ville"

Source: Scopus
Source ID: 85056660798

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Analysis of accommodation cues in holographic stereograms

The simplicity of the holographic stereogram (HS) makes it an attractive option in comparison to the more complex coherent computer generated hologram (CGH) methods. The cost of its simplicity is that the HS cannot accurately reconstruct deep scenes due to the lack of correct accommodation cues. The exact nature of the accommodation cues present in HSs, however, has not been investigated. In this paper, we provide analysis of the relation between the hologram sampling properties and the perceived accommodation response. The HS can be considered as a generator of a discrete light field (LF) and can thus be examined by considering the light ray oriented nature of the hologram diffracted light. We further support the analysis by employing a numerical reconstruction tool simulating the viewing process of the human eye. The simulation results demonstrate that HSs can provide accommodation cues depending on the choice of hologram segmentation size. It is further demonstrated that the accommodation response can be enhanced at the expense of loss in perceived spatial resolution.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Signal Processing, Research group: 3D MEDIA
Contributors: Mäkinen, J., Sahin, E., Gotchev, A.
Publication date: 1 Oct 2018

Host publication information

Title of host publication: 2018 - 3DTV-Conference : The True Vision - Capture, Transmission and Display of 3D Video, 3DTV-CON 2018
Publisher: IEEE
Article number: 8478586
ISBN (Electronic): 9781538661253
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Networks and Communications, Computer Vision and Pattern Recognition, Human-Computer Interaction, Electrical and Electronic Engineering
Keywords: Accommodation, Holographic stereogram, Light field
Electronic versions: 

Bibliographical note

jufoid=50006

Source: Scopus
Source ID: 85056207484

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Viewing simulation of integral imaging display based on wave optics

We present an accurate model of integral imaging display based on wave optics. The model enables accurate characterization of the display through simulated perceived images by the human visual system. Thus, it is useful to investigate the capabilities of the display in terms of various quality factors such as depth of field and resolution, as well as delivering visual cues such as focus. Furthermore, due to the adopted wave optics formalism, simulation and analysis of more advanced techniques such as wavefront coding for increased depth of field are also possible.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Signal Processing
Contributors: Akpinar, U., Sahin, E., Gotchev, A.
Publication date: 1 Oct 2018

Host publication information

Title of host publication: 2018 - 3DTV-Conference : The True Vision - Capture, Transmission and Display of 3D Video, 3DTV-CON 2018
Publisher: IEEE
Article number: 8478568
ISBN (Electronic): 9781538661253
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Networks and Communications, Computer Vision and Pattern Recognition, Human-Computer Interaction, Electrical and Electronic Engineering
Keywords: Integral imaging, Point spread function, Simulation, Wave optics

Bibliographical note

jufoid=50006

Source: Scopus
Source ID: 85056164335

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Understanding animals: A critical challenge in ACI

We present a qualitative content analysis of visual-verbal social media posts, where ordinary dog owners pretend to be their canine, to identify meaningful facets in their dogs' life-worlds, e.g. pleasures of human-dog relation, dog-dog relations, food etc. We use this knowledge to inform design of “quantified pets”. The study targets a general problem in Animal-Computer Interaction (ACI), i.e. to understand animals when designing “for” them, although lacking a common language. Several approaches, e.g. ethnography and participatory design, have been appropriated from HCI without exhausting the issue. We argue for a methodological creativity and pluralism by suggesting an additional approach drawing on “kinesthetic empathy”. It implies to understand animals by empathizing with their bodily movements over time and decoding the realities of their life-worlds. This, and other related approaches, has inspired animal researchers to conduct more or less radical participant observations during extensive duration to understand the perspective of the other. We suggest that dog owners whom share their lives with their dogs already possess a similar understanding as these experts, and thus uphold important experiences of canine life that could be used to understand individual dogs and inspire design.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, Research area: User experience, Stockholm University
Contributors: Aspling, F., Juhlin, O., Väätäjä, H.
Number of pages: 13
Pages: 148-160
Publication date: 29 Sep 2018

Host publication information

Title of host publication: NordiCHI 2018 : Revisiting the Life Cycle - Proceedings of the 10th Nordic Conference on Human-Computer Interaction
Publisher: ACM
ISBN (Electronic): 9781450364379
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Animal-Computer Interaction, Dog Blogs, Kinesthetic Empathy, Pet Dogs, Quantified Pets, Social Media
Source: Scopus
Source ID: 85056568856

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Designing for experiences with socially interactive robots

Socially interactive technologies are emerging as one of the predominant technologies of the future. In this workshop, we aim to discuss the emerging field of Social Robotic technologies with a particular focus on interaction design methodologies used in the design process. The workshop will investigate how researchers have approached designing social robots and what we can learn from the interaction design field for future designs. The main activities of the workshop will encompass two interactive sessions and a discussion panel on approaches to inspire the design of socially interactive robots. In particular, we focus on experience-driven design methods involving rituals and memorable experiences with social robots.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, Research area: User experience, Uppsala University, Strate School of Design
Contributors: Obaid, M., Kaipainen, K., Ocnarescu, I., Ahtinen, A.
Number of pages: 4
Pages: 948-951
Publication date: 29 Sep 2018

Host publication information

Title of host publication: NordiCHI 2018 : Revisiting the Life Cycle - Proceedings of the 10th Nordic Conference on Human-Computer Interaction
Publisher: ACM
ISBN (Electronic): 9781450364379
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Design, Social, Social Robot, Technology, User Experience
Source: Scopus
Source ID: 85056571102

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Liking the game: How can spectating motivations influence social media usage at live esports events?

There is no doubt that various social media services shape the ways in which we approach our daily lives. The ubiquitous nature of these services, afforded by mobile devices, means that we can take them with us wherever we go — including when we attend live events. Uncovering why individuals use social media during live events can help improve event organization, marketing, and the experiences of attendees. Our understanding of the motivations for using social media during live events is, however, still lacking in depth, especially in regard to emerging live events such as esports. This study aims to answer the question: what motivates the use of social media during live esports events? Data was gathered via a survey (N=255) at the ‘Assembly 2016’ LAN-event, a major live esports event. We examine the relationships between using various social media services and the motivations for esports spectating, through the Motivation Scale for Sports Consumption. While the results indicate that using social media services while attending Assembly 2016 was quite popular, it seemed that in many cases social media usage was a distraction from esports spectating, a core activity of the event. The results provide implications as to how marketers of live esports events should encourage or control usage of social media by attendees.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, Gamification Group, Gamification Group
Contributors: Sjöblom, M., Hassan, L., Macey, J., Törhönen, M., Hamari, J.
Number of pages: 8
Pages: 160-167
Publication date: 18 Jul 2018

Host publication information

Title of host publication: Proceedings of the 9th International Conference on Social Media and Society, SMSociety 2018
Publisher: ACM
ISBN (Print): 9781450363341
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Esports, Live events, Motivation, Social media, Sports consumption
Electronic versions: 

Bibliographical note

EXT="Törhönen, Maria"
DUPL=44481582

Source: Scopus
Source ID: 85051509297

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Activation game for older adults - Development and initial user experiences

The purpose of this study is to introduce a new type of activation game and evaluate the attitudes and user experiences of Chinese elderly people. The game controlling is done with a specific 3D-printed handle and is based on an acceleration sensor. The developed activation game, which requires both cognitive and motor skills was tested with test groups in three Chinese eldercare homes. The game was played by the residents and user feedback was collected by researchers' observations and players' comments in the gaming event. The most significant finding was the positive user experience of the elderly and the experience of the game being both cognitively stimulating and supportive for player activation. The game controller handle was found to be convenient for elderly people as it supports active use of hands, which was seen important by the players. Based on the observations, the developed game also seemed to provide great potential for social interaction. However, also some challenges were noticed, related to the game controller handle and game implementation. These positive finding as well as the discovered challenges are reported in this study. As a conclusion, the results are a strong encouragement for continuing activation game development for older adults.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Faculty of Biomedical Sciences and Engineering, Research group: Wireless Identification and Sensing Systems Research Group, Satakunta University of Applied Sciences
Contributors: Merilampi, S., Koivisto, A., Virkki, J.
Number of pages: 5
Pages: 1-5
Publication date: 29 Jun 2018

Host publication information

Title of host publication: 2018 IEEE 6th International Conference on Serious Games and Applications for Health, SeGAH 2018
Publisher: IEEE
ISBN (Electronic): 9781538662984
ASJC Scopus subject areas: Health(social science), Computer Science Applications, Human-Computer Interaction
Keywords: Activation, cognitive impairment, mobile game, motor impairment, older adults, recreation, self-managed rehabilitation, serious games

Bibliographical note

EXT="Merilampi, Sari"

Source: Scopus
Source ID: 85050242350

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Code notes: Designing a low-cost tangible coding tool for/with children

Programming has become an essential subject for today's education curriculum and as a result, the importance of creating the right environments to teach is increasing. For such environments, featuring tangible tools enhances creativity and collaboration. However, due to their high prices, current tangible tools are not reachable by most of the students. We developed Code Notes as a low-cost, attainable and tangible tool aimed to motivate children to support programming education. Code Notes is comprised of an Android app and code-cardboards to teach the basic concepts in programming. We continue to develop the platform with insights gained from children. This paper shares the design phases of Code Notes and observations from our two-month programming project. We also presented some future concepts of Code Notes that offer an active and embodied interaction with the teaching material.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, Koç University
Contributors: Sabuncuoǧlu, A., Erkaya, M., Buruk, O. T., Göksun, T.
Number of pages: 6
Pages: 644-649
Publication date: 19 Jun 2018

Host publication information

Title of host publication: IDC 2018 - Proceedings of the 2018 ACM Conference on Interaction Design and Children
Publisher: ACM
ISBN (Electronic): 9781450351522
ASJC Scopus subject areas: Developmental and Educational Psychology, Education, Software, Human-Computer Interaction
Keywords: Affordable systems for education, Collaborative learning environments, Mobile learning, Tangible blocks.
Source: Scopus
Source ID: 85051492885

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Optimized viewport dependent streaming of stereoscopic omnidirectional video

Streaming the whole omnidirectional video at high quality is less efficient in terms of bandwidth requirements and decoding complexity, since only a small part of the 360-degree horizontal field of view can be seen by a user at a given point in time. In Viewport Dependent Streaming (VDS) only the current user viewport is streamed at high quality, while the remaining parts are streamed at lower quality. This technology may save streaming bandwidth considerably, especially when it is associated to other techniques. Among the others, asymmetric stereoscopic video, has been studied in the past for traditional video and displays. We focused our research on the usage of asymmetric stereoscopic video for omnidirectional streams watched with a Head Mounted Display (HMD) in VDS. We conducted two subjective quality experiments with the main goal of reducing the streaming bandwidth, while keeping the subjective video quality at the highest level. We assessed asymmetric video applied separately to the foreground and background views of omnidirectional VDS sessions. We show that for VDS, applying asymmetric stereoscopic streaming delivery on the foreground view can save up to 41% bit rate, and using the same technique on the background view can save approximately up to 15% bit rate. Furthermore, eye dominance was seen not to be relevant in our experiments.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Signal Processing, Nokia Technologies
Contributors: Naik, D., Curcio, I. D., Toukomaa, H.
Number of pages: 6
Pages: 37-42
Publication date: 12 Jun 2018

Host publication information

Title of host publication: Proceedings of the 23th ACM Workshop on Packet Video, PV 2018
Publisher: ACM
ISBN (Electronic): 9781450357739
ASJC Scopus subject areas: Human-Computer Interaction, Software
Keywords: 360 degrees video, Asymmetric video, Omnidirectional video, Streaming adaptation, Subjective quality evaluation, Virtual reality streaming

Bibliographical note

EXT="Curcio, Igor D.D."

Source: Scopus
Source ID: 85050644603

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Fast and easy live video service setup using lightweight virtualization

The service broker provides service providers with virtualized services that can be initialized rapidly and scaled up or down on demand. This demonstration paper describes how a service provider can set up a new video distribution service to end users with a diminutive effort. Our proposal makes use of Docker lightweight virtualization technologies that pack services in containers. This makes it possible to implement video coding and content delivery networks that are scalable and consume resources only when needed. The demonstration showcases a scenario where a video service provider sets up a new live video distribution service to end users. After the setup, live 720p30 video camera feed is encoded in real-time, streamed in HEVC MPEG-DASH format over CDN network, and accessed with a HbbTV compatible set-top-box. This end-to-end system illustrates that virtualization causes no significant resource or performance overhead but is a perfect match for online video services.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, VTT Technical Research Centre of Finland, Sofia Digital, VESTEL Elektronik
Contributors: Heikkinen, A., Pääkkönen, P., Viitanen, M., Vanne, J., Riikonen, T., Bakanoglu, K.
Number of pages: 3
Pages: 487-489
Publication date: 12 Jun 2018

Host publication information

Title of host publication: Proceedings of the 9th ACM Multimedia Systems Conference, MMSys 2018
Publisher: ACM
ISBN (Electronic): 9781450351928
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Software, Human-Computer Interaction
Keywords: Content Delivery Network (CDN), Docker, Dynamic adaptive streaming over HTTP (DASH), High Efficiency Video Coding (HEVC), Hybrid broadcast broadband TV (HbbTV), Virtualization
Source: Scopus
Source ID: 85050667891

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Looking for a five-legged sheep: Identifying enterprise architects' skills and competencies

Enterprise architecture (EA) is a holistic approach to comprehend the organization's business objectives and processes, data resources, information systems and information technologies. To advance EA activities, organizations need a myriad of different skills and competences both from individual enterprise architects and from architect teams. However, research on these skills and competences is scarce. Not knowing what skills are actually needed might be one of the reasons why public sector EA endeavors have been very problematic. In this paper, we conduct a qualitative survey among enterprise architects themselves to identify which skills they consider essential for EA work. Our results indicate that the range of skills is great, and finding an expert with all appropriate competencies is like looking for a fivelegged sheep.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Industrial and Information Management
Contributors: Ylinen, M., Pekkola, S.
Publication date: 30 May 2018

Host publication information

Title of host publication: Proceedings of the 19th Annual International Conference on Digital Government Research : Governance in the Data Age, DG.O 2018
Publisher: ACM
Article number: a58
ISBN (Electronic): 9781450365260
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Source: Scopus
Source ID: 85049050136

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Investigating the effects of legacy bias: User elicited gestures from the end users perspective

User elicitation studies are commonly used for designing gestures by putting the users in the designers' seat. One of the most encountered phenomenon during these studies is legacy bias. It refers to users' tendency to transfer gestures from the existing technologies to their designs. The literature presents varying views on the topic; some studies asserted that legacy bias should be diminished, whereas other stated that it should be preserved. Yet, to the best of our knowledge, none of the elicitation studies tested their designs with the end users. In our study, 36 participants compared two gesture sets with and without legacy. Initial findings showed that legacy gesture set had higher scores. However, the interviews uncovered that some non-legacy gestures were also favored due to their practicality and affordances. We contribute to the legacy bias literature by providing new insights from the end users' perspective.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, Koç University-
Contributors: Erkaya, M., Özcan, O., Beşevli, C., Buruk, O. T.
Number of pages: 5
Pages: 277-281
Publication date: 30 May 2018

Host publication information

Title of host publication: DIS 2018 - Companion Publication of the 2018 Designing Interactive Systems Conference
Publisher: ACM
ISBN (Print): 9781450356312
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications
Keywords: Embodied Interaction, Gesture Control, Legacy bias, User Elicitation
Source: Scopus
Source ID: 85054195211

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Ripple thermostat: Affecting the emotional experience through interactive force feedback and shape change

Force feedback and shape change are modalities with a growing application potential beyond the more traditional GUIs. We present two studies that explored the effect of these modalities on the emotional experience when interacting with an intelligent thermostat. The first study compared visual feedback, force feedback, and a combination of force feedback and shape change. Results indicate that force feedback correlates to experienced dominance during interaction, while shape change mainly affects experienced arousal. The second study explored how force feedback and shape change could communicate affective meaning during interaction with the thermostat through a co-design study. Participants designed the thermostat behavior for three scenarios supporting energy savings. Results suggest that despite their abstractness, force feedback and shape change convey affective meaning during the user-system dialogue. The findings contribute to the design of intelligible and intuitive feedback.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, Aarhus Universitet, Eindhoven University of Technology, Vincit
Contributors: Van Oosterhout, A., Alonso, M. B., Jumisko-Pyykkö, S.
Publication date: 20 Apr 2018

Host publication information

Title of host publication: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
Publisher: ACM
Article number: 655
ISBN (Electronic): 9781450356206
ASJC Scopus subject areas: Human-Computer Interaction, Computer Graphics and Computer-Aided Design, Software
Keywords: Actuated interfaces, Affective computing, Haptic force feedback, Shape-changing interfaces
Source: Scopus
Source ID: 85046938728

