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Sivu päivitetty 4.8.2021
Tulevaisuuden interaktiiviset teknologiat

Tulevaisuuden interaktiiviset teknologiat

Tutkimusryhmän TKI-toiminnassa keskitytään viihdepeliteollisuudesta tuttujen interaktiivisten käyttöliittymäteknologioiden hyödyntämiseen ketterästi eri toimialoilla.

Perinteisesti peliteollisuus on pyrkinyt hyödyntämään käytettävissä ja kehitteillä olevan ohjelmisto- ja laitteistokapasiteetin maksimaalisesti. Peliteollisuudessa käytettävät innovaatiot kuten pelimoottorit, liiketunnistussensorit, virtuaalilasit sekä lisätyn todellisuuden työkalut ovat esimerkkejä teknologioista, joita enenevässä määrin pyritään hyödyntämään myös peliteollisuuden ulkopuolella uusien interaktiivisten ratkaisujen kehittämisessä.

Tutkimusryhmän TKI-toiminnassa korostuu poikkitieteellisyys ja monialaisuus. TKI-toiminnan ytimessä on monipuolinen ymmärrys ja asiantuntijuus viihdepeliteollisuuden pelikehitysprosessien ketterästä soveltamisesta käytäntöön lähtien peli- ja graafisesta suunnittelusta peliohjelmointiin ja -testaukseen.

Asiantuntijuutta viihdepeliteollisuuden pelikehitysprosessien ymmärtämisessä ja soveltamisessa vaalitaan integroimalla tutkimusryhmän toiminta kiinteäksi osaksi ammattikorkeakoulun peliteknologian osaamispolun toteutusta.

Tutkimusryhmän TKI-toiminnan fokusalueet

Kuten edellä jo todettiin, tutkimusryhmän TKI-toiminnassa tavoitellaan laaja-alaista interaktiivisten teknologioiden hyödyntämistä eri toimialoilla. Tutkimusryhmä toimii tiiviissä vuorovaikutuksessa ja yhteistyössä elinkeinoelämän kanssa.

Innovatiivisia, vuorovaikutteisia teknologiaratkaisuja toteutetaan esimerkiksi teknologiateollisuuden, hyvinvointialan, koulutuksen ja matkailun toimialoille yhteistyössä eri sektoreiden asiantuntijoiden kanssa. Toiminnan keskiössä on pelillistämiseen, hyötypeleihin, pelillisiin simulaatioihin, lisättyyn todellisuuteen sekä virtuaaliympäristöihin liittyvä TKI-toiminta.

Tutkimusryhmän toiminta on soveltavaa. Päätavoitteena on löytää käyttäjäkeskeisen suunnittelun ja nopean prototypoinnin periaatteita käyttäen tietyn uutusarvon omaavia, interaktiivisia käyttöliittymäratkaisuja uusiin käyttökohteisiin. Tällä tavoin pyritään luomaan elinkeinoelämälle edellytyksiä visuaalisesti houkuttelevien ja rikkaan käyttökokemuksen omaavien tuoteinnovaatioiden ja -palveluiden rakentamiseen.

Interaktiivisten teknologioiden soveltaminen mahdollistaa uusien liiketoimintamallien käyttöönoton sekä edesauttaa maailmalla tunnustetun suomalaisen teknologiaosaamisen pukemisen paremmin myytävään muotoon.

TKI-toiminnan tavoitteet

Tulevaisuuden interaktiiviset teknologiat -tutkimusryhmän tavoitteena on profiloitua kansainvälisen tason toimijaksi vuorovaikutteisten käyttöliittymäteknologioiden soveltamisessa. Tutkimusryhmä on mukana keskeisissä suomalaisissa ja kansainvälisissä rahoitusohjelmissa. Tutkimusryhmä tekee tiivistä yhteistyötä elinkeinoelämän edustajien lisäksi ammattikorkeakoulun muiden tutkimusryhmien ja eri tutkimuslaitosten kanssa.

