- Virtual Reality Applications and Impacts
- Innovative Human-Technology Interaction
- Augmented Reality Applications
- Interactive and Immersive Displays
- Human-Automation Interaction and Safety
- Tactile and Sensory Interactions
- Educational Games and Gamification
- Child Development and Digital Technology
- Music Technology and Sound Studies
- Spatial Cognition and Navigation
- ICT in Developing Communities
- Speech and dialogue systems
- AI in Service Interactions
- Innovative Teaching and Learning Methods
- Geographic Information Systems Studies
- Visual Attention and Saliency Detection
- Geography Education and Pedagogy
- Gaze Tracking and Assistive Technology
- Digital Accessibility for Disabilities
- Mobile Learning in Education
- Elevator Systems and Control
- Teleoperation and Haptic Systems
- Usability and User Interface Design
- Design Education and Practice
- Ergonomics and Human Factors
Tampere University
2013-2024
Ludwig-Maximilians-Universität München
2019
LMU Klinikum
2019
The key prerequisite for experience-driven design is to define what experience for. User (UX) goals concretise the intended experience. Based on our own case studies from industrial environments and a literature study, we propose five different approaches acquiring insight inspiration UX goal setting: Brand, Theory, Empathy, Technology, Vision. Each approach brings in viewpoint, thus supporting multidisciplinary character of UX. Brand ensures that are line with company's brand promise....
Augmented reality (AR) presents a variety of possibilities for industrial maintenance. However, the development real-world AR solutions has been limited due to technological capabilities and uncertainty with respect safety at deployment. We introduce approach using simulation in virtual (VR) coupled gaze tracking enable resource-efficient development. tested in-field guidance awareness features an iterative development-evaluation process experts from elevator maintenance industry. further...
Journal Article SymbolChat: A flexible picture-based communication platform for users with intellectual disabilities Get access Tuuli Keskinen, Keskinen * aUniversity of Tampere, Kanslerinrinne 1, 33014 Finland Corresponding author. Tel.: +358 50 318 5850; fax: 3 219 1001. E-mail addresses:tuuli.keskinen@sis.uta.fi(T. Keskinen), tomi.heimonen@sis.uta.fi (T. Heimonen), markku.turunen@sis.uta.fi (M. Turunen), juha-pekka.rajaniemi@sis.uta.fi (J.-P. Rajaniemi), sami.kauppinen@laurea.fi (S....
360° videos can be viewed in an immersive manner with a head-mounted display (HMD). However, it is unclear how the viewing experience affected by basic properties of videos, such as high they are recorded from, and whether there people close to camera. We conducted 24-participant user study where we explored A) camera height, B) proximity actions appearing C) viewer position (standing/sitting). The results, surprisingly, suggest that viewer's own height has little no effect on preferred...
Remote operations have been greatly enhanced by advancements in technology, enabling remote control of machinery hazardous environments. However, it is still a challenge to design interfaces and provide feedback way that would enhance situational awareness without negatively affecting cognitive load. This study investigates how different audio designs can support boom operation and, additionally, explores the potential impact gamification elements on operator performance motivation. Due...
Studying pervasive systems in the wild has recently gained significant interest. However, few methods exist that focus on subjective of user experience such rather than objective metrics, like performance and task success. Especially multimodal interaction this context poses challenges to understanding how different input output affect users' experience. We present a new method for evaluating experiential interactive systems. It combines two existing approaches from fields:...
In our study we explored how to design a biography of late Finnish artist as VR experience. We conducted development process assisted by user experience (UX) methods, which increased the efficiency, and resulted in research prototype. Through previous process, identified components affecting These are: Immersion, Presence, Disorientation, Sense Control, Pleasantness, Exploration Simulator Sickness. From with 13 participants, were able draw implications that relate these components. While set...
This article presents an innovative, gameful, multimodal, and authentic learning environment for training of oral communication in a foreign language—a virtual adventure called Berlin Kompass. After brief presentation the pedagogical technological backgrounds, system is described. Central results series pilots autumn 2013 with around 100 upper secondary pupils are described further steps discussed. The highly promising, concept was appreciated by regardless some technical problems that...
Mid-air gestures have been largely overlooked for transferring content between large displays and personal mobile devices. To fully utilize the ubiquitous nature of mid-air this purpose, authors developed SimSense, a smart space system that automatically pairs users with their devices based on location data. Users can then interact gesture-controlled display move onto handheld In user study, investigated two transfer: grab-and-pull grab-and-drop. Their results show are well suited...