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

A novel technique for analysis of postural information with wearable devices

These days, as many jobs involve sitting behind desks and working with computers for extended periods, more and more people are suffering from back problems. Maintenance of an appropriate posture may prevent future back problems. There are various medical methods for studying postures abnormalities of the back but most of these methods are limited to be utilized in diagnostics and follow-up of treatment and not used in a continuous or in a preventive manner. Therefore, designing and developing methods for measuring, analyzing and reporting of posture information, aimed for prevention of future back problems is of fundamental interest. In this work, a proof-of-concept system, including five accelerometer sensor units is presented. Additionally, an index, which we call spine inclination index (SII), is introduced and used for converting the raw data to meaningful presentable information. Initial evaluation includes measurements with six subjects. Subjects were asked to mimic accentuated kyphotic, straight and accentuated lordotic postures while sitting. Our results show that the designed device and SII index are able to distinguish between different postures very well. In addition, since this device measures the inclination angle of different spinal postures, its output can be directly compared with other widely used methods.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Faculty of Biomedical Sciences and Engineering, VTT Technical Research Centre of Finland, Tampere University Hospital
Contributors: Jeyhani, V., Mahdiani, S., Viik, J., Oksala, N., Vehkaoja, A.
Number of pages: 4
Pages: 30-33
Publication date: 2 Apr 2018

Host publication information

Title of host publication: 2018 IEEE 15th International Conference on Wearable and Implantable Body Sensor Networks, BSN 2018
Publisher: IEEE
ISBN (Electronic): 9781538611098
ASJC Scopus subject areas: Health Informatics, Instrumentation, Computer Networks and Communications, Human-Computer Interaction, Biomedical Engineering
Source: Scopus
Source ID: 85049665171

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

The use of advanced imaging technology in welfare technology solutions - Some ethical aspects

Advanced imaging technology with properties like a more realistic picture with extremely high resolution and new applications and branches like welfare technology where these properties are used also involves certain ethical challenges. The protection of vulnerable patients and the privacy of employees and third parties have not yet been discussed to any great extent but should be taken into account in designing, manufacturing and implementing the applications.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Signal Processing, Satakunta University of Applied Sciences
Contributors: Lilja, K. K., Palomäki, J.
Number of pages: 4
Pages: 1-4
Publication date: 2 Feb 2018

Host publication information

Title of host publication: 3DTV-CON 2017 - 3D True Vision v2 : Research and Applications in Future 3D Media
Publisher: IEEE
ISBN (Electronic): 9781538616352
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Networks and Communications, Computer Vision and Pattern Recognition, Human-Computer Interaction, Electrical and Electronic Engineering
Keywords: 3D imaging, ethical, welfare technology

Bibliographical note

jufoid=50006

Source: Scopus
Source ID: 85046368759

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Viewport-dependent delivery schemes for stereoscopic panoramic video

Stereoscopic panoramic or omnidirectional video is a key ingredient for an immersive experience in virtual reality applications. The user views only a portion of the omnidirectional scene at each time instant, hence streaming the whole stereoscopic panoramic or omnidirectional video in high quality is not necessary and will consume an unnecessary high bandwidth usage. In order to alleviate the problem of bandwidth wastage, viewport-dependent delivery schemes have been proposed, in which the part of the captured scene that is within the viewer's field of view is delivered at highest quality while the rest of the scene in lower quality. The low quality content is visible only after fast head movements for a short period, until the next periodic intra-coded picture that can be used for switching viewpoints is available. This paper proposes viewport-dependent delivery schemes for streaming of stereoscopic panoramic or omnidirectional video by using region-of-interest coding methods of MV-HEVC and SHVC standards. The proposed schemes avoid the need for frequent intra-coded pictures, and consequently in the performed experiments the streaming bitrate is reduced by more than 50% on average for the best schemes compared to a simulcast delivery method.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Signal Processing, Nokia
Contributors: Ghaznavi-Youvalari, R., Hannuksela, M. M., Aminlou, A., Gabbouj, M.
Number of pages: 4
Pages: 1-4
Publication date: 2 Feb 2018

Host publication information

Title of host publication: 3DTV-CON 2017 - 3D True Vision v2 : Research and Applications in Future 3D Media
Publisher: IEEE
ISBN (Electronic): 9781538616352
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Networks and Communications, Computer Vision and Pattern Recognition, Human-Computer Interaction, Electrical and Electronic Engineering
Keywords: HEVC, MV-HEVC, panoramic video streaming, SHVC, video coding, Virtual reality

Bibliographical note

EXT="Ghaznavi-Youvalari, Ramin"
EXT="Aminlou, Alireza"

Source: Scopus
Source ID: 85046375176

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Methods and tools for denoising of complex-valued images based on block-matching and high order singular value decomposition

Noise suppression in complex-valued data is an important task for a wide class of applications, in particular concerning the phase retrieval in coherent imaging. The approaches based on BM3D techniques are ones of the most successful in the field. In this paper, we propose and develop a new class of BM3Dstyle algorithms, which use high order (3D and 4D) singular value decomposition (HOSVD) for transform design in complex domain. This set of the novel algorithms is implemented as a toolbox In Matlab. This development is produced for various types of the complex-domain sparsity: directly in complex domain, real/imaginary and phase/ amplitude parts of complexvalued variables. The group-wise transform design is combined with the different kinds of thresholding including multivariable Wiener filtering. The toolbox includes iterative and non-iterative novel complex-domain algorithms (filters). The efficiency of the developed algorithms is demonstrated on denoising problems with an additive Gaussian complex-valued noise. A special set of the complex-valued test-images was developed with spatially varying correlated phase and amplitudes imitating data typical for optical interferometry and holography. It is shown that for this class of the test-images the developed algorithms demonstrate the stateof- the-art performance.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Signal Processing
Contributors: Ponomarenko, M., Katkovnik, V., Egiazarian, K.
Publication date: 2018

Host publication information

Title of host publication: Electronic Imaging : Image Processing: Algorithms and Systems XVI
Publisher: Society for Imaging Science and Technology
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Science Applications, Human-Computer Interaction, Software, Electrical and Electronic Engineering, Atomic and Molecular Physics, and Optics
Keywords: Block matching, Complex domain, Higher-order singular value decomposition, Image denoising, Phase imaging, Sparsity

Bibliographical note

jufoid=84313

Source: Scopus
Source ID: 85052877244

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Deep p-Fibonacci scattering networks

Recently, the use of neural networks for image classification has become widely spread. Thanks to the availability of increased computational power, better performing architectures have been designed, such as the Deep Neural networks. In this work, we propose a novel image representation framework exploiting the Deep p- Fibonacci scattering network. The architecture is based on the structured p-Fibonacci scattering over graph data. This approach allows to provide good accuracy in classification while reducing the computational complexity. Experimental results demonstrate that the performance of the proposed method is comparable to state-of-the-art unsupervised methods while being computationally more efficient.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Signal Processing, University “Roma Tre”
Contributors: Battisti, F., Carli, M., De Paola, E., Egiazarian, K.
Publication date: 2018

Host publication information

Title of host publication: Electronic Imaging : Image Processing: Algorithms and Systems XVI
Publisher: Society for Imaging Science and Technology
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Science Applications, Human-Computer Interaction, Software, Electrical and Electronic Engineering, Atomic and Molecular Physics, and Optics

Bibliographical note

jufoid=84313
EXT="Battisti, F."
EXT="Carli, M."

Source: Scopus
Source ID: 85052873638

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Blind estimation of white Gaussian noise variance in highly textured images

In the paper, a new method of blind estimation of noise variance in a single highly textured image is proposed. An input image is divided into 8x8 blocks and discrete cosine transform (DCT) is performed for each block. A part of 64 DCT coefficients with lowest energy calculated through all blocks is selected for further analysis. For the DCT coefficients, a robust estimate of noise variance is calculated. Corresponding to the obtained estimate, a part of blocks having very large values of local variance calculated only for the selected DCT coefficients are excluded from the further analysis. These two steps (estimation of noise variance and exclusion of blocks) are iteratively repeated three times. For the verification of the proposed method, a new noise-free test image database TAMPERE17 consisting of many highly textured images is designed. It is shown for this database and different values of noise variance from the set {25, 49, 100, 225}, that the proposed method provides approximately two times lower estimation root mean square error than other methods.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Signal Processing, Don State Technical University
Contributors: Ponomarenko, M., Gapon, N., Voronin, V., Egiazarian, K.
Publication date: 2018

Host publication information

Title of host publication: Electronic Imaging : Image Processing: Algorithms and Systems XVI
Publisher: Society for Imaging Science and Technology
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Science Applications, Human-Computer Interaction, Software, Electrical and Electronic Engineering, Atomic and Molecular Physics, and Optics
Keywords: Blind estimation of noise characteristics, Discrete cosine transform (DCT), Noise free test image database

Bibliographical note

jufoid=84313

Source: Scopus
Source ID: 85052856410

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Robust linearized combined metrics of image visual quality

Existing full-reference metrics still do not provide a desirable degree of adequacy to a human visual perception, for evaluation of images with different types and levels of distortions. One reason for this is that it is difficult to incorporate the peculiarities of human visual system in the metrics design. In this paper, a robust approach to full-reference metrics' design is proposed, based on a combination of several existing full-reference metrics. A preliminary linearization (fitting) of the dependence of MOS with respect to the components metrics is performed in order to compensate shortcomings of each component. The proposed method is tested on several known databases, and demonstrate better performance than existing metrics.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Signal Processing, Kharkiv National Aerospace University
Contributors: Ieremeiev, O., Lukin, V., Ponomarenko, N., Egiazarian, K.
Publication date: 2018

Host publication information

Title of host publication: Electronic Imaging : Image Processing: Algorithms and Systems XVI
Publisher: Society for Imaging Science and Technology
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Science Applications, Human-Computer Interaction, Software, Electrical and Electronic Engineering, Atomic and Molecular Physics, and Optics
Keywords: Combined metrics, Full-reference metrics, Image visual quality assessment, Robust metrics

Bibliographical note

jufoid=84313
EXT="Ponomarenko, Nikolay"
EXT="Lukin, Vladimir"

Source: Scopus
Source ID: 85052901571

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Combined local and global image enhancement algorithm

We present a new image enhancement algorithm based on combined local and global image processing. The basic idea is to apply α-rooting image enhancement approach for different image blocks. For this purpose, we split image in moving windows on disjoint blocks with different size (8 by 8, 16 by 16, 32 by 32 and, i.e.). The parameter alfa for every block driven through optimization of measure of enhancement (EME). The resulting image is a weighted mean of all processing blocks. This strategy for image enhancement allows getting more contrast image with the following properties: irregular lighting and brightness gradient. Some experimental results are presented to illustrate the performance of the proposed algorithm.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Signal Processing, Don State Technical University, College of Staten Island
Contributors: Voronin, V., Semenishchev, E., Ponomarenko, M., Agaian, S.
Publication date: 2018

Host publication information

Title of host publication: Electronic Imaging : Image Processing: Algorithms and Systems XVI
Publisher: Society for Imaging Science and Technology
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Science Applications, Human-Computer Interaction, Software, Electrical and Electronic Engineering, Atomic and Molecular Physics, and Optics

Bibliographical note

jufoid=84313

Source: Scopus
Source ID: 85052861928

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Compression of signs of DCT coefficients for additional lossless compression of JPEG images

One of the main approaches to additional lossless compression of JPEG images is decoding of quantized values of discrete cosine transform (DCT) coefficients and further more effective recompression of the coefficients. Values of amplitudes of DCT coefficients are highly correlated and it is possible to effectively compress them. At the same time, signs of DCT coefficients, which occupy up to 20% of compressed image, are often considered unpredictable. In the paper, a new and effective method for compression of signs of quantized DCT coefficients is proposed. The proposed method takes into account both correlation between DCT coefficients of the same block and correlation between DCT coefficients of neighbor blocks. For each of 64 DCT coefficients, positions of 3 reference coefficients inside the block are determined and stored in the compressed file. Four reference coefficients with fixed positions are used from the neighbor blocks. For all reference coefficients, 15 frequency models to predict signs of a given coefficient are used. All 7 probabilities (that the sign is negative) are mixed by logistic mixing. For test set of JPEG images, we show that the proposed method allows compressing signs of DCT coefficients by 1.1 ⋯ 1.3 times, significantly outperforming nearest analogues.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Signal Processing, Kharkiv National Aerospace University
Contributors: Miroshnichenko, O., Ponomarenko, M., Lukin, V., Egiazarian, K.
Publication date: 2018

Host publication information

Title of host publication: Electronic Imaging : Image Processing: Algorithms and Systems XVI
Publisher: Society for Imaging Science and Technology
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Science Applications, Human-Computer Interaction, Software, Electrical and Electronic Engineering, Atomic and Molecular Physics, and Optics
Keywords: Discrete cosine transform, JPEG, JPEG additional compression, Sign compression

Bibliographical note

jufoid=84313
EXT="Lukin, Vladimir"

Source: Scopus
Source ID: 85052859716

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Conversion of sparsely-captured light field into alias-free fullparallax multiview content

We propose shearlet decomposition based light field (LF) reconstruction and filtering techniques for mitigating artifacts in the visualized contents of 3D multiview displays. Using the LF reconstruction capability, we first obtain the densely sampled light field (DSLF) of the scene from a sparse set of view images. We design the filter via tiling the Fourier domain of epipolar image by shearlet atoms that are directionally and spatially localized versions of the desired display passband. In this way, it becomes possible to process the DSLF in a depth-dependent manner. That is, the problematic areas in the 3D scene that are outside of the display depth of field (DoF) can be selectively filtered without sacrificing high details in the areas near the display, i.e. inside the DoF. The proposed approach is tested on a synthetic scene and the improvements achieved by means of the quality of the visualized content are verified, where the visualization process is simulated using a geometrical optics model of the human eye.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Signal Processing, Electronics and Telecommunication Research Institute (ETRI)
Contributors: Sahin, E., Vagharshakyan, S., Bregovic, R., Lee, G., Gotchev, A.
Number of pages: 5
Pages: 1441-1445
Publication date: 2018

Host publication information

Title of host publication: Electronic Imaging : Stereoscopic Displays and Applications XXIX
Publisher: Society for Imaging Science and Technology
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Science Applications, Human-Computer Interaction, Software, Electrical and Electronic Engineering, Atomic and Molecular Physics, and Optics

Bibliographical note

jufoid=84313

Source: Scopus
Source ID: 85052854954

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Multi-factor authentication for wearables: Configuring system parameters with risk function

The users of today are already about to enter the era of highly integrated modern wearable devices-the time when smart accessorieswill, in turn, push aside regular Smartphones and Tablets bringinga variety of new security challenges. The number of simultaneously used bio-sensors, both integrated into smart wearables andconnected over wireless interfaces, allows novel opportunities forMulti-factor Authentication (MFA) of the user. flis manuscriptproposes a solution for conflguring the MFA based on the averagedirect and indirect losses risk analysis. the example applicationof Bayesian function for MFA presents the applicability of the proposed framework for the utilization with wearables.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Electronics and Communications Engineering, ITMO University, St. Petersburg State University of Aerospace Instrumentation
Contributors: Bezzateev, S., Afanasyeva, A., Voloshina, N., Ometov, A.
Publication date: 13 Nov 2017

Host publication information

Title of host publication: Proceedings of the 2nd International Conference on Advanced Wireless Information, Data, and Communication Technologies, AWICT 2017
Publisher: ACM
ISBN (Electronic): 9781450353106
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Information security, Multi-factor authentication, Risk function, Wearables
Source: Scopus
Source ID: 85045304145

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Bandwidth reduction of omnidirectional viewport-dependent video streaming via subjective quality assessment

Omnidirectional video is more and more widespread in consumer electronics and professional capture devices, as well over Internet via novel streaming services. Omnidirectional video requires a large streaming bandwidth. To date there is little knowledge about the subjective experience of streaming services of omnidirectional video. The aim of this paper is to present subjective assessment results of experiments using a tilebased streaming system for omnidirectional video with the goal of reducing the streaming bandwidth. The results we present show that it is possible to reduce streaming bit rates by an average of 44% for a subjective DMOS value of 4.5 for different content genres.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Signal Processing, Digital Media Laboratory, Nokia
Contributors: Curcio, I. D., Toukomaa, H., Naik, D.
Number of pages: 6
Pages: 9-14
Publication date: 27 Oct 2017

Host publication information

Title of host publication: AltMM 2017 - Proceedings of the 2nd International Workshop on Multimedia Alternate Realities, co-located with MM 2017
Publisher: ACM
ISBN (Electronic): 9781450355070
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition, Human-Computer Interaction
Keywords: 360 degrees video, Omnidirectional video, Streaming bandwidth optimization, Subjective assessment, Subjective quality evaluation, Virtual reality streaming

Bibliographical note

EXT="Curcio, Igor D.D."
INT=sgn,"Naik, Deepa"

Source: Scopus
Source ID: 85036610778

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Novel D2D-based relaying method for multicast services over 3GPP LTE-A systems

The fast proliferation of 'smart' devices with enhanced capabilities and, at the same time, new multimedia streaming services (i.e., providing high-resolution video and audio content) push the network operator to handle a tremendous increase in the traffic load that is difficult to cope with the current wireless/cellular infrastructures. For that reason, in this paper we consider a novel method based on multi-hop Device-to-Device (D2D) communications, where direct links are established among User Equipments (UEs) in proximity within a Long Term Evolution-Advanced (LTE-A)-based network. The aim of the proposed mechanism is to improve the multimedia multicast sessions and transmissions in terms of throughput and mean download time per user by delivering ubiquitous and reliable connectivity to the larger number of UEs. Our system-level analysis highlights that via proximity-based transmissions among the users, it is possible to provide multimedia content with higher data rates and lower delays w.r.t. The legacy cellular solutions.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Electronics and Communications Engineering, University Mediterranea of Reggio
Contributors: Araniti, G., Orsino, A., Militano, L., Putrino, G., Andreev, S., Koucheryavy, Y., Iera, A.
Publication date: 19 Jul 2017

Host publication information

Title of host publication: 2017 IEEE International Symposium on Broadband Multimedia Systems and Broadcasting, BMSB 2017
Publisher: IEEE
ISBN (Electronic): 9781509049370
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Networks and Communications, Computer Science Applications, Human-Computer Interaction, Electrical and Electronic Engineering, Media Technology, Communication
Keywords: 5G, D2D, LTE, MBMS, Multicast services, Networking and QoS, Performance evaluation

Bibliographical note

jufoid=72046
INT=elt,"Orsino, A."