Tutkimusryhmä koostuu akateemisesti meritoituneista tutkijoista, vastavalmistuneista insinööreistä sekä opiskelija-assistenteista. Tutkimusryhmän toiminnassa on laajalti mukana ammattikorkeakoulun opiskelijoita eri osaamispoluilta.

 

Lisää tutkimusryhmän julkaisuja

2020:

Somerkoski, B., Oliva, D., Tarkkanen, K., and Luimula, M. (2020). Digital Learning Environments - Constructing Augmented and Virtual Reality in Fire Safety, In: Proceedings of the 11th International Conference on E-Education, E-Business, E-Management, and E-Learning (IC4E 2020), Jan 10-12, Osaka, Japan, 6p.

Markopoulos, E. and Luimula, M. Immersive Safe Oceans Technology: Developing Virtual Onboard Training Episodes for Maritime Safety. Future Internet Journal, Vol. 12(5), Article 80, 2020, 12p.

Markopoulos, E., Luimula, M., Porramo, P., Pisirici, T., Kirjonen A. Virtual Reality (VR) Safety Education for Ship Engine Training on Maintenance and Safety (ShipSEVR), In: Proceedings of the AHFE 2020 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments, Jul 16-20, online, 2020, pp. 60–72.

Lauronen, J., Ravyse, W., Salokorpi, M., and Luimula, M. Validation of Virtual Command Bridge Training Environment - Comparing the VR-training with Ship Bridge Simulation, In: Proceedings of the AHFE 2020 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments, Jul 16-20, online, 2020, pp. 444-451.

Ishii, S., Luimula, M., Yokokubo, A., and Lopez, G. VR Dodge-ball: Application of Real-time Gesture Detection from Wearables to ExerGaming, In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 81-82.

Tarkkanen, K., Lehto, A., David Oliva, D., Somerkoski, B., Haavisto, T.,  and Luimula, M. Research Study Design for Teaching and Testing Fire Safety Skills with AR and VR Games, In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 167-172.

Ravyse, W., Pouru, L., Ekqvist, S., Koivulahti-Ojala, M., Lehto, A., and Luimula, M., Combining Semantic Ontology and AR Content toward an Immersive Smart City Mobile Application, In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 203-208.

Luimula, M., Ranta, J., and Al-Adawi, M., Demo Paper: Hand Tracking in Fire Safety – Electric Cabin Fire Simulation, In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 221-222.

Bellalouna, F., Luimula, M., Markopoulos, P., Markopoulos, E., and Zipperling, F., FiAAR: An Augmented Reality Firetruck Equipment Assembly and Configuration Assistant Technology, In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 237-244.

Luimula, M., Markopoulos, E., Kaakinen, J., Markopoulos, P., Laivuori, N., and Ravyse, W. Eye Tracking in Maritime Immersive Safe Oceans Technology, In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 245-250.

Markopoulos, E., Markopoulos, P., Laivuori, N., Moridis, C., and Luimula, M., Finger Tracking and Hand Recognition Technologies in Virtual Reality Maritime Safety Training Applications In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 251-258.

Luimula, M., Linder, M., Pieskä, S., Laimio, E., Lähde, T., and Porramo, P., Unlimited Safety Productivity - A Finnish Perspective Using Virtual Learning Methods to Improve Quality and Productivity in the Construction Industry, In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 263-266.

Ravyse, C., Luimula, M., Bellalouna, F., Hettervik Frøland, T., and Markopoulos, P., Towards a Methodology for Online VR application Testing, In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 295-298.

Ishii, S., Nkurikiyeyezu, K., Luimula, M., Yokokubo, A., and Lopez, G. ExerSense: Real-Time Physical Exercise Segmentation, Classification, and Counting Algorithm Using an IMU Sensor, In: Proceedings of the International Conference on Activity and Behavior Computing 2020, Aug 26-29, Kitakyushu, Japan, 2020, pp. 239-255.

