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21st MindTrek 2017: Tampere, Finland
- Markku Turunen, Heli Väätäjä, Janne Paavilainen, Thomas Olsson:
Proceedings of the 21st International Academic Mindtrek Conference, AcademicMindtrek 2017, Tampere, Finland, September 20 - 21, 2017. ACM 2017, ISBN 978-1-4503-5426-4
Game design and evaluation
- Björn Strååt, Harko Verhagen, Henrik Warpefelt:
Probing user opinions in an indirect way: an aspect based sentiment analysis of game reviews. 1-7 - Aleksi Visti, Tapani N. Joelsson, Jouni Smed:
Beyond skill-based rating systems: analyzing and evaluating player performance. 8-16 - Tuomo Hyttinen, Erkki Mäkinen, Timo Poranen:
Terrain synthesis using noise by examples. 17-25
Game ideas and innovation
- Annakaisa Kultima:
The role of stimuli in game idea generation. 26-34 - Lauri Litovuo, Hannu Makkonen, Leena Aarikka-Stenroos, Linda Luhtala, Saku J. Mäkinen:
Ecosystem approach on medical game development: the relevant actors, value propositions and innovation barriers. 35-44 - Annakaisa Kultima, Kati Alha:
The intertwined role of play at game studios: an examination of office play strategies. 45-53
Gamification
- Vincenzo Idone Cassone:
Through the ludic glass: a cultural genealogy of gamification. 54-62 - Pascal Lessel, Maximilian Altmeyer, Marc Müller, Christian Wolff, Antonio Krüger:
Measuring the effect of "bottom-up" gamification in a microtask setting. 63-72
Enhancing work in socio-technological environments I
- Aino Ahtinen, Eeva Andrejeff, Christopher Harris, Kaisa Väänänen:
Let's walk at work: persuasion through the brainwolk walking meeting app. 73-82 - Jussi Okkonen, Tomi Heimonen, Laura Bordi:
Off-the-shelf assessment of information ergonomics. 83-89 - Laura Bordi, Jussi Okkonen, Jaana-Piia Mäkiniemi, Kirsi Heikkilä-Tammi:
Employee-developed ways to enhance information ergonomics. 90-96
Enhancing work in socio-technological environments II
- Hannele Väyrynen:
Information initiates to future: if used. 97-102 - Milla Ratia, Jussi Myllärniemi, Nina Helander:
Benefits and required capabilities of BI-tools in the private healthcare. 103-109
Virtual reality and augmented reality
- Susanna Aromaa:
Virtual prototyping in design reviews of industrial systems. 110-119 - Nicklas H. Christensen, Oliver G. Hjermitslev, Frederik Falk, Marco B. Madsen, Frederik H. Østergaard, Martin Kibsgaard, Martin Kraus, Johan Poulsen, Jane Petersson:
Depth cues in augmented reality for training of robot-assisted minimally invasive surgery. 120-126 - Otto Kauhanen, Heli Väätäjä, Markku Turunen, Tuuli Keskinen, Esa Sirkkunen, Turo Uskali, Vesa Lindqvist, Chelsea Kelling, Jussi Karhu:
Assisting immersive virtual reality development with user experience design approach. 127-136
Interaction design and user experience
- Elina Hildén, Jarno Ojala, Kaisa Väänänen:
Development of context cards: a bus-specific ideation tool for co-design workshops. 137-146 - Rebekah A. Rousi, Johanna M. Silvennoinen, Piia M. H. Perälä, Jussi P. P. Jokinen:
Beyond MAYA for game-changing multisensory design. 147-153 - Dorina Rajanen, Min Weng:
Digitization for fun or reward?: a study of acceptance of wearable devices for personal healthcare. 154-163
New forms of journalism and media
- Anders Sundnes Løvlie:
From playground to salon: challenges in designing a system for online public debate. 164-173 - Leo Leppänen, Myriam Munezero, Stefanie Sirén-Heikel, Mark Granroth-Wilding, Hannu Toivonen:
Finding and expressing news from structured data. 174-183
Crowdsourcing and citizen participation
- Derek Foster, Ben Kirman, Conor Linehan, Shaun W. Lawson:
The role of social media in artisanal production: a case of craft beer. 184-193 - Annikka Lepola, Hannu Kärkkäinen:
Using crowdfunding for extracting feedback: literature review. 194-202
Open data and data science
- Osku Torro, Jayesh Prakash Gupta, Hannu Kärkkäinen, Henri Pirkkalainen, Ravikiran Vatrapu, Raghava Rao Mukkamala, Abid Hussain:
Integrating micro-level interactions with social network analysis in tie strength research: the edge-centered approach. 203-209 - Boyang Zhang, Hannu Kärkkäinen, Jayesh Prakash Gupta, Karan Menon:
The role of weak ties in enhancing knowledge work. 210-215
Media and collaborative education
- Alexandre Saint-Jevin:
The game pod of eXistenZ and the "object a"* of Lacan. 216-219 - Jaakko Vuorio, Jussi Okkonen, Jarmo Viteli:
Enhancing user value of educational technology by three layer assessment. 220-226
Poster
- Ismo Rakkolainen, Roope Raisamo, Matthew A. Turk, Tobias Höllerer:
Field-of-view extension for VR viewers. 227-230 - Kota Gushima, Hina Akasaki, Tatsuo Nakajima:
Ambient bot: delivering daily casual information through eye contact with an intimate virtual creature. 231-234 - Yuki Yamada, Keisuke Irie, Kota Gushima, Fumiko Ishizawa, Mohammed AlSada, Tatsuo Nakajima:
HoloMoL: human memory augmentation with mixed-reality technologies. 235-238 - Mari Hankala, Marja Kankaanranta, K. Kepler-Uotinen, Rebekah Rousi, Saana Mehtälä:
Towards a scenario of virtual mental health environments for school-aged children. 239-242 - Matti Luhtala, Johanna Lappi-Ramula, Sami Kalliokoski, Heidi Ukkonen, Maria Nevala:
Invisible houses: co-developing an augmented reality application for enhancing construction design processes. 243-246 - Stanislav Kozlov:
Big data visualization as an auxiliary tool in designing a distribution network of a company. 247-250
Workshops
- Pirita Ihamäki, Katriina Heljakka:
Workshop on the internet of toys: character toys with digital dimensions and connections. 251-254 - Michael Meder, Amon Rapp, Till Plumbaum, Frank Hopfgartner:
Data-driven gamification design. 255-258
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