Source: Scopus
Source ID: 85027253110

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Mobility aware eMBMS management in urban 5G-oriented systems

The demand for video services in mobile networks is rapidly increasing. In fact, is expected that video transmissions will account for more than 69% of mobile data traffic by 2018[1]. Along these lines, the challenging requirements of such multimedia applications and, at the same time, the centralized organization typical of current cellular technologies motivate the investigation of enhanced advanced driver assistance systems (ADAS) for supporting the driver experience in terms of safety driving comfort. In this context, in this paper we focus our attention of a new realistic scenario, in which all users share video contents from the surrounding environment with the aim to create a global 3D video content useful for ADAS systems. Once that such video content is created, we assume that the LTE eNodeB may come in help for making it available through streaming transmissions towards all vehicles in that area with the use of Multimedia Broadcast Multicast Services (MBMS). Obtained results, show that multicast transmissions based on subgrouping techniques are able to overcome the legacy solutions where conservative and opportunistic schemes are used.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Electronics and Communications Engineering, Dept. of Electrical and Electronic Engineering, Universita degli Studi di Reggio Calabria, Peoples’ Friendship University of Russia
Contributors: Desogus, C., Fadda, M., Murroni, M., Araniti, G., Orsino, A.
Publication date: 19 Jul 2017

Host publication information

Title of host publication: 2017 IEEE International Symposium on Broadband Multimedia Systems and Broadcasting, BMSB 2017
Publisher: IEEE
ISBN (Electronic): 9781509049370
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Networks and Communications, Computer Science Applications, Human-Computer Interaction, Electrical and Electronic Engineering, Media Technology, Communication
Keywords: LTE, MBMS, Multicast Grouping, V2X, Video Streaming

Bibliographical note

jufoid=72046
INT=ELT, "Orsino, A."

Source: Scopus
Source ID: 85027268444

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Optimal subgroup configuration for multicast services over 5G-satellite systems

The fast spreading of new multimedia services and applications is pushing telco operator to identify candidate technologies for handling the increasing traffic load expected in the coming years. Along this line, satellite communications integrated with terrestrial systems is gaining momentum as a possible solution to overcome the aforementioned challanges. In this paper, we analize a multicast subgroup configuration problem for providing multimedia services over 5G satellite systems. In particular, an optimization problem is considered in order to maximize the aggregate data rate (ADR) with an execution time that is sensibly smaller compared to other solutions available in literature. Obtanied results, demonstrated as the proposed approach, hereafter named as Optimal Multicast Subgroup Configuration (OMSC), is able to overcome the limitation of sub-optimal subgrouping solutions by providing higher performance and, at the same time, low complexity operations.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Electronics and Communications Engineering, Universita degli Studi di Reggio Calabria, Peoples’ Friendship University of Russia
Contributors: Orsino, A., Araniti, G., Scopelliti, P., Gudkova, I. A., Samouylov, K. E., Iera, A.
Publication date: 19 Jul 2017

Host publication information

Title of host publication: 2017 IEEE International Symposium on Broadband Multimedia Systems and Broadcasting, BMSB 2017
Publisher: IEEE
ISBN (Electronic): 9781509049370
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Networks and Communications, Computer Science Applications, Human-Computer Interaction, Electrical and Electronic Engineering, Media Technology, Communication
Keywords: 5G-Satellite, Multicast, Networking and QoS, Performance Evaluation, Satellite-LTE

Bibliographical note

jufoid=72046
INT=elt,"Orsino, A."

Source: Scopus
Source ID: 85027270587

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Children designing videos: Tools, pedagogical models, and best practices for digital storytelling and media-making in the classroom

Although video sharing is common among youth, schools are only beginning to apply digital videos and digital storytelling to formal learning. This paper presents pedagogical models, examples, best practices, and outcomes that illustrate how teachers and students design and use digital stories in knowledge creation in cross-cultural settings. The results are based on the empirical data and findings from several international pilot studies. On the one hand, working with digital video stories drove engagement. However, on the other hand, technical issues significantly lowered engagement. In addition, the video inquiry pedagogy supported inquiry learning. Students began to pose scientifically oriented questions and seek answers together.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Research group: TUT Game Lab, Pervasive Computing, University of Helsinki, Pepperdine University
Contributors: Multisilta, J., Niemi, H., Hamilton, E.
Number of pages: 4
Pages: 693-696
Publication date: 27 Jun 2017

Host publication information

Title of host publication: IDC 2017 - Proceedings of the 2017 ACM Conference on Interaction Design and Children
Publisher: ACM
ISBN (Electronic): 9781450349215
ASJC Scopus subject areas: Software, Education, Human-Computer Interaction, Developmental and Educational Psychology
Keywords: Children, Media-making, Pedagogical models, STEM, Storytelling, Video
Source: Scopus
Source ID: 85026309191

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Barriers for bridging interpersonal gaps: Three inspirational design patterns for increasing collocated social interaction

Positive face-to-face social encounters between strangers can strengthen the sense of community in modern urban environments. However, it is not always easy to initiate friendly encounters due to various inhibiting social norms. We present three inspirational design patterns for reducing inhibitions to interact with unfamiliar others. These abstractions are based on a broad design space review of concepts, encompassing examples across a range of scales, fields, media and forms. Each inspirational pattern is formulated as a response to a different challenge to initiating social interaction but all share an underlying similarity in offering varieties of barriers and filters that paradoxically also separate people. The patterns are "Closer Through Not Seeing"; "Closer Through Not Touching"; and "Minimize Encounter Duration". We believe these patterns can support designers, in understanding, articulating, and generating approaches to creating embodied interventions and systems that enable unacquainted people to interact.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, Research area: User experience, University of Southern Denmark
Contributors: Mitchell, R., Olsson, T.
Number of pages: 9
Pages: 2-10
Publication date: 26 Jun 2017

Host publication information

Title of host publication: C&T 2017 - 8th International Conference on Communities and Technologies, Conference Proceedings
Publisher: ACM
ISBN (Electronic): 9781450348546
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Collocated interaction, Face-to-face interaction, Social interaction design, pattern languages, embodied interaction
Source: Scopus
Source ID: 85025125983

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Operationalizing the experience factory for effort estimation in agile processes

[Background] The effort required to systematically collect historical data is not always allocable in agile processes and historical data management is usually delegated to the developers' experience, who need to remember previous project details. However, even if well trained, developers cannot precisely remember a huge number of details, resulting in wrong decisions being made during the development process. [Aims] The goal of this paper is to operationalize the Experience Factory in an agile way, i.e., defining a strategy for collecting historical project data using an agile approach. [Method] We provide a mechanism for understanding whether a measure must be collected or not, based on the Return on Invested Time (ROIT). In order to validate this approach, we instantiated the factory with an exploratory case study, comparing four projects that did not use our approach with one project that used it after 12 weeks out of 37 and two projects that used it from the beginning. [Results] The proposed approach helps developers to constantly improve their estimation accuracy with a very positive ROIT of the collected measure. [Conclusions] From this first experience, we can conclude that the Experience Factory can be applied effectively to agile processes, supporting developers in improving their performance and reducing potential decision mistakes.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Fraunhofer IESE, University of Cagliari, Former organisation of the author
Contributors: Taibi, D., Lenarduzzi, V., Diebold, P., Lunesu, I.
Number of pages: 10
Pages: 31-40
Publication date: 15 Jun 2017

Host publication information

Title of host publication: Proceedings of the 21st International Conference on Evaluation and Assessment in Software Engineering, EASE 2017
Volume: Part F128635
Publisher: Association for Computing Machinery
ISBN (Electronic): 9781450348041
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Agile software development, Experience factory, Knowledge management
Source: Scopus
Source ID: 85025449243

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Comparing communication effort within the scrum, scrum with Kanban, XP, and Banana development processes

[Context]: Communication plays an important role in any development process. However, communication overhead has been rarely compared among development processes. [Objective]: The goal of this work is to compare the communication overhead and the different channels applied in three agile processes (XP, Scrum, Scrum with Kanban) and in an unstructured process. [Method]: We designed an empirical study asking four teams to develop the same application with the four development processes, and we compare the communication overhead among them. [Results]: As expected, face-to-face communication is most frequently employed in the teams. Scrum with Kanban turned out to be the process that requires the least communication. Unexpectedly, despite requiring much more time to develop the same application, the unstructured process required comparable communication overhead (25% of the total development time) as the agile processes.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: University of Oulu, Former organisation of the author
Contributors: Taibi, D., Lenarduzzi, V., Ahmad, M. O., Liukkunen, K.
Number of pages: 6
Pages: 258-263
Publication date: 15 Jun 2017

Host publication information

Title of host publication: Proceedings of the 21st International Conference on Evaluation and Assessment in Software Engineering, EASE 2017
Volume: Part F128635
Publisher: Association for Computing Machinery
ISBN (Electronic): 9781450348041
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Agile processes, Case study, Communication, Empirical software engineering
Source: Scopus
Source ID: 85025468824

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Microservices in agile software development: A workshop-based study into issues, advantages, and disadvantages

In the last years, cloud-native architectures have emerged as a target platform for the deployment of microservice architectures. The migration of existing monoliths into cloud-native applications is still in the early phase, and only few companies already started their migrations. Therefore, success and failure stories about different approaches are not available in the literature. This context connects also to the recently discussed DevOps context where development and continuous deployment are closely linked.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Free University of Bolzano-Bozen, Former organisation of the author
Contributors: Taibi, D., Lenarduzzi, V., Pahl, C., Janes, A.
Publication date: 22 May 2017

Host publication information

Title of host publication: Proceedings of the XP2017 Scientific Workshops, XP 2017
Volume: Part F129907
Publisher: Association for Computing Machinery
Article number: a23
ISBN (Electronic): 9781450352642
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Cloud software, Microservices, SOA, Software architecture
Source: Scopus
Source ID: 85029863670

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Effects of extrinsic noise are promoter kinetics dependent

Studies in Escherichia coli using in vivo single-RNA detection and time-lapse confocal microscopy showed that transcription is a multiple rate-limiting steps process, in agreement with previous in vitro measurements. Here, from simulations of a stochastic model of transcription validated empirically that accounts for cell-to-cell variability in RNA polymerase (RNAP) numbers, we investigate the hypothesis that the cell-to-cell variability in RNA numbers due to RNAP variability differs with the promoter rate-limiting steps dynamics. We find that increasing the cell-to-cell variability in RNAP numbers increases the cell-to-cell diversity in RNA numbers, but the degree with which it increases is promoter kinetics dependent. Namely, promoters whose open complex formation is relatively longer lasting dampen more efficiently this noise propagation phenomenon. We conclude that cell-to-cell variability in RNA numbers due to variability in RNAP numbers is promoter-sequence dependent and, thus, evolvable.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: BioMediTech, Faculty of Biomedical Sciences and Engineering, Research group: Laboratory of Biosystem Dynamics-LBD
Contributors: Bahrudeen, M. N., Startceva, S., Ribeiro, A. S.
Number of pages: 4
Pages: 44-47
Publication date: 14 May 2017

Host publication information

Title of host publication: Proceedings of the 2017 9th International Conference on Bioinformatics and Biomedical Technology, ICBBT 2017
Publisher: ACM
ISBN (Electronic): 9781450348799
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Extrinsic noise, Gene expression, Phenotypic diversity, Rate-limiting steps, Stochastic models, Transcription initiation
Source: Scopus
Source ID: 85025117782

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Modular audio story platform for museums

Museums are seeking different ways to attract and engage audiences. Digital stories in various forms have been utilized as one approach to increase audience experience. This paper presents how to bring audio stories as a part of museum's activities by developing a modular audio story platform. Most of the functionality is included in Android applications, which allow visitors to attach stories with emotions to artifacts, share stories with other visitors and enrich existing stories with sounds. All the audio files, linking of the artifacts and related audio files are managed by audio digital asset management system. Our platform supports curated audio stories, but the main emphasis is in the visitors' audio stories. We differentiate from the other digital storytelling systems by attaching emotions onto the visitor stories, and combining the soundscapes and audio stories as visitor modified audio stories. Copyright is held by the owner/author(s).

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, Helsinki Metropolia University of Applied Sciences, University of Helsinki
Contributors: Salo, K., Zinin, V., Bauters, M., Mikkonen, T.
Number of pages: 4
Pages: 113-116
Publication date: 7 Mar 2017

Host publication information

Title of host publication: IUI 2017 - Companion of the 22nd International Conference on Intelligent User Interfaces
Publisher: ACM
ISBN (Electronic): 9781450348935
ASJC Scopus subject areas: Software, Human-Computer Interaction
Keywords: Android, Audio story, Emotions, Mobile Sound mixing, Museum, Soundscape, User generated content
Source: Scopus
Source ID: 85016642268

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Towards a conceptual framework for privacy protection in the use of interactive 360° video surveillance

Interactive 360° video technology has not been embraced for surveillance purposes despite its ability to eliminate blind spots, which is an important attribute of video surveillance. Further, privacy invasion due to video surveillance has a negative impact, and this urges for attention. Hence, the paper authors considered these two aspects and proposed a conceptual design framework with its rationale for privacy protection in use within the infrastructure of the interactive 360° video surveillance system. This conceptual integration framework takes into account the next essential factors: i) the utilization of the positive characteristics of 360° video to improve surveillance; ii) the protection of people's privacy; iii) the assistance needed in crime investigation and forensics; and iv) the ease and cost-effectiveness for deployment. These are factors of paramount significance for public safety and social order and they can be guaranteed with proactive approaches of design, based on the latest developments of Internet of Things technology and digital watermarking advancements.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, Research area: Information security, University of Tampere, Monash University
Contributors: Chaudhary, S., Berki, E., Nykänen, P., Zolotavkin, Y., Helenius, M., Kela, J.
Publication date: 23 Feb 2017

Host publication information

Title of host publication: 2016 22nd International Conference on Virtual System & Multimedia (VSMM)
Publisher: IEEE
ISBN (Electronic): 9781467389938
ASJC Scopus subject areas: Computer Science Applications, Human-Computer Interaction, Media Technology, Radiology Nuclear Medicine and imaging
Keywords: conceptual framework, Interactive 360° video surveillance, Internet of Things, literature review, privacy and safety, security, steganography and digital watermarking

Bibliographical note

EXT="Chaudhary, Sunil"

Source: Scopus
Source ID: 85016023783

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

From theories to game mechanics: Developing a game for training rational numbers

The paper reports the results from an ongoing project that aims to develop an engaging and effective digital game for training conceptual rational number knowledge. The overall research approach is design science. In the paper we report the results of an iteration in which we studied how students used a Semideus School game prototype and how they experienced the core mechanics of the game. 20 fourth graders and 32 sixth graders played Semideus School game for approximately 2.5 hours. Students were allowed to freely play the game with their iPads. Playing experience was studied with a digital questionnaire that included items about flow experience (Flow Short Scale), perceived playability, and acceptance of game-based math training. Additionally, a researcher observed the playing sessions and discussed with the students about the implementation of the game. Students experienced reasonable high flow experience while playing the game. The results revealed that 4th graders would be more willing to study rational numbers with a game and they also appreciated the playability of the game more than sixth graders. Moreover, sixth graders demanded more complex game mechanics, but 4th graders were happy with the core mechanics. We redesigned the game mechanics based on the findings. The paper describes the new mechanics and the theoretical basis of the new design.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing
Contributors: Kiili, K.
Number of pages: 7
Pages: 328-334
Publication date: 2017

Host publication information

Title of host publication: Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017
Publisher: Academic Conferences and Publishing International Limited
ISBN (Electronic): 9781911218562
ASJC Scopus subject areas: Software, Computer Graphics and Computer-Aided Design, Computer Networks and Communications, Artificial Intelligence, Human-Computer Interaction, Control and Systems Engineering, Education
Keywords: Game design, Game mechanic, Game-based learning, Mathematics, Playing experience, Rational numbers
Source: Scopus
Source ID: 85036471818

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Full-reference metrics multidistortional analysis

This paper is devoted to analysis and further improvement of full-reference metrics of image visual quality. The effectiveness of a metric is characterized by the rank correlation factors between the obtained array of mean opinion scores (MOS) and the corresponding array of given metric values. This allows to determine the correspondence of a considered metric to a human visual system (HVS). Results obtained on the database TID2013 show that Spearman correlation for the best existing metrics (PSNRHMA, FSIM, SFF, etc.) does not exceed 0.85. In this paper, extended verification tools that allow to detect the shortcomings of the metrics taking into account combined distortions is proposed. An example for further improvement of the PSNRHMA metric is presented.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Signal Processing, Kharkiv National Aerospace University
Contributors: Ieremeiev, O., Lukin, V., Ponomarenko, N., Egiazarian, K.
Number of pages: 9
Pages: 27-35
Publication date: 2017