Omnidirectional videos (ODVs) -- or 360° are often viewed using a head-mounted display (HMD), allowing users to look around the scene naturally by turning their head. These may be populated with visual markers, hotspots, that can contain additional information of points interest provide functionality. However, optimal ways for interacting and presenting these hotspots remain unclear. We conducted 16-participant user study where participants interacted different properties while exploring...
In Virtual Learning Environments efficient navigation is a major issue, especially when it used as component in the learning process. This paper addresses challenges creating meaningful routes from language perspective. The work grounded on findings specific case German learning, wherein two remotely located users communicated wayfinding guidance scenario. navigated through 360-degree virtual panoramic images using body gestures and could receive communication help via spoken hints by...
We present a location-based collaborative mobile learning platform called Seek'N'Share. It is comprised of Web-based assignment editor and application for exploring capturing multimedia content in the field. The enables drag-and-drop creation tasks, areas points interest using an intuitive Web interface. Assignments are accessed with Android that uses location information to provide tasks learners as they explore environment. record audio, video take pictures their environments. This...
The core idea of experience-driven design is to define the intended experience before functionality and technology. This a radical for companies that have built their competences around specific technologies. Although many technology are willing shift focus towards design, reports on real-life cases about utilization this approach rare. As part an industry-led research program, we introduced metal industry with goals as key technique. Four in three showed useful keeping user experience, but...
Interactive omnidirectional video (iODV) is a media format that allows the user to explore and interact with 360-degree view of recorded scenery. Recently, novel collaborative applications for presenting iODV content have emerged. Often their goal offer as immersive possible experience users. Previous studies suggest gender affects §of immersion in virtual environments other media, but there has been only little research on iODVs, nothing context interaction. In this research, we studied...
Viewing 360° videos on a head-mounted display (HMD) can be an immersive experience. However, viewers must often guided, as the freedom to rotate view may make them miss things. We explore unique, automatic approach this problem with dynamic guidance methods called social indicators. They use viewers’ gaze data recognize popular areas in videos, which are then visualized subsequent viewers. developed and evaluated two different indicators 30-participant user study. Although show great...
Our research focuses on facilitating access to cross-cultural collaborative applications for schoolchildren. In this paper, we present two user studies with students from an underprivileged region in Delhi. the first study, found that Indian were hesitant when using application as compared Finnish a similar example. We purport these challenges social - related face-saving and power-distance technical lack of experience computers. second presented dramatized scenario before task address...
With the fourth industrial revolution, Industry 4.0, many work tasks are becoming knowledge intensive. At forefront of change workers that already mobile, working in field with customers. We describe human-centred design process resulted Mobile Service Technician 4.0 concept. The concept illustrates how maintenance could benefit from knowledge-sharing solutions based on 4.0. utilize internet, virtual and augmented reality as well wearable technologies to improve mobile service technicians’...
There exists a large base of evidence for gender differences in human navigation. However, there is not much research on collaborative aspects navigation, including the interaction individuals during wayfinding tasks virtual environments. In light this, we present study environment, Berlin Kompass. The goal this was to find out main between genders wayfinding. application evaluated context foreign language learning schools with over 200 students, where users navigated through cityscapes...
Sonification with musical characteristics can engage users, and this dynamic carries value as a mediator between data human perception, analysis, interpretation. A user engagement study has been designed to measure levels from conditions within primarily melodic, rhythmic, chordal contexts. This paper reports findings the melodic portion of study, states challenges using in sonifications via perspective form function – long standing debate Human-Computer Interaction. These results guide...
Collaborative academia-industry development and evaluation of virtual reality (VR) systems is a mutually beneficial opportunity to investigate VR technology in real context conduct user studies with target users. However, such collaboration rarely performed due variations project pace work methods. In this article, we introduce the process action research on joint design, development, collaborative system address industrial needs. The paper further presents employees' subjective opinions...
Developments in sensor technology, artificial intelligence, and network technologies like 5G has made remote operation a valuable method of controlling various types machinery. The benefits operations come with an opportunity to access hazardous environments. major limitation is the lack proper sensory feedback from machine, which turn negatively affects situational awareness and, consequently, may risk operations. This article explores how improve via multimodal (visual, auditory, haptic)...