2019:

Pieskä, S., Luimula, M., and Suominen, T. Fast Experimentations with Virtual Technologies Pave the Way for Experience Economy, Acta Polytechnica Hungarica, Vol. 16, Nr. 6, 2019, pp. 9-26.

Oliva, D., Somerkoski, B., Tarkkanen, K., Lehto A., and Luimula, M. Virtual reality as a communication tool for fire safety – Experiences from the VirPa project. In: Proceeding of the 3rd GamiFIN conference, Levi, Finland, 2019, pp. 241-252.

Markopoulos, E. Markopoulos, P., Luimula, M., Almufti, Y., Romano, C., and Benitez, P.V., A Gamified Approach Towards Identifying Key Opportunities and Potential Sponsors for the Future of F1 Racing in a Declining Car Ownership Environment, In: Proceedings of the AHFE 2019 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments, July 24-28, 2019, Washington D.C., USA, pp. 179-191.

Markopoulos, E., Markopoulos, P., Luimula, M., Almufti, Y., and Romano, C. Digital Cultural Strategies Within the Context of Digital Humanities Economics, In: Proceedings of the AHFE 2019 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments, July 24-28, 2019, Washington D.C., USA, pp. 283-295.

Markopoulos, E., Markopoulos, P., Luimula, M., Chang, Y.C., Aggarwal, V., and Ademola, J., Virtual and Augmented Reality Gamification Technology on Reinventing the F1 Sponsorship Model not Purely Focused on the Team’s and Car’s Performance, In: Proceedings of the AHFE 2019 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments, July 24-28, 2019, Washington D.C., USA, pp. 364-376.

Markopoulos, E., Markopoulos, P., Luimula, M., Almufti, Y., and Aggarwal, V., Mapping the Monetization Challenge of Gaming in Various Domains, In: Proceedings of the AHFE 2019 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments, July 24-28, 2019, Washington D.C., USA, pp. 389-400.

Al-Adawi, M., and Luimula, M. Demo Paper: Virtual Reality in Fire Safety – Electric Cabin Fire Simulation In: Proceedings of the 9th IEEE Conference on Cognitive Infocommunications, Naples, Italy, 2019, pp. 547-548.

Dulau, E., Botha-Ravyse, C., and Luimula, M. Virtual reality for physical rehabilitation: A Pilot study. In: Proceedings of the 10th IEEE Conference on Cognitive Infocommunications, Naples, Italy, 2019, pp. 277-282.

Dulau, E., Botha-Ravyse, C., Luimula, M., Markopoulos, P., Markopoulos, E., and Tarkkanen, K. A virtual reality game for cognitive impairment screening in the elderly: a user perspective. In: Proceedings of the 9th IEEE Conference on Cognitive Infocommunications, Naples, Italy, 2019, pp. 403-410.

Markopoulos, E., Lauronen, J., Luimula, M., Lehto, P., and Laukkanen, S. Maritime Safety Education with VR Technology (MarSEVR), In: Proceedings of the 9th IEEE Conference on Cognitive Infocommunications, Naples, Italy, 2019, 283-288.

Botha-Ravyse, C., Lähtevänoja, A., and Luimula, M., Collaborative AR application design for early childhood education, In: Proceedings of the EdMedia + Innovate Learning Conference, Amsterdam, Netherlands, 2019, pp. 18-27.

Somerkoski, B., Luimula, M., Oliva, D., Tarkkanen, L., and Niinikorpi. L., Tulevaisuuden interaktiiviset teknologiat – virtuaalitodellisuus turvallisuusviestinnän välineenä paloturvallisuudessa, In: Palotutkimuksen päivät 2019, Helsinki, Finland, 2019, pp. 77-81.

Luimula, M., Talvitie, R., Rantalaiho-Kulo, N., and Al-Adawi, M. Virtual Training in Safety and Security – TUAS Visions for Next Generation Learning, In: Proceeding of the 5th Carpe Conference, Valencia, Spain, 2019, 4p.