Host publication information

Title of host publication: Image Processing: Algorithms and Systems XV

Publication series

Name: Electronic Imaging
ISSN (Print): 2470-1173
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Science Applications, Human-Computer Interaction, Software, Electrical and Electronic Engineering, Atomic and Molecular Physics, and Optics
Keywords: Full-reference metrics, Image visual quality assessment, Metrics analysis, Metrics verification, Multiple distortions

Bibliographical note

jufoid=84313
EXT="Ponomarenko, Nikolay"
EXT="Lukin, Vladimir"

Source: Scopus
Source ID: 85040625876

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

BM3D-HVS: Content-Adaptive denoising for improved visual quality

We introduce a content-Adaptive approach to image denoising where the filter design is based on mean opinion scores (MOSs) from preliminary experiments with volunteers who evaluated the quality of denoised image fragments. This allows to tune the filter parameters so to improve the perceptual quality of the output image, implicitly accounting for the peculiarities of the human visual system (HVS). A modification of the BM3D image denoising filter (Dabov et al., IEEE TIP, 2007), namely BM3DHVS, is proposed based on this framework. We show that it yields a higher visual quality than the conventional BM3D. Further, we have also analyzed the MOSs against popular full-reference visual quality metrics such as SSIM (Wang et al., IEEE TIP, 2004), its extension FSIM (Zhang et al., IEEE TIP, 2011), and the noreference IL-NIQE (Zhang et al., IEEE TIP, 2015) over each image fragment. Both the Spearman and the Kendall rank order correlation show that these metrics do not correspond well to the human perception. This calls for new visual quality metrics tailored for the benchmarking and optimization of image denoising methods.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Signal Processing, Kharkiv National Aerospace University, Noiseless Imaging Ltd
Contributors: Egiazarian, K., Danielyan, A., Ponomarenkoa, N., Foia, A., Ieremeiev, O., Lukin, V.
Number of pages: 8
Pages: 48-55
Publication date: 2017

Host publication information

Title of host publication: Image Processing: Algorithms and Systems XV

Publication series

Name: Electronic Imaging
ISSN (Print): 2470-1173
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Science Applications, Human-Computer Interaction, Software, Electrical and Electronic Engineering, Atomic and Molecular Physics, and Optics

Bibliographical note

EXT="Danielyan, Aram"
EXT="Lukin, Vladimir"
jufoid=84313

Source: Scopus
Source ID: 85040604686

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Can e-government solutions enhance the work in municipalities?: empirical evidence from case lupapiste

Digitalization and increasing demand of e-government services are not changing only the way the citizens can use public services, but also the nature of work of many municipality employees. At best this kind of digitalization can offer added value in the form of enhancing the work of the municipality personnel. In this paper, we study the effects of adopting an e-government service on work in municipalities. Based on an empirical investigation of five municipalities we propose flow efficiency as a key metric to grasp the added value of digitalization of a public service, as it reveals the most valuable activities as well as the potential bottlenecks. Flow efficiency measurement gives therefore a better indicator to be used in e-government process development than e.g. simple throughput time especially when evaluating the effects of digitalization on knowledge work productivity.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Information Management and Logistics, Research group: Novi, Managing digital industrial transformation (mDIT), Solita Oy
Contributors: Jussila, J., Helander, N., Lehtonen, T., Kallio, J., Sillanpää, V.
Number of pages: 6
Pages: 20-25
Publication date: 17 Oct 2016

Host publication information

Title of host publication: AcademicMindtrek '16: Proceedings of the 20th International Academic Mindtrek Conference : Oct. 17th-19th, 2016
Publisher: ACM
ISBN (Electronic): 978-1-4503-4367-1
ASJC Scopus subject areas: Public Administration, Information Systems, Human-Computer Interaction
Keywords: E-Government, Efficiency, value assessment
Electronic versions: 

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

The 5C categorization of social media tools

Social media can offer potential business benefits in the company context. However, successful social media initiative calls for careful strategic planning and approaching social media tools as enablers for reaching a purpose. A categorization of social media tools is called for to help the strategic choices and evaluation between the tools. To date, no coherent classification exists, and those suggested approach social media tools from a substantival perspective of what a tool is. From strategical planning viewpoint it is more practical to take the functional perspective of what a tool does. In this paper, we present a framework for categorizing social media tools by the actions they enable. The 5C categorization is based on the action s enabled by the social media tools: communicating, collaborating, connecting, completing, and combining. In order to demonstrate how the 5C categorization can be used as a framework to assess social media tools we conducted an empirical study of social media based crowdsourcing platforms in business-to-business setting. The 5C categorization can be utilized in planning a social media strategy as it forwards the understanding of which tools are suitable for certain purpose and provides a scheme to evaluate and compare different social media tools and applications.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Information Management and Logistics, Research group: Novi, Managing digital industrial transformation (mDIT), University of Vaasa (UVA)
Contributors: Vuori, V., Jussila, J.
Number of pages: 8
Pages: 26-33
Publication date: 17 Oct 2016

Host publication information

Title of host publication: Proceedings of the 20th International Academic Mindtrek Conference : Oct. 17th-19th, 2016, Tampere, Finland
Publisher: ACM
ISBN (Electronic): 978-1-4503-4367-1
ASJC Scopus subject areas: Human-Computer Interaction
Keywords: Social Media

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Temporal dimensions of affect in user experience of digital news in the field

This paper examines temporal dimensions of affective experiences as part of user experience of digital news reading in field conditions in two case studies. The first study focused on user experience of novel browser optimized versions of news for tablet computers. The second study examined the experience of digital replicas. The participants were active readers of newspapers studied. The daily reporting of affect was done over the usage period of one week. The results of both studies showed that there are differences between positive and negative affect, in their dynamism over time and individual differences they captured. The amount of negative emotions was very low with small individual differences and it reduced over time. In contrast, positive affect indicated slightly positive user experience with larger amount of individual differences. Its main dynamism was expressed at the beginning of study.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Pervasive Computing, Research area: User experience, Eindhoven University of Technology
Contributors: Jumisko-Pyykkö, S., Pesonen, E., Väätäjä, H.
Pages: 192-197
Publication date: 17 Oct 2016

Host publication information

Title of host publication: AcademicMindtrek 2016 - Proceedings of the 20th International Academic Mindtrek Conference
Publisher: ACM
ISBN (Electronic): 9781450343671
ASJC Scopus subject areas: Human-Computer Interaction, Software, Computer Science Applications
Keywords: Authentication, Browser, Digital news, Digital replica, Emotion, Reading, Tablet, User experience
Source: Scopus
Source ID: 84994817765

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Software visualization today - Systematic literature review

Software visualization means visualizing various aspects and artifacts related to software. By this definition a wide range of different software engineering aspects from program comprehension to understanding software process and usage are covered. This paper presents the results of systematic literature review spanning six years of software visualization literature. The main result shows that the most studied topics in the past six years are related to software structure, behavior and evolution. Software process and usage are addressed only in few studies. In the future studying the adoption of software visualization tools in industry context would be beneficial.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Pervasive Computing, Research area: Software engineering, Research area: User experience
Contributors: Mattila, A., Ihantola, P., Kilamo, T., Luoto, A., Nurminen, M., Väätäjä, H.
Number of pages: 10
Pages: 262-271
Publication date: 17 Oct 2016

Host publication information

Title of host publication: AcademicMindtrek 2016 - Proceedings of the 20th International Academic Mindtrek Conference
Publisher: ACM
ISBN (Electronic): 9781450343671
ASJC Scopus subject areas: Human-Computer Interaction, Software, Computer Science Applications
Keywords: Human-centered computing, Software visualization, Systematic literature review
Source: Scopus
Source ID: 84994910745

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Participatory development of user experience design guidelines for a B2B company

As business success is increasingly dependent on an organization's ability to provide a pleasant user experiences (UX) for its products, companies need to find ways to harness every employee to think about UX in their daily work. To support this goal, we present a participatory development process to create user experience design guidelines for a company developing materials-handling equipment for warehouses. The guidelines were developed to steer the work of all R&D designers and developers towards experience-driven design of the products in business-to-business context. The participatory process includes six steps: Spreading awareness of UX within the company, providing information on UX, supporting understanding of UX, co-creation of guidelines, reviewing the outcome, and implementing the guidelines. This paper concentrates on describing the first five phases. The participatory approach is applicable by other organizations to support the change towards experience-driven design. The process and outcome aims to support employees' everyday work aiming for products with pleasant UX.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Pervasive Computing, Research area: User experience, Rocla Oy, Aalto University
Contributors: Hildén, E., Väätäjä, H., Roto, V., Uusitalo, K.
Number of pages: 10
Pages: 49-58
Publication date: 17 Oct 2016

Host publication information

Title of host publication: AcademicMindtrek '16 Proceedings of the 20th International Academic Mindtrek Conference
Publisher: ACM
ISBN (Electronic): 978-1-4503-4367-1
ASJC Scopus subject areas: Human-Computer Interaction, Software, Computer Science Applications
Keywords: B2B, Design, Guideline, Mindset, Organizational change, Participatory Design, User experience

Bibliographical note

EXT="Roto, Virpi"

Source: Scopus
Source ID: 84994834980

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Focusing on user experience and business models in startups: Investigation of two-dimensional value creation

While good user experience (UX) can be seen to provide competitive advantage for the company and added value to users, resources for achieving UX may often be lacking in software startups. Furthermore, in different phases of business and product development process, concentrating on the focal things can be challenging. In this study, we investigated the factors affecting UX work in startups as well as UX goals startups set for their products. Furthermore, we reviewed the goals in terms of the Minimum Viable UX framework as well as value creation aspects. We present qualitative results of a survey study with 20 software startups as well as findings of a literature review. Our study suggests that while startups aim to provide products with good usability, the lack of a more comprehensive approach to UX can hinder their value creation; affecting both user satisfaction and business success. As a result, this may affect the successful implementation of startup's business model.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Research area: User experience, Department of Pervasive Computing, University of Oulu
Contributors: Hokkanen, L., Xu, Y., Väänänen, K.
Number of pages: 9
Pages: 59-67
Publication date: 17 Oct 2016

Host publication information

Title of host publication: AcademicMindtrek 2016 - Proceedings of the 20th International Academic Mindtrek Conference
Publisher: ACM
ISBN (Electronic): 9781450343671
ASJC Scopus subject areas: Human-Computer Interaction, Software, Computer Science Applications
Keywords: Business model, Software, Startup, User experience, Value
Source: Scopus
Source ID: 84994831715

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Casual immersive viewing with smartphones

In this paper, we explore how to better integrate virtual reality viewing to a smartphone. We present novel designs for casual (short-term) immersive viewing of spatial and 3D content, such as augmented and virtual reality, with smartphones. Our goal is to create a simple and low-cost casual-viewing design which could be retrofitted and eventually be embedded into smartphones, instead of using larger spatial viewing accessories. We explore different designs and implemented several prototypes. One prototype uses thin and light near-to-eye optics with a smartphone display, thus providing the user with the functionality of a large, high-resolution virtual display. Our designs also enable 3D user interfaces. Easy interaction through various gestures and other modalities is possible by using the inertial and other sensors and camera of the smartphone. Our preliminary concepts are a starting point for exploring useful constructions and designs for such usage.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Electronics and Communications Engineering, Research group: Personal Electronics Group, University of California, Santa Barbara
Contributors: Rakkolainen, I., Raisamo, R., Turk, M., Höllerer, T., Palovuori, K.
Number of pages: 4
Pages: 449-452
Publication date: 17 Oct 2016

Host publication information

Title of host publication: AcademicMindtrek 2016 - Proceedings of the 20th International Academic Mindtrek Conference
Publisher: ACM
ISBN (Electronic): 978-1-4503-4367-1
ASJC Scopus subject areas: Human-Computer Interaction, Software, Computer Science Applications
Keywords: 3D interaction, Augmented reality, Mobile computing, Near-to-eye display, Virtual reality

Bibliographical note

EXT="Rakkolainen, Ismo"

Source: Scopus
Source ID: 84994852921

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Challenges and capabilities of conductive polymeric materials for electromechanical stimulation of stem cells: A case study

Cell cultivation devices that mimic the complex microenvironment of cells in the human body are of high importance for the future of stem cell research. This paper introduces a prototype of an electromechanical stimulation platform as a modular expansion of an earlier developed mechanical stimulation device for stem cell research. A solution processable ink from PEDOT:PSS and graphene is studied as a suitable material for fabrication of transparent stretchable electrodes. Challenges of electrode integration on a flexible membrane using this material are critically discussed.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Automation Science and Engineering
Contributors: Viehrig, M., Tuukkanen, S., Kallio, P.
Number of pages: 5
Publication date: 6 Sep 2016

Host publication information

Title of host publication: 2016 International Conference on Manipulation, Automation and Robotics at Small Scales, MARSS 2016
Publisher: Institute of Electrical and Electronics Engineers Inc.
ISBN (Electronic): 9781509015108
ASJC Scopus subject areas: Artificial Intelligence, Human-Computer Interaction, Computer Science Applications
Keywords: Conductive Polymer, Electromechanical Stimulation, graphene/PEDOT:PSS ink, PEDOT: PSS, Stem Cells
Electronic versions: 

Bibliographical note

INT=ase,"Viehrig, Marlitt"

Source: Scopus
Source ID: 84988946977

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Using elicitation studies to generate collocated interaction methods

Elicitation studies allow collecting interaction methods directly from end-users by presenting the users with the end effect of an operation and then asking them to perform the action that caused it. Applying elicitation studies in the domain of collocated interaction might enable designing more intuitive and natural group interaction methods. However, in the past elicitation studies have primarily been conducted with individual users - they have rarely been applied to groups. In this paper, we report our initial experiences in using the elicitation study methodology to generate interaction methods for groups of collocated users with wearable devices.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Pervasive Computing, Research area: User experience, Nokia, Unit of Human-Centered Technology (IHTE)
Contributors: Jokela, T., Rezaei, P. P., Väänänen, K.
Number of pages: 5
Pages: 1129-1133
Publication date: 6 Sep 2016

Host publication information

Title of host publication: Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, MobileHCI 2016
Publisher: ACM
ISBN (Electronic): 9781450344135
ASJC Scopus subject areas: Information Systems, Computer Networks and Communications, Human-Computer Interaction, Software
Keywords: Collocated interaction, Elicitation study, Guessability study, Multi-device user interfaces, Wearable devices
Source: Scopus
Source ID: 84991110295

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Sparse modelling and predictive coding of subaperture images for lossless plenoptic image compression

This paper studies the lossless compression of rectified light-field images captured by plenoptic cameras, exploiting the high similarity existing between the subaperture images, or views, composing the light-field image. The encoding is predictive, where one sparse predictor is designed for every region of a view, using as regressors the pixels from the already transmitted views. As a first step, consistent segmentations for all subaperture images are constructed, defining the regions as connected components in the quantized depth map of the central view, and then propagating them to all side views. The sparse predictors are able to take into account the small horizontal and vertical disparities between regions in corresponding close-by views and perform optimal least squares interpolation accounting implicitly for fractional disparities. The optimal structure of the sparse predictor is selected for each region based on an implementable description length. The encoding of the views is done sequentially starting from the central view and the scheme produces results better than standard lossless compression methods utilized directly on the full lightfield image or applied to the views in a similar sequential order as our method.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Signal Processing, Research group: Algebraic and Algorithmic Methods in Signal Processing AAMSP, Research group: Signal Interpretation and Compression-SIC, Signal Processing Research Community (SPRC), University of California San Diego
Contributors: Helin, P., Astola, P., Rao, B., Tabus, I.
Publication date: 22 Aug 2016

Host publication information

Title of host publication: 2016 3DTV-Conference: The True Vision - Capture, Transmission and Display of 3D Video, 3DTV-CON 2016
Publisher: IEEE COMPUTER SOCIETY PRESS
ISBN (Electronic): 9781509033133
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Networks and Communications, Computer Vision and Pattern Recognition, Human-Computer Interaction, Electrical and Electronic Engineering
Keywords: depth map warping, light-field coding, lossless compression, plenoptics, sparse prediction
Source: Scopus
Source ID: 84987803027

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Decoding complexity reduction in projection-based light-field 3D displays using self-contained HEVC tiles

The goal of this work is to provide a low complexity video decoding solution for High Efficiency Video Coding (HEVC) streams in applications where only a region of the video frames is needed to be decoded. This paper studies the problem of creating selfcontained (i.e., independently decodable) partitions in the HEVC streams. Further, the requirements for building self-contained regions are described, and an encoder-side solution is proposed based on HEVC tile feature. A particular application of self-contained tiles targets the type of light-field 3D displays, which employ a dense set of optical engines to recreate the light field. Correspondingly, such 3D displays require a dense set of input views and therefore the partial decoding of bitstreams helps providing less complex and consequently real-time decoding and processing. The simulation results show a significant increase in decoding speed at the cost of a minor increase in storage capacity.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Signal Processing, Research group: 3D MEDIA, Nokia
Contributors: Zare, A., Kovacs, P. T., Aminlou, A., Hannuksela, M. M., Gotchev, A.
Publication date: 22 Aug 2016