2018:

Hämäläinen, H., Izullah, F.R., Koivisto, M., Takio, F., and Luimula, M. The Right-side Perceptual Bias in Aging Determined in a Laboratory and during a Virtual Driving Task, Scandinavian Journal of Psychology, Vol. 59, Iss. 1, February, 2018, pp. 32–40.

Tarkkanen, K., Ravyse, W., Katajapuu, N., Saarenpää, T., and Luimula, M. Applying personas in designing exergames for knee arthrosis, In: Proceeding of the IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH), 2018, 5p.

Aartolahti, E., Katajapuu, N., Heinonen, A., Luimula, M., Malmivirta, H., Tarkkanen, K., Botha-Ravyse, C., Jämsä, T., Korpelainen, R.,Kangas, M., Pamilo, K., Paloneva, J., Oksanen, A., Keemu, H., Karvonen, M., and Mäkelä, K. Abstract: Gamification in Knee Replacement Rehabilitation: Study Protocol for a Randomized Controlled Trial and Qualitative Approach, In: Proceeding of the Seminar on eSports, Exergaming, and Fantasy Leagues, 2018, 3p.

Luimula, M, Botha-Ravyse, C., Aartolahti, E., and Heinonen, A. Abstract: Making Use of a Virtual Reality Game to Reduce Fall Risk in People with Impaired Balance Due to Stroke, In: Proceeding of the Seminar on eSports, Exergaming, and Fantasy Leagues, 2018, 3p.

Luimula, M., Ailio, P., Ravyse, C., Katajapuu, N., Korpelainen, R., Heinonen, A., and Jamsa, T. Gaming for Health Across Various Areas of Life, In: Proceedings of the 9th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2018, 2018, pp. 247-252.

Björn, M., Ravyse, W., Villafruella, D.S., Luimula, M., and Leivo, S. Higher Education Learner Experience with Fuzzy Feedback in a Digital Learning Environment, In: Proceedings of the 9th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2018, 2018, pp. 253-260.

2017:

Nguyen, H., Ishmatova, D., Tapanainen, T., Liukkonen, T., Katajapuu, N., Mäkilä, T., and Luimula, M. Impact of Serious Games on Health and Well-being of Elderly: A Systematic Review, In: Proceedings of the 50th Hawaiian International Conference on Systems Sciences HICSS-50, January 4-8, 2017, pp. 3695-3704.

Markopoulos, E.P., Markopoulos, A.P., Markopoulos, P.E., and Luimula, M., Research Paper: Gamification Reshapes The Global Economy – From Industrial Revolution to The Global Knowledge Revolution. Port Technology Journal, Edition 73, February, 2017, 12 p.

Kattimeri, C., Qvist, P., Katajapuu, N.,Pitkäkangas, P., Malmivirta, H., Luimula, M., Pyae, A., Liukkonen, T.N., and Smed, J. Gamified Solutions in Healthcare - Testing Rehabilitation Games in Finland and Asia, Acta Technica Jaurinensis, Vol. 10, No. 1, 2017, pp. 35-49.

Hämäläinen, H. Rashid Izullah, F., Aho, A., Koivisto, M., Laine, T., Qvist, P., Peltola, A., Pitkäkangas, P., and Luimula, M. NeuroCar Virtual Driving Environment: Simultaneous Evaluation of Driving Skills and Spatial Perceptual-attentional Capacity, Acta Technica Jaurinensis, Vol. 10, No. 1Y, 2017, pp. 21-34.

Pieskä, S., Lehtiniemi, A., Porri, A., Kaarela, J., Luimula, M., and, Suominen, T. Virtual and Game Technologies as Business Boosting Enablers, In: Proceeding of the Automaatiopäivät 2017, 6p.

Pyae, A., Liukkonen, T.N., Luimula, M.,Kattimeri, C., and Cauberghe, V. Investigating the Finnish Elderly People’s Attitudes and Motivation towards Digital Game-Based Physical Exercises, Finnish Journal of eHealth and eWelfare, Vol. 9, No 4, 2017, pp. 265-283.

Katajapuu N., Luimula, M., Theng, Y.L., Pham, T.P., Li, J., Pyae, A., and Sato, K. Benefits of Exergame Exercise on Physical Functioning of Elderly People, In:  Proceedings of the 6th Conference on Cognitive Infocommunications, 2017, pp. 85-90.

Li, J., Xu, X., Phat, P.T., Theng, Y-L., Katajapuu, N., and Luimula, M. Exergames Designed for Older Adults: A Pilot Evaluation on Psychosocial Well-Being, Games for Health Journal, Vol. 6, No 6, 2017, pp. 317-387.

Pyae A., Liukkonen, T.N., Luimula M., Kattimeri, C., Smed J., Investigating the Finnish Elderly People’s User Experiences in Playing Digital Game-Based Skiing Exercise: A Usability Study, Gerontechnology Journal, Vol. 16, No 2, 2017, pp. 65-80.

Pyae, A., Luimula, M., & Smed, J. (2017c). Simple but Important 20 Usability Guidelines for Designing Physical Activity Games for Novice Elderly Players. Paper presented at the UXPA International Conference 2017.

Luimula, M., Qvist, P., Ailio, P. Hämäläinen, M. and Saarnio, R., Digitally Enhanced Rehabilitation and Effective Exercise Gaming on Development of the DigiRehab Research and Business Ecosystem, in Annual Global Report on Innovation in Active, Healthy and Smart Ageing Sector, Ed. Guangsheng Guo & Jianbing Liu, Beijing Science & Tecnology Publishing Press, 2017, pp. 350-360.

Saarnio, R., Ailio, P.,  Mäkelä, R., and Luimula, M. SeniorSome : An IoT-enabled Turku Daily Activity Monitoring Solution for Elderly Care in Emergency Situations, Paper presented at the IoT – Connected World and Semantic Interoperability Workshop 2017.

Pyae, A., Liukkonen, T. N., Luimula, M., & Smed, J. Lessons Learned from Two Usability Studies of Digital Skiing Game with Elderly People in Finland and Japan. International Journal of Serious Games, 4(4), 2017, pp. 37-52.

Pyae, A., Luimula, M., and Smed, J. Investigating Players' Engagement, Immersion, and Experiences in Playing Pokemon Go. In: Proceedings of the 2017 ACM SIGCHI Conference on Creativity and Cognition, June 27-30, 2017, pp. 247-251.

Pyae, A., Luimula, M., and Smed, J. Understanding Players' Experiences in Location-based Augmented Reality Mobile Games: A Case of Pokémon Go, In: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, October 15-18, 2017, pp. 535-541.

Pyae A., Joelsson, T.N., Luimula, M., Saarenpää, T., and Smed, J. Lessons Learned from the Gamified Solutions in

Healthcare Project: Usability Studies of Digital Game-based Physical Exercises for Elderly People, EAI Endorsed Transactions on Pervasive Games, Vol. 4/13, December 2017, e3, 8p.

2016:

Katajapuu, N., Granholm, P., Hiramatsu, M., Ishihara, E., Hirayama, J., Pitkäkangas, P., Qvist, P., and Luimula, M. Brain trainer exercise game. Field tests in Finland and Japan, In: Proceedings of International Journal of Chemistry and Chemical Engineering Systems, Bali, Indonesia, 2016, pp. 39-45.

Pyae, A., Raitoharju, R., Luimula, M., Pitkäkangas, P., & Smed, J. (2016). Serious games and active healthy ageing: a pilot usability testing of existing games. International Journal of Networking and Virtual Organisations, 16 (1), 18p.

Luimula, M., Pitkäkangas, P., Saarenpää, T., Bulatovic Trygg, N., and Pyae, A. Students’ Role in Gamified Solutions in Healthcare RDI Project, In: Proceedings of the 12th International CDIO Conference (CDIO 2016), Turku, Finland, 2016, pp. 219-227.