Host publication information

Title of host publication: 2016 3DTV-Conference: The True Vision - Capture, Transmission and Display of 3D Video, 3DTV-CON 2016
Publisher: IEEE COMPUTER SOCIETY PRESS
ISBN (Electronic): 9781509033133
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Networks and Communications, Computer Vision and Pattern Recognition, Human-Computer Interaction, Electrical and Electronic Engineering
Keywords: HEVC, light-field 3D displays, partial decoding, random access, slice, tile, video partitioning

Bibliographical note

INT=sgn,"Zare, Alireza"

Source: Scopus
Source ID: 84987792281

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

An evaluation framework for cross-platform mobile app development tools: A case analysis of adobe PhoneGap framework

The 'App economy' is a highly lucrative and competitive market for independent software vendors as it potentially offers an easy highway to reach millions of users. However, the mobile application landscape is scattered and an application developer has to publish the software for several different platforms to be able to serve a majority of smartphone users. Therefore, a bunch of cross-development tools have been offered to simplify this workload. In this paper, we present an evaluation framework for comparing different cross-development tools. We use this framework to evaluate Adobe PhoneGap tool against native development in Android and Windows Phone platforms. The results of a case study reveal that while the cross-platform technique was easy to use, the appearance and usability of the app was mediocre at its best. The business impacts of these are also discussed.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Turun Yliopisto/Turun Biomateriaalikeskus
Contributors: Ahti, V., Hyrynsalmi, S., Nevalainen, O.
Number of pages: 8
Pages: 41-48
Publication date: 23 Jun 2016

Host publication information

Title of host publication: Computer Systems and Technologies 17th International Conference, CompSysTech 2016 - Proceedings
Volume: 1164
Publisher: Association for Computing Machinery
ISBN (Electronic): 9781450341820
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Cross-platform development, Hybrid mobile app, Mobile application, Multi-platform
Source: Scopus
Source ID: 85001085934

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

A survey on aims and environments of diversification and obfuscation in software security

Diversification and obfuscation methods are promising approaches used tosecuresoftware and prevent malware from functioning. Diversification makes each software instance unique so that malware attacks cannot rely on the knowledge of the program's execution environment and/or internal structure anymore. We present a systematic literature review on the state of-the-art of diversification and obfuscation research aiming to improve software security between 1993 and 2014. As the result of systematic search, in the final phase, 209 related papers were included in this study. In this study we focus on two specific research questions: what are the aims of diversification and obfuscation techniques and what are the environments they are applied to. The former question includes the languages and the execution environments that can benefit from these two techniques, while the second question presents the goals of the techniques and also the type of attacks they mitigate. is held by the owner/author(s). Publication rights licensed to ACM.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Turun Yliopisto/Turun Biomateriaalikeskus
Contributors: Hosseinzadeh, S., Rauti, S., Laurén, S., Mäkelä, J. M., Holvitie, J., Hyrynsalmi, S., Leppänen, V.
Number of pages: 8
Pages: 113-120
Publication date: 23 Jun 2016

Host publication information

Title of host publication: Computer Systems and Technologies 17th International Conference, CompSysTech 2016 - Proceedings
Volume: 1164
Publisher: Association for Computing Machinery
ISBN (Electronic): 9781450341820
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Diversification, Obfuscation, Software security, Systematic literature review (SLR)
Source: Scopus
Source ID: 85000983786

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Exploring the use of deprecated PHP releases in the wild internet: Still a LAMP issue?

Many web sites utilize deprecated software products that are no longer maintained by the associated software producers. This paper explores the question of whether an existing big data collection can be used to predict the likelihood of deprecated PHP releases based on different abstract components in modern web deployment stacks. Building on web intelligence, software security, and data-based industry rationales, the question is examined by focusing on the most popular domains in the contemporary web-facing Internet. Logistic regression is used for classification. Although statistical classification performance is modest, the results indicate that deprecated PHP releases are associated with Linux and other open source software components. Geographical variation is small. Besides these results, the paper contributes to the web intelligence research by evaluating the feasibility of existing big data collections for mass-scale fingerprinting.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: University of Turku, Department of Information Technology
Contributors: Ruohonen, J., Hyrynsalmi, S., Leppänen, V.
Publication date: 13 Jun 2016

Host publication information

Title of host publication: 6th International Conference on Web Intelligence, Mining and Semantics, WIMS 2016
Publisher: Association for Computing Machinery
Article number: 26
ISBN (Electronic): 9781450340564
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Cyber security, Patching, Release engineering, Web crawling
Source: Scopus
Source ID: 84978522051

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Feasibility characterization of cryptographic primitives for constrained (wearable) IoT devices

The Internet of Things (IoT) employs smart devices as its building blocks for developing a ubiquitous communication framework. It thus supports a wide variety of application domains, including public safety, healthcare, education, and public transportation. While offering a novel communication paradigm, IoT finds its requirements closely connected to the security issues. The role of security following the fact that a new type of devices known as wearables constitute an emerging area. This paper delivers an applicability study of the state-of-the-art cryptographic primitives for wearable IoT devices, including the pairing-based cryptography. Pairing-based schemes are well-recognized as fundamental enablers for many advanced cryptographic applications, such as privacy protection and identity-based encryption. To deliver a comprehensive view on the computational power of modern wearable devices (smart phones, watches, and embedded devices), we perform an evaluation of a variety of them utilizing bilinear pairing for real-time communication. In order to deliver a complete picture, the obtained bilinear pairing results are complemented with performance figures for classical cryptography (such as block ciphers, digital signatures, and hash functions). Our findings show that wearable devices of today have the needed potential to efficiently operate with cryptographic primitives in real time. Therefore, we believe that the data provided during this research would shed light on what devices are more suitable for certain cryptographic operations.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Electronics and Communications Engineering, Research group: Emerging Technologies for Nano-Bio-Info-Cogno
Contributors: Ometov, A., Masek, P., Malina, L., Florea, R., Hosek, J., Andreev, S., Hajny, J., Niutanen, J., Koucheryavy, Y.
Publication date: 19 Apr 2016

Host publication information

Title of host publication: IEEE International Conference on Pervasive Computing and Communication Workshops, PerCom Workshops 2016
Publisher: IEEE
ISBN (Print): 9781509019410
ASJC Scopus subject areas: Computer Science Applications, Computer Networks and Communications, Human-Computer Interaction
Keywords: Bilinear Pairing, Cryptography, Group Signatures, IoT, Performance evaluation, Wearables

Bibliographical note

INT=elt,"Florea, Roman"
EXT="Niutanen, Jussi"

Source: Scopus
Source ID: 84966546696

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Patterns for subsidiaries as innovation tools

In this paper, we describe two patterns for fostering innovative ideas in a company. The patterns originate from experiences in real companies. Innovations are crucial in opening up new business vistas for a company. Old business models for any company will wither as times change and, continuous innovation is needed. However, companies are geared for efficient execution of their current business, not for fostering new ideas. One way for innovation incubation is a subsidiary. A subsidiary typically has more freedom and risk-based incentives than an internal startup. To run a successful subsidiary, one must first decide when to Spin Off, then, how to run the Subsidiary and, finally, Merge and Scale the business, if feasible.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, Research area: User experience
Contributors: Leppänen, M., Hokkanen, L.
Publication date: 7 Apr 2016

Host publication information

Title of host publication: Proceedings of the 10th Travelling Conference on Pattern Languages of Programs, VikingPLoP 2016
Publisher: ACM
Article number: a7
ISBN (Electronic): 9781450342001
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Innovation, Internal startup, Lean, Startups
Source: Scopus
Source ID: 85015703961

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Patterns for safety system bus architecture

Traditionally safety and controls systems have been strictly separated from each other. There are both benefits and liabilities in this approach. Thus, modern system employing control and safety system parts do not necessarily make a strict separation between these two elements of the system. Regardless of the degree of separation, the nodes belonging to either control or safety system may need to communicate with each other to implement the desired functionality. An increasing number of systems nowadays utilize a fieldbus to connect the distributed nodes of the system together. A time comes in the design process, when one needs to select the architecture of the physical fieldbus. That is, how and which nodes are connected? In this paper, two patterns to organize the fieldbus architecture are illustrated. In short, one either can separate the fieldbus between the safety and control system nodes or use a shared fieldbus between the nodes.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Research area: Information Systems in Automation, Automation and Hydraulic Engineering
Contributors: Rauhamäki, J.
Publication date: 7 Apr 2016

Host publication information

Title of host publication: Proceedings of the 10th Travelling Conference on Pattern Languages of Programs, VikingPLoP 2016
Publisher: ACM
Article number: a4
ISBN (Electronic): 9781450342001
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Communication, Control system, Fieldbus, Safety system, Separated, Shared
Source: Scopus
Source ID: 85015687535

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Learnings from the Finnish game industry

The motivation behind our research was the rapid growth and business wins of world-class Finnish game companies, like Supercell, as well as the success of other game companies in Finland. In particular, Supercell's growth is something that has not been heard of before and this raised the interest to research what game companies have been doing right. Supercell is not the only Finnish success. Rovio is also well known and has the roots for success from few years before. There are also other game companies in Finland that have succeeded and this motivated us to investigate what is happening behind the game industry and what could be learned from there that could be applied to other software industry as well. In order to explore and explain the different success factors, we interviewed the following eight Finnish game companies: Rovio Entertainment, Fingersoft, TicBits, Boomlagoon, 10tons, Tribeflame, Star Arcade and Mountain Sheep. In addition, we investigated public sources, like interviews given to newspapers and books written about companies. These sources cover well Supercell as they have given numerous public interviews to journalists. Similarly, Remedy was analysed based on public sources. Based on the results we recognised some 30 patterns that, depending on the context, could be used in other organisations as well. The patterns include the applicable context where they can be used, driving forces (and counterforces) that should be recognised, the problem they are solving and the solution to the problem coupled with the key enablers. Furthermore, narrative stories based on the interviews and public sources are included.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, Research area: Information security, University of Helsinki, Jyväskylän yliopisto
Contributors: Helenius, M., Kettunen, P., Frank, L.
Publication date: 7 Apr 2016

Host publication information

Title of host publication: Proceedings of the 10th Travelling Conference on Pattern Languages of Programs, VikingPLoP 2016
Publisher: ACM
Article number: a12
ISBN (Electronic): 9781450342001
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software

Bibliographical note

EXT="Frank, Lauri"

Source: Scopus
Source ID: 85015616047

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Increasing collocated people's awareness of the mobile user's activities: A field trial of social displays

Many activities that have traditionally been performed with different dedicated physical artifacts are now done with personal mobile devices. Consequently, the privacy of mobile interfaces has hampered social observability and chances for serendipitous interactions. For example, reading an electronic newspaper with a mobile device does not allow the surrounding people to be similarly aware of the reader's activity as traditional newspapers. Social displays are additional displays on mobile devices providing the surrounding people with light-weight cues about the activities of the device user. We implemented a prototype that reveals the user's current active application and presents its name on an e-ink display on the backside of a mobile device. We conducted a ten-day field trial with 13 participants using the prototype. The results show that the prototype was able to increase awareness of users' mobile activities and occasionally triggered interactions with others, without significantly violating the sense of privacy.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Pervasive Computing, Research area: User experience
Contributors: Jarusriboonchai, P., Malapaschas, A., Olsson, T., Väänänen, K.
Number of pages: 12
Pages: 1691-1702
Publication date: 27 Feb 2016

Host publication information

Title of host publication: CSCW '16 - Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing
Publisher: ACM
ISBN (Print): 9781450335928
ASJC Scopus subject areas: Software, Computer Networks and Communications, Human-Computer Interaction
Keywords: Activity awareness, Backside display, Collocated interaction, Face-to-face interaction, Field study, Personal interface, Social display, Social interaction, User trial

Bibliographical note

Kysytty rt-versiosta 8.9.2020 EJ

Source: Scopus
Source ID: 84963542098

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Social display...We can see what you are doing on your mobile device

Mobile devices have become powerful in terms of computing and supporting various human activities. People have moved some of their activities that earlier have been done with dedicated artifacts to mobile devices. However, due to the rather private and personal interfaces of mobile devices, activities that earlier were easily observable by surrounding others have become private, decreasing the surroundings people's awareness of a mobile user's activity and thus the possibilities for serendipitous interactions. We developed a prototype called social display; it provides light-weight visual cues about mobile user's current activity with the device. The cues are displayed on a display attached to the backside of the user's mobile device. We present the concept, explain the design decisions and briefly report key findings from, first, a focus group study and, second, a field trial study.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Pervasive Computing, Research area: User experience
Contributors: Jarusriboonchai, P., Malapaschas, A., Olsson, T., Väänänen, K.
Number of pages: 4
Pages: 53-56
Publication date: 27 Feb 2016

Host publication information

Title of host publication: CSCW '16 Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing
Publisher: ACM
ISBN (Print): 9781450339506
ASJC Scopus subject areas: Software, Computer Networks and Communications, Human-Computer Interaction
Keywords: Activity awareness, Backside display, Collocated interaction, Face-to-face interaction, Field study, Personal interface, Social display, Social interaction, User trial
Source: Scopus
Source ID: 84963574828

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Who is moving - User or device? Experienced quality of mobile 3D video in vehicles

'Viewing while commuting' is a typical use case for mobile video. However, experimental and behavioral influences of watching three-dimensional (3D) video in vibrating vehicles have not been widely researched. The goal of this study is 1) to explore the influence of video presentation modes (two-dimensional and stereoscopic 3D) on the quality of experience and 2) to understand the nature of the movement patterns that users perform to maintain an optimal viewing position while viewing videos on a mobile device in three commuting contexts and in a controlled laboratory environment. A hybrid method for quality evaluation was used for combining quantitative preference ratings, qualitative descriptions of quality, situational audio/video data-collection, and sensors. The high-quality and heterogeneous audiovisual stimuli were viewed on a mobile device equipped with a parallax barrier display. The results showed that the stereoscopic 3D (S3D) video presentation mode provided more satisfying quality of experience than the two-dimensional presentation mode in all studied contexts. To maintain an optimal viewing position in the vehicles, the users moved the device in their hands to the directions around the vertical and the horizontal axes in a leaned sitting position. This movement behavior was guided by the contexts but not by the quality, indicating the general importance of these results for mobile video viewing in vibrating vehicles.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Pervasive Computing, Research area: User experience, Eindhoven University of Technology, Nokia
Contributors: Jumisko-Pyykkö, S., Markopoulos, P., Hannuksela, M. M.
Publication date: 16 Nov 2015

Host publication information

Title of host publication: ACE 2015 - 12th Advances in Computer Entertainment Technology Conference, Proceedings
Publisher: ACM
Article number: 13
ISBN (Electronic): 9781450338523
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: 3D, Experienced quality, Mobile video, Movement, Perception, Quasi-experiments
Source: Scopus
Source ID: 84979759186

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Need to touch, wonder of discovery, and social capital: Experiences with interactive playful seats

In this article we present findings from a design experiment of MurMur Moderators, talking playful seats facilitating playful atmosphere and creativity at office environments. The article describes the design and technological composition of our two prototypes, and our experiences exposing the concept to audiences at science fairs and an office environment. This research has served as an exploratory design study, directing our focus to the seats as primary and secondary play objects with a distinct narrative. Our goal with the initial exposure was to first investigate preliminary audience reactions for the high level concept and how people interact with the prototype. This was then supplemented by testing the concept in an office environment. The data we have collected gives us insight on the seats as primary and secondary play objects and how users touch, discover and socialize.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Mathematical modelling with wide societal impact (MathImpact), RMIT University
Contributors: Nummenmaa, T., Tyni, H., Kultima, A., Alha, K., Holopainen, J.
Publication date: 16 Nov 2015

Host publication information

Title of host publication: ACE 2015 - 12th Advances in Computer Entertainment Technology Conference, Proceedings
Volume: 16-19-November-2015
Publisher: Association for Computing Machinery
Article number: 10
ISBN (Electronic): 9781450338523
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Arduino, Audio feedback, Design research, DIY, Game studies, Internet of things, Office play, Playful furniture, Raspberry Pi
Source: Scopus
Source ID: 84979747766

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Antroposeeni - A mixed reality game

In this paper, we describe Antroposeeni, a mixed reality game designed and developed for mobile devices. Antroposeeni utilizes location-based services, GPS for tracking users and augmented reality techniques for displaying captivating audiovisual content and creating rich experiences. Our demonstration will introduce a pilot version of the game, which encompasses narrative elements of the game mediated through developed media technologies. The goal for the demonstration is to give the conference visitors a chance to test the game in a specifically tailored route close to the conference site. After conducting the pilot we plan to organize a short review regarding the user experience.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA), Metaria Ry
Contributors: Luhtala, M., Karvonen, T., Pylväs, J., Ala-Kokko, A., Magica, R., Takeda, Y., Turunen, M.
Number of pages: 3
Pages: 211-213
Publication date: 22 Sep 2015

Host publication information

Title of host publication: ACADEMICMINDTREK 2015 - Proceedings of the 19th International Academic Mindtrek Conference
Publisher: Association for Computing Machinery, Inc
ISBN (Electronic): 9781450339483
ASJC Scopus subject areas: Human-Computer Interaction, Software, Computer Science Applications
Keywords: Aesthetics, Art, Augmented reality, Design, Games, Mixed reality, Software design, Theatre, User experience
Source: Scopus
Source ID: 84962875980