Luimula, M., Suominen, T., Roslöf, J., Pieskä, S., and Lehtiniemi, A. Innovation Generation Model – From Innovation Projects Towards RDI Project Consortiums and Business Ecosystems, In: Proceedings of the 12th International CDIO Conference (CDIO 2016), Turku, Finland, 2016, pp. 228-237.

Al-Bermanei, H., Luimula, M., and Tuominen, A. Students’ Role in Alea Math Game Project, In: Proceedings of the 12th International CDIO Conference (CDIO 2016), Turku, Finland, 2016, 4p.

Pieskä, S., Luimula, M., and Suominen, S. Generating Wow Experiences with Small and Medium-sized Enterprises, In: Proceedings of International Symposium on Small-scale Intelligent Manufacturing Systems, Norway, 21-24, June, 2016, 6p.

Pyae, A., Luimula, M., Saarenpää, T., and Smed, J. When Japanese Elderly Play Finnish Exergames: A Cross-Cultural Study, An International Journal of Usability Studies, Vol. 11, Issue 4, August, 2016, pp. 131–152.

Pyae, A., Luimula, M., and Smed, J. Pre-studies on Using Digital Games for the Elderly's Physical Activities, In: Proceedings of the 6th International Conference Well-being in the Information Society, Tampere, Finland, September 16-18, 2016, pp. 82-96.

Izullah, F.R., Koivisto, M., Aho, A., Laine, T., Hämäläinen, H., Qvist, P., Peltola, A., Pitkäkangas, P., and Luimula, M., NeuroCar Virtual Driving Environment - Simultaneous Evaluation of Driving Skills and Spatial Perceptual-attentional Capacity, In: Proceedings of the 5th IEEE Conference on Cognitive Infocommunications, 2016, pp. 31-36.

Bulatovic Trygg, N., and Luimula, M. Cultural Heritage in a Pocket - Case Study “Turku Castle in Your Hands”, In: Proceedings of the 5th IEEE Conference on Cognitive Infocommunications, 2016, pp. 55-58.

Qvist, P., Bulatovic Trygg, N., Luimula, M., Peltola, A., Suominen, T., Heikkinen, V., Tuominen, P., and Tuusvuori, O., Demo: Medieval Gastro Box – Utilizing VR Technologies in Immersive Tourism Experience, In: Proceedings of the 5th IEEE Conference on Cognitive Infocommunications, 2016, pp. 77-78.

Pieskä, S., Luimula, M., Kaartinen, H., Qvist, P., Suominen, T., and Tuusvuori, Multidisciplinary Wow Experiences Boosting SMEs, In: Proceedings of the 5th IEEE Conference on Cognitive Infocommunications, 2016, pp. 309-316.

2015:

Jämsä, J., Sukuvaara, T., and Luimula, M. Vehicle in a Cognitive Network, An International Journal of Intelligent Decision Technologies, Vol 9/1, January 2015, pp. 17-27.

Pieskä, S., Kaarela, J., and Luimula, M. Enhancing Innovation Capability with Cognitive Infocommunications, An International Journal of Intelligent Decision Technologies, Vol 9/1, January 2015, pp. 67-78.

Yoshii, A., Malmivirta, H., Luimula, M., Pitkäkangas, P., and Nakajima, T. Designing a Map-Based Application and a Conversational Agent for Addressing Memory Problems. In: Proceedings of the 17th International Conference on Human-Computer Interaction, August 2-7, 2015, pp. 340-345.

Pyae, A., Luimula, M., and Smed, J. Rehabilitative Games for Stroke Patients, EAI Endorsed Transactions on Pervasive Games, Vol. 1/4, July 2015, e2, 11 p.

Nakai, A., Pyae, A., Luimula, M., Hongo, S., Vuola, H., and Smed, J. Investigating the Effects of Motion-based Kinect Game System on the User’s Cognition, An International Journal on Multimodal User Interfaces, Vol 9/4, 2015, pp. 403-411.