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

OASIS deck of cards - House of colleagues: A playful

A research experiment to facilitate playful interaction and community learning within an academic organization of about 170 employees was conducted. A 2-player card game including 61 'staff character cards' and 39 question cards was implemented to be played by the relatively new community. The game period, including supporting events, ran for 5 weeks. After the experiment 59 staff members responded to an online survey on play experiences. The results showed that ways of participation and means of play are more diverse in a work community context than as they are specified in the game rules. More emphasis should be set on framing the game and supporting it as a continuous activity to become a playful practice in the work community. An academic community has inherent contextual prerequisites that need to be addressed in order for a playful practice to gain traction as a means for community building.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Mathematical modelling with wide societal impact (MathImpact)
Contributors: Nummenmaa, T., Kultima, A., Kankainen, V., Savolainen, S., Syvänen, A., Alha, K., Mäyrä, F.
Number of pages: 8
Pages: 2-9
Publication date: 22 Sep 2015

Host publication information

Title of host publication: ACADEMICMINDTREK 2015 - Proceedings of the 19th International Academic Mindtrek Conference
Publisher: Association for Computing Machinery, Inc
ISBN (Electronic): 9781450339483
ASJC Scopus subject areas: Human-Computer Interaction, Software, Computer Science Applications
Keywords: Academia, Adult play, Attitudes towards play, Card game, Community, Design, Play at work, Playfulness, University
Source: Scopus
Source ID: 84962803762

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Mobiscool: 1st workshop on mobile, social and culturally oriented learning

There are two simultaneous transformative changes occuring in Education: the use of mobile and tablet devices for accessing educational content, and the rise of the MOOCs. Happening independently and in parallel are significant advances in interaction technologies through smartphones and tablets, and the rise in the use of social-media and social-network analytics in several domains. Given the extent of personal context that is available on the mobile device, how can the education experience be personalised, made social, and tailored to the cultural context of the learner? The goal of this proposal is twofold: (a) To understand the usage, and student behaviour in this new environment (MOOCS and mobile devices) and (b) To design experiments and implement them to make these new tools more effective by tailoring them to the individual student's personal, social and cultural settings and preferences.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA), IBM Research, Aalborg University
Contributors: Nanavati, A. A., Rajput, N., Turunen, M., Knoche, H., Rehm, M.
Number of pages: 4
Pages: 1187-1190
Publication date: 24 Aug 2015

Host publication information

Title of host publication: MobileHCI 2015 - Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct
Publisher: Association for Computing Machinery, Inc
ISBN (Electronic): 9781450336536
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Information Systems, Software
Keywords: Augmented reality, Behaviour, Culture, Education, MOOCs, Multimedia, Social media, Social network analysis, User experience
Source: Scopus
Source ID: 84962791832

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Delivering directional haptic cues through eyeglasses and a seat

Navigation systems usually require visual or auditory attention. Providing the user with haptic cues could potentially decrease cognitive demand in navigation. This study is investigating the use of haptic eyeglasses in navigation. We conducted an experiment comparing directional haptic cues to visual cueing in a car navigation task. Participants (N=12) drove the Lane Change Test simulator with visual text cues, haptic cues given by the eyeglasses and haptic cues given by a car seat. The participants were asked to confirm the recognition of a directional cue (left or right) by pressing an arrow on a tablet screen and by navigating to the corresponding lane. Reaction times and errors were measured. The participants filled in the NASA-TLX questionnaire and were also interviewed about the different cues. The results showed that in comparison to the visual text cues the haptic cues were reacted to significantly faster. Haptic cueing was also evaluated as less frustrating than visual cueing. The haptic eyeglasses fared slightly, although not significantly, better than the haptic seat in subjective and objective evaluations. The paper suggests that haptic eyeglasses can decrease cognitive demand in navigation and have many possible applications.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA)
Contributors: Nukarinen, T., Rantala, J., Farooq, A., Raisamo, R.
Number of pages: 6
Pages: 345-350
Publication date: 4 Aug 2015

Host publication information

Title of host publication: IEEE World Haptics Conference, WHC 2015
Publisher: Institute of Electrical and Electronics Engineers Inc.
Article number: 7177736
ISBN (Electronic): 9781479966240
ASJC Scopus subject areas: Artificial Intelligence, Human-Computer Interaction
Source: Scopus
Source ID: 84947104478

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Sequential and simultaneous tactile stimulation with multiple actuators on head, neck and back for gaze cuing

Interacting with the environment using mobile eye-tracking is accompanied with challenges in providing non-visual feedback related to gaze events and monitoring the gaze vector estimation quality. Recent studies point to haptic stimulation as a promising feedback channel in this context. In this work we focused on applying haptic stimulation to inform users of pointing inaccuracies by cuing their gaze in the direction of nearby interactive objects. To decrease the cognitive load, short repetitive vibrations from four actuators were applied to the head and neck of the user. The head area stimulation was compared to the back that has often been used in earlier studies. The results showed that the haptic stimulation on the head and neck cued users as efficiently as the stimulation of the back, although smaller stimulation signal amplitude would be desirable. Another important implication refers to the design of the stimulation signal pattern: if multiple actuators are used in stimulation, then they should be activated sequentially and not simultaneously.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA)
Contributors: Spakov, O., Rantala, J., Isokoski, P.
Number of pages: 6
Pages: 333-338
Publication date: 4 Aug 2015

Host publication information

Title of host publication: IEEE World Haptics Conference, WHC 2015
Publisher: Institute of Electrical and Electronics Engineers Inc.
Article number: 7177734
ISBN (Electronic): 9781479966240
ASJC Scopus subject areas: Artificial Intelligence, Human-Computer Interaction
Source: Scopus
Source ID: 84947080913

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Three patterns for user involvement in startups

Creating products in software startups consists of a great deal of uncertainty combined with little resources. Rapid validation of created solutions with the potential customers is essential to startups. However, often startups lack people with skills needed for the validation. We present three patterns that help in involving users to gain meaningful feedback and learning. First, the feedback has to be gotten from the right people and the right questions have to be asked. Furthermore, if the feedback is collected with a prototype, often called a Minimum Viable Product, users should be able to give feedback of the actual idea, not to any roughness caused by the immaturity and the prototypishness of the product.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Pervasive Computing, Research area: Software engineering
Contributors: Hokkanen, L., Leppänen, M.
Publication date: 8 Jul 2015

Host publication information

Title of host publication: Proceedings of the 20th European Conference on Pattern Languages of Programs, EuroPLoP 2015
Publisher: ACM
Article number: a51
ISBN (Electronic): 9781450338479
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Lean, Startups, User experience
Source: Scopus
Source ID: 84982794686

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Four patterns for internal startups

In this paper, we describe patterns that are meant for founding internal startups in a larger company. The patterns are part of a larger pattern language for software startup companies. The patterns presented here cover four main parts of an internal startup's life cycle starting from idea creation by enabling innovation with 20 Rule. The second pattern introduces an incubator phase, where the idea is validated to have a sensible problem and solution. This optimally leads to the creation of an internal startup, where resources are allocated to concretize the idea. With restricted resources such as a limited time, the internal startup may find a new Product-Market fit and offer a validated business opportunity for the parent company. This is concluded by the Exit decision by the parent company and ends the internal startup's life cycle.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Pervasive Computing, Research area: Software engineering
Contributors: Leppänen, M., Hokkanen, L.
Publication date: 8 Jul 2015

Host publication information

Title of host publication: Proceedings of the 20th European Conference on Pattern Languages of Programs, EuroPLoP 2015
Publisher: ACM
Article number: a5
ISBN (Electronic): 9781450338479
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Internal startup, Lean startup, Organization, Organizational patterns, Patterns
Source: Scopus
Source ID: 84982784052

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

A comparison of security assurance support of agile software development methods

Agile methods increase the speed and reduce the cost of software projects; however, they have been criticized for lack of documentation, traditional quality control, and, most importantly, lack of security assurance - mostly due to their informal and self-organizing approach to software development. This paper clarifies the requirements for security assurance by using an evaluation framework to analyze the compatibility of established agile security development methods: XP, Scrum and Kanban, combined with Microsoft SDL security framework, against Finland's established national security regulation (Vahti). We also analyze the selected methods based on their role definitions, and provide some avenues for future research.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Managing digital industrial transformation (mDIT), University of Turku, Department of Information Technology
Contributors: Rindell, K., Hyrynsalmi, S., Leppänen, V.
Number of pages: 8
Pages: 61-68
Publication date: 25 Jun 2015

Host publication information

Title of host publication: Computer Systems and Technologies - 16th International Conference, CompSysTech 2015: Proceedings
Volume: 1008
Publisher: Association for Computing Machinery
ISBN (Electronic): 9781450333573
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: DESMET, Kanban, Scrum, SDL, Secure agile development, Security assurance, Vahti, XP
Source: Scopus
Source ID: 84957689583

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Glance awareness and gaze interaction in smartwatches

Smartwatches are widely available and increasingly adopted by consumers. The most common way of interacting with smartwatches is either touching a screen or pressing buttons on the sides. However, such techniques require using both hands. We propose glance awareness and active gaze interaction as alternative techniques to interact with smartwatches. We will describe an experiment conducted to understand the user preferences for visual and haptic feedback on a "glance" at the wristwatch. Following the glance, the users interacted with the watch using gaze gestures. Our results showed that user preferences differed depending on the complexity of the interaction. No clear preference emerged for complex interaction. For simple interaction, haptics was the preferred glance feedback modality. Copyright is held by the author/owner(s).

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA), Tampere Unit for Computer-Human Interaction (TAUCHI)
Contributors: Akkil, D., Kangas, J., Rantala, J., Isokoski, P., Špakov, O., Raisamo, R.
Number of pages: 6
Pages: 1271-1276
Publication date: 18 Apr 2015

Host publication information

Title of host publication: CHI 2015 - Extended Abstracts Publication of the 33rd Annual CHI Conference on Human Factors in Computing Systems: Crossings
Volume: 18
Publisher: Association for Computing Machinery
ISBN (Electronic): 9781450331463
ASJC Scopus subject areas: Human-Computer Interaction, Computer Graphics and Computer-Aided Design, Software
Keywords: Gaze input, Haptic feedback, Wearable computing
Source: Scopus
Source ID: 84954204642

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Intentstreams: Smart parallel search streams for branching exploratory search

The user's understanding of information needs and the information available in the data collection can evolve during an exploratory search session. Search systems tailored for well-defined narrow search tasks may be suboptimal for exploratory search where the user can sequentially refine the expressions of her information needs and explore alternative search directions. A major challenge for exploratory search systems design is how to support such behavior and expose the user to relevant yet novel information that can be difficult to discover by using conventional query formulation techniques. We introduce IntentStreams, a system for exploratory search that provides interactive query refinement mechanisms and parallel visualization of search streams. The system models each search stream via an intent model allowing rapid user feedback. The user interface allows swift initiation of alternative and parallel search streams by direct manipulation that does not require typing. A study with 13 participants shows that IntentStreams provides better support for branching behavior compared to a conventional search system.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Research Community on Data-to-Decision (D2D), University of Helsinki, Aalto University, School of Management (JKK)
Contributors: Andolina, S., Klouche, K., Peltonen, J., Hoque, M., Ruotsalo, T., Cabral, D., Klami, A., Głowacka, D., Floréen, P., Jacucci, G.
Number of pages: 6
Pages: 300-305
Publication date: 18 Mar 2015

Host publication information

Title of host publication: IUI 2015 - Proceedings of the 20th ACM International Conference on Intelligent User Interfaces
Volume: 2015-January
Publisher: Association for Computing Machinery
ISBN (Electronic): 9781450333061
ASJC Scopus subject areas: Software, Human-Computer Interaction
Keywords: Information exploration, Parallel browsing, User interface design
Source: Scopus
Source ID: 84939638219

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Adaptive spatial resolution selection for stereoscopic video compression with MV-HEVC: A frequency based approach

One approach for stereoscopic video compression is to down sample the content prior to encoding and up sample it to the original spatial resolution after decoding. In this study it is shown that the ratio by which the content should be rescaled is sequence dependent. Hence, a frequency based method is introduced enabling fast and accurate estimation of the best down sampling ratio for different stereoscopic video clips. It is shown that exploiting this approach can bring 3.38% delta bitrate reduction over five camera-captured sequences.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Signal Processing, Research group: Video, Research Community on Data-to-Decision (D2D), Nokia
Contributors: Aflaki, P., Hannuksela, M. M., Gabbouj, M.
Number of pages: 4
Pages: 267-270
Publication date: 5 Feb 2015

Host publication information

Title of host publication: 2014 IEEE International Symposium on Multimedia, ISM 2014, 10-12 Dec. 2014, Taichung
Publisher: The Institute of Electrical and Electronics Engineers, Inc.
ISBN (Print): 9781479943111
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition, Human-Computer Interaction, Software, Media Technology
Keywords: frequency power spectrum, MVC, objective quality metrics, resolution adjustment

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Salient event detection in basketball mobile videos

Modern smartphones have become the most popular means for recording videos. In fact, thanks to their portability, smartphones allow for recording anything and at any moment of our everyday life. One common occasion is represented by sport happenings, where people often record their favourite team or players. Automatic analysis of such videos is important for enabling applications such as automatic organization, browsing and summarization of the content. This paper proposes novel algorithms for the detection of salient events in videos recorded at basketball games. The novel approach consists of jointly analyzing visual data and magnetometer data. The magnetometer data provides information about the horizontal orientation of the camera. The proposed joint analysis allows for a reduced number of false positives and for a reduced computational complexity. The algorithms are tested on data captured during real basketball games. The experimental results clearly show the advantages of the proposed approach.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Signal Processing, Research group: Video, Research Community on Data-to-Decision (D2D), Nokia Technologies
Contributors: Cricri, F., Mate, S., Curcio, I. D. D., Gabbouj, M.
Number of pages: 8
Pages: 63-70
Publication date: 5 Feb 2015

Host publication information

Title of host publication: Proceedings - 2014 IEEE International Symposium on Multimedia, ISM 2014
Publisher: The Institute of Electrical and Electronics Engineers, Inc.
Article number: 7032995
ISBN (Print): 978-1-4799-4312-8
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition, Human-Computer Interaction, Software, Media Technology
Keywords: Basketball, detection, event, mobile, video

Bibliographical note

EXT="Curcio, Igor D D"
EXT="Mate, Sujeet"

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Stereoscopic video description for human action recognition

In this paper, a stereoscopic video description method is proposed that indirectly incorporates scene geometry information derived from stereo disparity, through the manipulation of video interest points. This approach is flexible and able to cooperate with any monocular low-level feature descriptor. The method is evaluated on the problem of recognizing complex human actions in natural settings, using a publicly available action recognition database of unconstrained stereoscopic 3D videos, coming from Hollywood movies. It is compared both against competing depth-aware approaches and a state-of-the-art monocular algorithm. Experimental results denote that the proposed approach outperforms them and achieves state-of-the-art performance.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Research Community on Data-to-Decision (D2D), Aristotle University of Thessaloniki, Department of Informatics
Contributors: Mademlis, I., Iosifidis, A., Tefas, A., Nikolaidis, N., Pitas, I.
Publication date: 16 Jan 2015

Host publication information

Title of host publication: IEEE SSCI 2014 - 2014 IEEE Symposium Series on Computational Intelligence - CIMSIVP 2014: 2014 IEEE Symposium on Computational Intelligence for Multimedia, Signal and Vision Processing, Proceedings
Publisher: The Institute of Electrical and Electronics Engineers, Inc.
ISBN (Print): 9781479945047
ASJC Scopus subject areas: Artificial Intelligence, Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition, Human-Computer Interaction

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

The Fuzzy Front End of Experience Design: Eliciting and Communicating Experience Goals

When starting an experience design process, designers should first determine the experience to aim for. In the fuzzy front end of the experience design process, there are often several alternative sources for gaining insight and inspiration in defining this experience. In this paper, we describe the results of a survey where we studied experience design practitioners’ views of experience goal setting and approaches to communicate about these goals with stakeholders. The results from 9 different design cases suggest that “empathic understanding of the users’ world” is the most used source of insight and inspiration in defining experience goals. As an end result, we propose an initial model for an Experience Goal Elicitation Process to clarify the fuzzy front end of experience design. Also, instructions to support designers in defining and evaluating experience goals are presented.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Pervasive Computing, Research area: User experience, Augmented Human Activities (AHA), VTT Technical Research Centre of Finland, School of Arts, Design and Architecture, Aalto University
Contributors: Varsaluoma, J., Väätäjä, H., Kaasinen, E., Karvonen, H., Lu, Y.
Number of pages: 9
Pages: 324-332
Publication date: 2015

Host publication information

Title of host publication: OzCHI '15 - Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction
Publisher: ACM
ISBN (Print): 978-1-4503-3673-4
ASJC Scopus subject areas: Human-Computer Interaction, Information Systems
Keywords: experience goal, UX goal, experience design, fuzzy front end, survey study, Experience Goal Elicitation Process, experience-driven design, user experience, requirements engineering, user-centered design

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

User Experience of Digital News: Two Semi-long Term Field Studies

Reading of digital news on personal devices has dramatically increased. Parallel to new devices, novel service or even content types are created forming new habits and experiences for readers. However, previous research is limited in understanding temporal aspects of such users’ experiences (UX). The goal of this study is to understand user experience of mobile news reading in a real context of use over one week in two different case studies. UX of digital replicas, browser optimized versions of digital news, and novel media authentication method for news reading and ordering were explored with actual news readers (N=36) in field using their own tablets and personal computers. Data-collection included in daily diaries with the UX questionnaires and the retrospective interviews. The results showed that the studied forms of digital news and authentication methods provided positive user experience and they were appealing for future digital news. UX also showed a tendency of improving over a time. In addition, the user’s habits of reading digital news reflected the conventions of reading a print newspaper.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Pervasive Computing, Research area: User experience, Augmented Human Activities (AHA)
Contributors: Pesonen, E., Jumisko-Pyykkö, S., Väätäjä, H.
Number of pages: 13
Pages: 51-63
Publication date: 2015

Host publication information

Title of host publication: 14th International Conference on Mobile and Ubiquitous Multimedia (MUM 2015)
Publisher: ACM
ISBN (Print): 978-1-4503-3605-5
ASJC Scopus subject areas: Human-Computer Interaction, Information Systems
Keywords: digital news, user experience, reading, browser, digital replica, authentication, tablet computer, tablet, news, long-term, longitudinal study

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Supplier's Expectations on Usage Data Analytics of Complex Industrial Systems

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Pervasive Computing, Research area: User experience, University of Tampere
Contributors: Väätäjä, H., Heimonen, T., Tiitinen, K., Hakulinen, J., Turunen, M.
Publication date: 2015

Host publication information

Title of host publication: ISPIM Innovation Summit 2015
Publisher: International Society for Professional Innovation Management ISPIM
Editors: Huizingh, E., Conn, S., Bitran, I.
ISBN (Electronic): 9781911136002
ASJC Scopus subject areas: Human-Computer Interaction, Information Systems, Management of Technology and Innovation
Keywords: data analytics, user, usage data analytics, user experience, logging, user interaction, human-technology interaction, human-computer interaction, metals and engineering industry, manufacturing, MMS

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Design principles for collaboration platforms for open education

Increasing the current low uptake of Open Education Resources (OER) is a key challenge for researchers and practitioners in the field. User studies have shown that collaboration is a main success factor for successful open educational activities. However, effective collaboration in open educational contexts requires well planned processes and platforms supporting collaboration, in particular in physically distributed settings. We have been investigating the value of such platforms, their main features and user requirements to enable collaboration from immature ideas to completed resources. We used quantitative and qualitative research methods to collect insights from potential users of such collaboration platforms to validate our approach. Based on these insights, we developed a collaboration platform for open education. We validated our platform using observation groups and focus groups to identify the key design principles of powerful collaboration platforms for Open Education. Examples are the need for a simple tool, use of a common terminology, and considering Intellectual Property Rights. In this paper, we present our findings from an initial validation of our collaboration platform and give recommendations towards powerful collaboration platforms for open educational contexts.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Managing digital industrial transformation (mDIT), Department of Business Information Systems, ESCP Europe, Jyväskylän yliopisto, Ruhr West University of Applied Sciences, Vytautas Magnus University, Duale Hochschule Baden Württemberg, NCSR
Contributors: AbuJarour, S., Pirkkalainen, H., Pawlowski, J., Bick, M., Bagucanskyte, M., Frankenberg, A., Hudak, R., Makropoulos, C., Pappa, D., Pitsilis, V., Tannhauser, A. C., Trepule, E., Vidalis, A., Volungeviciene, A.
Number of pages: 11
Pages: 349-359
Publication date: 2015

Host publication information

Title of host publication: CSEDU 2015 - 7th International Conference on Computer Supported Education, Proceedings
Volume: 1
Publisher: SCITEPRESS
ISBN (Electronic): 978-989758107-6
ASJC Scopus subject areas: Human-Computer Interaction, Education
Keywords: Collaboration, Collaboration platforms, OER, Open education, Open educational resources
Source: Scopus
Source ID: 84943397466

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Embroidered ground plane implementation for wearable UHF RFID patch tag antennas

Wireless body-centric sensing systems hold an enormous potential to revolutionize wearable intelligence by extending the functionality of advanced garments. Wireless sensor networks integrated with garments allow inexpensive and continuous health state and environmental parameter monitoring with real-time updates of recorded bio-signals and parameters. Wearable antennas play a key role in establishing an efficient and reliable wireless communication link between body-worn electronics and the surrounding environment. Electrically conductive textiles (electro-textiles) are widely used as wearable antenna materials thanks to their excellent radio frequency (RF) performance, flexibility, and durability. Wearable passive UHF (860-960 MHz) radio frequency identification (RFID) patch tag antennas are of particular interest due to their low-cost, easy integration with garments, and large reading ranges. They play a key role in the development toward an intelligent environment, where tag antennas will be seamlessly integrated with daily garments to enable wireless communication everywhere and at any time.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Research group: Wireless Identification and Sensing Systems Research Group, Department of Electronics and Communications Engineering, Sensing Systems for Wireless Medicine (MediSense), Electrical Engineering Department, University of California, Los Angeles (UCLA)
Contributors: Koski, K., Ukkonen, L., Sydanheimo, L., Rahmat-Samii, Y.
Number of pages: 1
Pages: 274
Publication date: 12 Nov 2014

Host publication information

Title of host publication: 2014 USNC-URSI Radio Science Meeting (Joint with AP-S Symposium), USNC-URSI 2014 - Proceedings
Publisher: Institute of Electrical and Electronics Engineers Inc.
Article number: 6955657
ISBN (Electronic): 9781479937462
ASJC Scopus subject areas: Artificial Intelligence, Human-Computer Interaction, Electrical and Electronic Engineering
Source: Scopus
Source ID: 84916227610

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Information wall: Evaluation of a gesture-controlled public display

Public displays that allow users to interact with them through mid-air gestures are still relatively rare, as many applications rely on touch-based interaction. This paper introduces Information Wall, a gesture-controlled public information display that provides multi-user access to contextually relevant local information using remote pointing and mid-air gestures. The application has been studied in two settings: a lab-based user study and several short-term deployments. Based on our results, we present practical guidelines for gesture-controlled public display design.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA)
Contributors: Mäkelä, V., Heimonen, T., Luhtala, M., Turunen, M.
Number of pages: 4
Pages: 228-231
Publication date: 11 Nov 2014

Host publication information

Title of host publication: ACE 2014 - 11th Advances in Computer Entertainment Technology Conference, Proceedings
Volume: 2014-November
Publisher: Association for Computing Machinery
ISBN (Electronic): 9781450329453, 9781450331852, 9781450333047
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Gestures, Mid-air pointing, Pervasive displays, Public displays, User study
Source: Scopus
Source ID: 84943142256

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Goofy Mus, grumpy Mur and dirty Muf: Talking playful seats with personalities

The article discusses the concept of MurMur Moderators, talking playful seats designed to facilitate playful atmosphere and creativity at office environments. The concept of MurMur Moderators consists of five different personalities, grumpy Mur, goofy Mus, mellow Muh, sensitive Mut and shy Mum. The article describes the experiences and reactions to two personalities, Mus and Mur. Further, a sixth personality, Muf, consisting of rejected, provocative features is detailed. Consequently, the paper discusses play preferences, affordances and thresholds in connection to adult play. These will be the focus of future research by the authors.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Mathematical modelling with wide societal impact (MathImpact)
Contributors: Kultima, A., Nummenmaa, T., Tyni, H., Alha, K., Mayra, F.
Publication date: 11 Nov 2014

Host publication information

Title of host publication: ACE 2014 - 11th Advances in Computer Entertainment Technology Conference, Workshops Proceedings
Volume: 11-14-November-2014
Publisher: Association for Computing Machinery
Article number: a9
ISBN (Electronic): 9781450333146
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Adult play, Interactive furniture, Narrative, Personas, Playful office
Source: Scopus
Source ID: 84962580216

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

DYNAMO sound engine - Exploring the aesthetics of dynamic sound interactions

This paper outlines the design and development process of the Dynamic Audio Motion (Dynamo) concept. The Dynamo audio engine was developed for driving dynamic sound interaction states via custom made finite state machine. Further, a generative sound design approach was employed for creating sonic and musical structures. Designed dynamic sound interactions were tested in an embodied information wall application with endusers. During the testing situation, end-users engaged in a reflective creation process providing valuable insight of their experiences of using the system. In this paper we present key questions driving the research, theoretical background, research approach, an audio engine development process, and end-user research activities. The results indicate that dynamic sound interactions supported people's personal, emotional, and creative needs in the design context.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA)
Contributors: Luhtala, M., Heimonen, T., Mäkelä, V., Keskinen, T., Turunen, M., Saarinen, S.
Number of pages: 8
Pages: 159-166
Publication date: 4 Nov 2014

Host publication information

Title of host publication: MINDTREK 2014 - Proceedings of the 18th International Academic MindTrek Conference: "Media Business, Management, Content and Services"
Publisher: Association for Computing Machinery, Inc
ISBN (Electronic): 9781450330060
ASJC Scopus subject areas: Computer Science Applications, Human-Computer Interaction, Software
Keywords: Aesthetic experience, Artistic interfaces, Dynamic sound interaction, Multimodal interaction, Musicalization, Procedural sound design, Sonic interaction design
Source: Scopus
Source ID: 84963995207

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Body-touching: An embodied interaction technique for health information systems in developing regions

We present a study of using embodied health information system for developing regions focusing on users not familiar with technology. We designed and developed a health information system with two gesture-based selection techniques: pointing to a screen and touching one's own body part. We evaluated the prototype in user study with 37 semi-literate and literate participants. Our results indicate a clear preference (76%) for touching in the healthcare domain. Based on our observations and user feedback, we present four design guidelines for developing embodied systems for the developing world: designing bodycentric interaction to overcome literacy and technological proficiency barriers, addressing the misconceptions of system behaviors with users not familiar with technology, understanding effects of cultural constraints on interaction, and utilizing interactive virtual avatars to connect with the users.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA), IBM Research, Indian Institute of Technology
Contributors: Sharma, S., Srivastava, S., Sorathia, K., Hakulinen, J., Heimonen, T., Turunen, M., Rajput, N.
Number of pages: 8
Pages: 49-56
Publication date: 4 Nov 2014

Host publication information

Title of host publication: MINDTREK 2014 - Proceedings of the 18th International Academic MindTrek Conference: "Media Business, Management, Content and Services"
Publisher: Association for Computing Machinery, Inc
ISBN (Electronic): 9781450330060
ASJC Scopus subject areas: Computer Science Applications, Human-Computer Interaction, Software
Keywords: Body-centric interaction, Embodied interaction, gesture-based interaction, HCI4D, Health information systems, Information access
Source: Scopus
Source ID: 84964053943

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Email intensity, productivity and control in the knowledge worker's performance on the desktop

Experiencing stress, disturbing interruptions, loss of ability to concentrate, hurry and challenges to meet tight deadlines at work are very common in working life. At the same time, while variety of digital communication channels like instant messaging, video calls and social networking sites are getting more popular in working life, email is still intensively utilized work communication media. The goal of the empirical field study analyzing daily desktop computing of knowledge workers was to analyze association between email intensity in work time spending and subjectively experienced quality of work performance. It was found that while intensive email use does not impair subjectively experienced productivity, it may harm ability to concentrate, may increase forgetfulness and inability to solve problems at work effectively. Copyright is held by the owner/author(s). Publication rights licensed to ACM.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA), University of Tampere
Contributors: Franssila, H., Okkonen, J., Savolainen, R.
Number of pages: 4
Pages: 19-22
Publication date: 4 Nov 2014

Host publication information

Title of host publication: MINDTREK 2014 - Proceedings of the 18th International Academic MindTrek Conference: "Media Business, Management, Content and Services"
Publisher: Association for Computing Machinery, Inc
ISBN (Electronic): 9781450330060
ASJC Scopus subject areas: Computer Science Applications, Human-Computer Interaction, Software
Keywords: Email intensity, Knowledge work, Measurement, Productivity, Work performance
Source: Scopus
Source ID: 84964078815

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Games and energy: Profiling power usage during play

Computer gaming is a globally growing industry, with hundreds of millions of gaming-capable computers consuming an ever increasing amount of energy. Several of the world's most popular computer games tend to make a heavy use of computers' central processing units and/or graphics processing units. When such games execute on typical computers, for much of the time those components are kept in high energy-consuming states, regardless of what is happening in the game. We analyze this pattern of energy usage and we assess the scope for economizing on energy. The results presented also give insight into the energy implications of the hardware platform and operating systems used for hosting such games. We use the results to provide practical suggestions to both the industry and the gamers. Copyright is held by the owner/author(s). Publication rights licensed to ACM.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Mathematical modelling with wide societal impact (MathImpact), European Organization for Nuclear Research
Contributors: Salmela, J. M., Thanisch, P., Sotamaa, O., Niemi, T.
Number of pages: 8
Pages: 192-199
Publication date: 4 Nov 2014

Host publication information

Title of host publication: MINDTREK 2014 - Proceedings of the 18th International Academic MindTrek Conference: "Media Business, Management, Content and Services"
Publisher: Association for Computing Machinery, Inc
ISBN (Electronic): 9781450330060
ASJC Scopus subject areas: Computer Science Applications, Human-Computer Interaction, Software
Keywords: Computer games, Energy measurement
Source: Scopus
Source ID: 84963995284

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

MurMur Moderators, the talking playful seats

In this article we present the concept of MurMur Moderators, talking playful seats facilitating playful atmosphere and creativity at office environments. The article describes the design and technological composition of our first prototype, and our experiences exposing the concept to audiences at two science fairs in Italy (2013) and Finland (2014). This research has served as an informative pilot study, consequently directing our focus to the ways the accompanying narrative brings additional design value to the interactive seats. Our goal with the fairs was to investigate what are the preliminary audience reactions for the high level concept and how people interact with the initial prototype. The feedback was used for generating further ideas for ambient play and furniture-as-a-service, some of which carries on to future research and second prototype of the seat.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Mathematical modelling with wide societal impact (MathImpact)
Contributors: Nummenmaa, T., Kultima, A., Tyni, H., Alha, K.
Number of pages: 7
Pages: 231-237
Publication date: 4 Nov 2014

Host publication information

Title of host publication: MINDTREK 2014 - Proceedings of the 18th International Academic MindTrek Conference: "Media Business, Management, Content and Services"
Publisher: Association for Computing Machinery, Inc
ISBN (Electronic): 9781450330060
ASJC Scopus subject areas: Computer Science Applications, Human-Computer Interaction, Software
Keywords: Arduino, Audio feedback, Design research, Diy, Game studies, Internet of things, Playful furniture, Raspberry pi
Source: Scopus
Source ID: 84964027379

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

The fuzzy front end of experience design

The basic idea behind Experience Design approach is that before ideating the solution, you define what experience to design for. This is a critical point in a design process, because the experience goal needs to be appropriate for the target context of use, in line with the brand experience, and meaningful to truly engage users. In the early phases of the experience design process, in the fuzzy front end, there are several sources that can guide experience goal setting. One important way is empathic understanding of the users' world and stepping into the users' shoes, but there are also other sources of insight and inspiration for setting the experiential goals such as brand promise, technology and societal trends as well as mere vision of renewal. In this workshop, we aim to collect examples of the fuzzy front end of the experience design process and analyze how the different sources of insight and inspiration influence experience goal setting. Copyright is held by the owner/author(s).

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Pervasive Computing, Research area: User experience, Augmented Human Activities (AHA), Aalto University, VTT Technical Research Centre of Finland, School of Arts, Design and Architecture
Contributors: Kaasinen, E., Väätäjä, H., Karvonen, H., Lu, Y.
Number of pages: 4
Pages: 797-800
Publication date: 26 Oct 2014

Host publication information

Title of host publication: Proceedings of the NordiCHI 2014: The 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational
Place of publication: New York, NY
Publisher: ACM
ISBN (Print): 978-1-4503-2542-4

Publication series

Name: Nordic conference on human-computer interaction
ASJC Scopus subject areas: Human-Computer Interaction, Software
Keywords: Experience design, User experience, UX goals

Bibliographical note

Contribution: organisation=tie,FACT1=1<br/>Portfolio EDEND: 2014-12-31<br/>Publisher name: ACM

Source: researchoutputwizard
Source ID: 632

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Gaze-contingent scrolling and reading patterns

An automatic technique that scrolls the window content while the user is reading the text in the window has been implemented. Scrolling is triggered by gaze moving outside the reader's preferred reading zone. The reading patterns instigated by automatic scrolling are analyzed both quantitatively and using gaze path visualizations. Automatic scrolling is shown to result in smooth reading activity.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA)
Contributors: Räihä, K. J., Sharmin, S.
Number of pages: 4
Pages: 65-68
Publication date: 26 Oct 2014

Host publication information

Title of host publication: Proceedings of the NordiCHI 2014: The 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational
Publisher: Association for Computing Machinery, Inc
ISBN (Electronic): 1595930361, 9781450325424
ASJC Scopus subject areas: Human-Computer Interaction, Software
Keywords: Analysis of reading, Gaze-based scrolling
Source: Scopus
Source ID: 84911385620

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Using gaze gestures with haptic feedback on glasses

Wearable computing devices are gradually becoming common, and head-mounted devices such as Google Glass are already available. These devices present new interaction challenges as the devices are usually small in size, and also the usage environment sets limitations on the available interaction modalities. One potential interaction method could be to use gaze for input and haptics for output with a head-worn device. We built a demonstration system to show how gaze gestures could be used to control a simple information application together with head area haptic feedback for gesture confirmation. The demonstration and experiences of early user studies have shown that users perceive such an input-output combination useful. Copyright is held by the owner/author(s).

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA), School of Management (JKK)
Contributors: Kangas, J., Akkil, D., Rantala, J., Isokoski, P., Majaranta, P., Raisamo, R.
Number of pages: 4
Pages: 1047-1050
Publication date: 26 Oct 2014

Host publication information

Title of host publication: Proceedings of the NordiCHI 2014: The 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational
Publisher: Association for Computing Machinery, Inc
ISBN (Electronic): 1595930361, 9781450325424
ASJC Scopus subject areas: Human-Computer Interaction, Software
Keywords: Gaze gestures, Gaze input, Haptics, Vibrotactile feedback, Wearable computing
Source: Scopus
Source ID: 84911444165

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Effects of haptic feedback on gaze based auto scrolling

Eye tracking enables automatic scrolling based on natural viewing behavior. We were interested in the effects of haptic feedback on gaze behavior and user experience. We conducted an experiment where haptic feedback was used to forewarn the reader that their gaze had entered an active scrolling area. Results show no statistical differences between conditions with or without haptic feedback on task time or gaze behavior. However, user experience varied a lot. Some participants were not able to associate the haptics and the scrolling. Those who understood the connection found the haptic feedback useful. Further research is required to find out a delay between the forewarning and the start of scrolling that is short enough to make the association but yet long enough to support the feeling of control and enjoyable user experience. Copyright is held by the owner/author(s).

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA), School of Management (JKK)
Contributors: Käki, K., Špakov, O., Majaranta, P., Kangas, J.
Number of pages: 4
Pages: 947-950
Publication date: 26 Oct 2014

Host publication information

Title of host publication: Proceedings of the NordiCHI 2014: The 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational
Publisher: Association for Computing Machinery, Inc
ISBN (Electronic): 1595930361, 9781450325424
ASJC Scopus subject areas: Human-Computer Interaction, Software
Keywords: Eye tracking, Gaze input, Haptics, Vibrotactile feedback
Source: Scopus
Source ID: 84911380351

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Human-technology choreographies: Re-thinking body, movement and space in interaction design

Bodily movements have traditionally had mostly instrumental value in interaction design. However, movements can also be given a central role in understanding behaviour and in designing technology for humans. This workshop is aiming at taking a fresh, movement-oriented look at the design and evaluation of technology in a wide variety of contexts. Copyright is held by the owner/author(s).

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA), Jyväskylän yliopisto, School of Management (JKK)
Contributors: Pirhonen, A., Parviainen, J., Tuuri, K., Turunen, M., Heimonen, T.
Number of pages: 4
Pages: 841-844
Publication date: 26 Oct 2014

Host publication information

Title of host publication: Proceedings of the NordiCHI 2014: The 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational
Publisher: Association for Computing Machinery, Inc
ISBN (Electronic): 1595930361, 9781450325424
ASJC Scopus subject areas: Human-Computer Interaction, Software
Keywords: Choreography, Embodiment, Interaction design, Lived space
Source: Scopus
Source ID: 84911381050

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Seniors and text messaging on mobile touchscreen phones

We studied how senior citizens write and send text messages on their own mobile phone and two touchscreen smartphones. Each participant participated in three training sessions and wrote messages with three phones. We found that the range of text entry performance among seniors is large. Average text entry rate in entering a 34 character test phrase was only 3.5 wpm. Further work to improve text messaging user interfaces for older un-skilled users is clearly needed. Copyright is held by the owner/author(s).

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA), Korea Advanced Institute of Science and Technology (KAIST)
Contributors: Övermark, R., Isokoski, P., Ovaska, S.
Number of pages: 4
Pages: 967-970
Publication date: 26 Oct 2014

Host publication information

Title of host publication: Proceedings of the NordiCHI 2014: The 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational
Publisher: Association for Computing Machinery, Inc
ISBN (Electronic): 1595930361, 9781450325424
ASJC Scopus subject areas: Human-Computer Interaction, Software
Keywords: Learning, Mobile phone, Older adult, Text messaging, Touchscreen
Source: Scopus
Source ID: 84911409889

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Effects of directional haptic and non-speech audio cues in a cognitively demanding navigation task

Existing car navigation systems require visual or auditory attention. Providing the driver with directional cues could potentially increase safety. We conducted an experiment comparing directional haptic and non-speech audio cues to visual cueing in a navigation task. Participants (N=16) drove the Lane Change Test simulator with different navigational cues. The participants were to recognize the directional cue (left or right) by responding as fast as possible using a tablet. Reaction times and errors were measured. The participants were also interviewed about the different cues and filled up the NASA-TLX questionnaire. The results showed that in comparison to visual cues all the other cues were reacted to significantly faster. Haptic only cueing resulted in the most errors, but it was evaluated as the most pleasant and the least physically demanding. The results suggest that non-visual cueing could improve safety. Copyright is held by the owner/author(s).

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA), School of Management (JKK)
Contributors: Nukarinen, T., Raisamo, R., Farooq, A., Evreinov, G., Surakka, V.
Number of pages: 4
Pages: 61-64
Publication date: 26 Oct 2014

Host publication information

Title of host publication: Proceedings of the NordiCHI 2014: The 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational
Publisher: Association for Computing Machinery, Inc
ISBN (Electronic): 1595930361, 9781450325424
ASJC Scopus subject areas: Human-Computer Interaction, Software
Keywords: Car navigation, Directional cues, Haptic stimuli, Tactile displays
Source: Scopus
Source ID: 84911368322

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Tut MUVIS image retrieval system proposal for MSR-Bing challenge 2014

This paper presents our system designed for MSR-Bing Image Retrieval Challenge @ ICME 2014. The core of our system is formed by a text processing module combined with a module performing PCA-assisted perceptron regression with random sub-space selection (P2R2S2). P2R2S2 uses Over-Feat features as a starting point and transforms them into more descriptive features via unsupervised training. The relevance score for each query-image pair is obtained by comparing the transformed features of the query image and the relevant training images. We also use a face bank, duplicate image detection, and optical character recognition to boost our evaluation accuracy. Our system achieves 0.5099 in terms of DCG25 on the development set and 0.5116 on the test set.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Signal Processing, Research group: Video, Tampere University of Technology, Research Community on Data-to-Decision (D2D)
Contributors: Raitoharju, J., Zhang, H., Ozan, E. C., Waris, M. A., Faisal, M., Cao, G., Roininen, M., Ahmad, I., Shetty, R., Uhlmann, S., Samiee, K., Kiranyaz, S., Gabbouj, M.
Number of pages: 6
Pages: 1-6
Publication date: 3 Sep 2014

Host publication information

Title of host publication: IEEE International Conference on Multimedia and Expo, ICME 2014, Chengdu, China, July 14-18, 2014
Place of publication: Piscataway
Publisher: Institute of Electrical and Electronics Engineers IEEE
ISBN (Print): 9781479947171
ASJC Scopus subject areas: Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition, Human-Computer Interaction
Keywords: Data Partitioning, Face Bank, Image Retrieval, Relevance Evaluation

Bibliographical note

Contribution: organisation=sgn,FACT1=1<br/>Portfolio EDEND: 2014-09-25

Source: researchoutputwizard
Source ID: 1331

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Two patterns for minimizing human resources in a startup

In this paper, we describe two patterns that are part of a larger pattern language for software startup companies. These two particular patterns help startup companies to focus on the essential; the product itself and keeping their team intact and productive. In this way, the startup may operate with a sustainable team size.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Pervasive Computing, Research area: Software engineering
Contributors: Leppänen, M.
Publication date: 10 Apr 2014

Host publication information

Title of host publication: VikingPLoP 2014 Proceedings of the 8th Nordic Conference on Pattern Languages of Programs (VikingPLoP)
Publisher: ACM
Article number: 4
ISBN (Print): 9781450326605
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Lean startup, Organization, Organizational patterns, Patterns, Software engineering, Software product, Team
Source: Scopus
Source ID: 84940021370

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Patterns for controlling chaos in a startup

A growing trend in industrial software engineering is that new software products and information services are developed under conditions of notable uncertainty. This is especially visible in startup enterprises which aim at new kinds of products and services in rapidly changing social web, where potential customers can quickly adopt new behavior. Special characteristics of the startups are lack of resources and funds, and startups may need to change direction fast. All these affect the software engineering practices used in the startups. Unfortunately almost 90 percent of all startups fail and goes bankrupt. There are probably indefinite numbers of reasons why startups fail. Failure might be caused by wrongly chosen software engineering practices or inconsiderate decision making. While there is no recipe for success, we argue that good practices that can help on the way to success can be identified from successful startups. In this paper, we present two patterns that startups can consider when entering the growth phase of the lifecycle.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Pervasive Computing
Contributors: Eloranta, V.
Number of pages: 8
Pages: 1-8
Publication date: 10 Apr 2014

Host publication information

Title of host publication: VikingPLoP 2014 Proceedings of the 8th Nordic Conference on Pattern Languages of Programs
Volume: 2014-April
Publisher: Association for Computing Machinery
ISBN (Print): 9781450326605

Publication series

Name: ACM International Conference Proceeding Series
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Lean start-up, Organizational patterns, Patterns, Software engineering, Start-up
Source: Scopus
Source ID: 84940028558

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Opportunities and Challenges of Mobile Applications as "Tickets-to-Talk": A Scenario-Based User Study

This paper presents a scenario-based user study of mobile application concepts that would encourage interaction between people within close proximity. The scenarios demonstrate three themes of digital tickets-to-talk: informing who and what are around, augmenting self-expression, and online interaction encouraging physical interaction. Our interview study explored the opportunities and challenges of such applications in developing into further face-to-face interactions between strangers. Tickets that are related to activities that convey a solid intention that would lead to practical collaboration, such as playing sports or studying together, have the best potential to advance to meaningful face-to-face interaction. Augmenting selfexpression and online interaction encouraging physical interaction were found to have potential to create curiosity but seen less credible by our 42 interview participants to motivate face-to-face interaction between strangers. We conclude by discussing the potential of each theme of ticket-to-talk based on our findings as well as related literature.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Department of Pervasive Computing, Augmented Human Activities (AHA)
Contributors: Jarusriboonchai, P., Olsson, T., Ojala, J., Väänänen-Vainio-Mattila, K.
Number of pages: 9
Pages: 89-97
Publication date: 2014

Host publication information

Title of host publication: Proceedings of the 13th International Conference on Mobile and Ubiquitous Multimedia, MUM2014, November 25-28, 2014, Melbourne, Australia
Place of publication: New York, NY
Publisher: ACM
ISBN (Print): 978-1-4503-3304-7

Publication series

Name: International conference on mobile and ubiquitous multimedia
ASJC Scopus subject areas: Human-Computer Interaction, Computer Networks and Communications, Computer Vision and Pattern Recognition, Software
Keywords: Awareness system, Co-located interaction, Faceto-face interaction, Mobile technology, Scenarios, Storyboards, User experience, User study

Bibliographical note

Contribution: organisation=tie,FACT1=1<br/>Portfolio EDEND: 2014-12-31<br/>Publisher name: ACM

Source: researchoutputwizard
Source ID: 575

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Browsing patterns in retrieved documents

The paper reports a test exploring how retrieved documents are browsed. The access point to the documents was varied - starting either from the beginning of the document or from the point where relevant information is located - to find out how much browsing and context the users need to judge relevance. Test results reveal different within-document browsing patterns.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Library
Contributors: Kekäläinen, J., Arvola, P., Kumpulainen, S.
Number of pages: 4
Pages: 299-302
Publication date: 2014

Host publication information

Title of host publication: Proceedings of the 5th Information Interaction in Context Symposium, IIiX 2014
Publisher: Association for Computing Machinery
ISBN (Print): 9781450329767
ASJC Scopus subject areas: Human-Computer Interaction, Information Systems
Keywords: best entry point, document browsing patterns
Source: Scopus
Source ID: 84907010890

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Real-time hidden gaze point correction

The accuracy of gaze point estimation is one of the main limiting factors in developing applications that utilize gaze input. The existing gaze point correction methods either do not support real-time interaction or imply restrictions on gazecontrolled tasks and object screen locations. We hypothesize that when gaze points can be reliably correlated with object screen locations, it is possible to gather and leverage this information for improving the accuracy of gaze pointing. We propose an algorithm that uses a growing pool of such collected correlations between gaze points and objects for real-time hidden gaze point correction. We tested this algorithm assuming that any point inside of a rectangular object has equal probability to be hit by gaze. We collected real data in a user study to simulate pointing at targets of small (80px) size. The results showed that our algorithm can significantly improve the hit rate especially in pointing at middle-sized targets. The proposed method is real-time, person- and taskindependent and is applicable for arbitrary located objects.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA)
Contributors: Špakov, O., Gizatdinova, Y.
Number of pages: 4
Pages: 291-294
Publication date: 2014

Host publication information

Title of host publication: Proceedings of the Symposium on Eye Tracking Research and Applications, ETRA 2014
Publisher: Association for Computing Machinery
ISBN (Print): 9781450327510
ASJC Scopus subject areas: Computer Vision and Pattern Recognition, Human-Computer Interaction, Ophthalmology, Sensory Systems
Keywords: Accuracy correction, Algorithms, Cumulative distribution function, Eye tracking, Gaze point, Pointing
Source: Scopus
Source ID: 84899672400

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Gaze gestures and haptic feedback in mobile devices

Anticipating the emergence of gaze tracking capable mobile devices, we are investigating the use of gaze as an input modality in handheld mobile devices. We conducted a study of combining gaze gestures with vibrotactile feedback. Gaze gestures were used as an input method in a mobile device and vibrotactile feedback as a new alternative way to give confirmation of interaction events. Our results show that vibrotactile feedback significantly improved the use of gaze gestures. The tasks were completed faster and rated easier and more comfortable when vibrotactile feedback was provided.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA), School of Management (JKK)
Contributors: Kangas, J., Akkil, D., Rantala, J., Isokoski, P., Majaranta, P., Raisamo, R.
Number of pages: 4
Pages: 435-438
Publication date: 2014

Host publication information

Title of host publication: CHI 2014: One of a CHInd - Conference Proceedings, 32nd Annual ACM Conference on Human Factors in Computing Systems
Publisher: Association for Computing Machinery
ISBN (Print): 9781450324731
ASJC Scopus subject areas: Software, Human-Computer Interaction, Computer Graphics and Computer-Aided Design
Keywords: Gaze interaction, Gaze tracking, Haptic feedback
Source: Scopus
Source ID: 84900413921

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Glasses with haptic feedback of gaze gestures

We introduce eyeglasses that present haptic feedback when using gaze gestures for input. The glasses utilize vibrotactile actuators to provide gentle stimulation to three locations on the user's head. We describe two initial user studies that were conducted to evaluate the easiness of recognizing feedback locations and participants' preferences for combining the feedback with gaze gestures. The results showed that feedback from a single actuator was the easiest to recognize and also preferred when used with gaze gestures. We conclude by presenting future use scenarios that could benefit from gaze gestures and haptic feedback.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Augmented Human Activities (AHA), School of Management (JKK)
Contributors: Rantala, J., Isokoski, P., Kangas, J., Raisamo, R., Akkil, D.
Number of pages: 6
Pages: 1597-1602
Publication date: 2014

Host publication information

Title of host publication: CHI EA 2014: One of a ChiNd - Extended Abstracts, 32nd Annual ACM Conference on Human Factors in Computing Systems
Publisher: Association for Computing Machinery
ISBN (Print): 9781450324748
ASJC Scopus subject areas: Human-Computer Interaction, Computer Graphics and Computer-Aided Design, Software
Keywords: Gaze gestures, Gaze input, Haptics, Vibrotactile feedback, Wearable computing
Source: Scopus
Source ID: 84900557759

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Layers of user expectations of future technologies: An early framework

User's expectations are identified as a factor affecting the actual user experience in human-computer interaction. Considering the context of emerging and future technologies, users' expectations can become increasingly diverse, especially in terms of where they stem from. This paper presents an early framework for understanding different layers of expectations that people might have of technologies in the near future: for example, 'desires' and 'social and societal norms'. The framework provides understanding of the spectrum of user expectations and what different aspects of them could be identified in user inquiries and evaluations. For concretization and credibility of this work-in-progress framework, examples from recent research on user expectations of mobile augmented reality are provided.

General information

Publication status: Published
MoE publication type: A4 Article in a conference publication
Organisations: Pervasive Computing, Augmented Human Activities (AHA)
Contributors: Olsson, T.
Number of pages: 6
Pages: 1957-1962
Publication date: 2014

Host publication information

Title of host publication: CHI EA 2014: One of a ChiNd - Extended Abstracts, 32nd Annual ACM Conference on Human Factors in Computing Systems
Publisher: Association for Computing Machinery
ISBN (Print): 9781450324748
ASJC Scopus subject areas: Human-Computer Interaction, Computer Graphics and Computer-Aided Design, Software
Keywords: Anticipation, Emerging technologies, Expectation, Framework, Quality, User experience, User studies
Source: Scopus