Besz, A., Gornicki, M., Heinonen, T., Kiikeri, T., Ratamo, I., Luimula, M., Suominen, T., Koponen, A., Saarni, J., Suovuo, T., and Smed, J. Three Apps for Shooting Sports: The Design, Development, and Deployment, In: Konstantinos Chorianopoulos, Monica Divitini, Hauge Baalsrud, Letizia Jaccheri, Rainer Malaka (Eds.), Entertainment Computing – ICEC 2015, Lecture Notes in Computer Science 9353, Springer, 2015, pp. 329–342.

Besz, A., Gornicki, M., Luimula, M., and Smed, J. Wow Guidance Mobile Augmented Reality Game for Tourism and Entertainment. In: Proceedings of the Annual Augmented Reality Conference (ARea 2015), Turku, Finland, 8p.

Nguyen, H., Theng, Y. L., Lundberg, S., Luimula, M., Fostering Communication between the Elderly and the Youth with Social Games. In: Proceedings of the 19th Pacific Asia Conference on Information Systems (PACIS 2015), Singapore, 11p.

Luimula, M., Besz, A., Pitkäkangas, P., Suominen, T., Smed, J., Izullah, F.R., and Hämäläinen, H. Virtual Evaluation Tool in Driving Inspection and Training, In: Proceedings of the 5th IEEE Conference on Cognitive Infocommunications, Gyor, Hungary, 2015, pp. 57-60.

Luimula, M., Suominen, T., and Pieskä, S. Utilizing the Synergic Combination of Art and Game Technologies in Engineering Applications, In: Proceedings of the 5th IEEE Conference on Cognitive Infocommunications, Gyor, Hungary, 2015, pp. 61-65.

Pyae, A., Luimula, M., and Smed, J. Investigating the Usability of Interactive Physical Activity Games for Elderly: A Pilot Study, In: Proceedings of the 5th IEEE Conference on Cognitive Infocommunications, Gyor, Hungary, 2015, pp.185 – 193.

2014:

Luimula, M., and Skarli, K. (2014) Game Development Projects – From Idea Generation to Startup Activities, In: Proceedings of the International Conference on Engineering Education, June 2-7, Riga, Latvia, 8p.

Kulmala, R., Luimula, M., and Roslöf, J. (2014) Capstone Innovation Project – Pedagogical Model and Methods, In: Proceedings of the 10th International CDIO Conference (CDIO 2014), June 15-19, Barcelona, Spain, 10p.

Raitoharju, R, Luimula, M., Pyae, A., Pitkäkangas, P., and Smed, J. (2014) Serious Games and Active Healthy Ageing: A Pre-study, In: Proceedings of the 5th International Conference Well-being in the Information Society, (WIS 2014), August 18-20, Turku, Finland, 7p.

Mäntylä, T., Lahti, I., Ketamo, H., Luimula, M., and Smed, J., (2014) Designing Reality Guides, In: Proceedings of the 6th International Conference on Virtual Worlds and Games for Serious Applications, (VS-Games 2014), Msida, Malta, pp. 69-76.

Lahti, I., Rosin, T., Qvist, P., Vuorela, V., Luimula, M., and Smed, J. (2014) IndustrySim: Finding the Fun in Industrial Simulations, In: Proceedings of the 6th International Conference on Virtual Worlds and Games for Serious Applications, (VS-Games 2014), Msida, Malta, pp. 65-68.

Pyae, A., Luimula, M., and Smed, J., Understanding Stroke Patients’ Motivation for Motivation-Driven Rehabilitative Game Design, In: Proceedings of the International Conference on Pervasive Games, Rome, Italy, October 27, 2014, pp. 99-111.

Jämsä, J., Luimula, M., Heinonen, T., and Leskinen, A. (2014) Utilizing Point Cloud Data in the Cognitive Car Navigation. In: Proceedings of the 4th IEEE Conference on Cognitive Infocommunications, November 5-7, Vietri sul Mare, Italy, pp. 575-576.

2013:

Pieskä, S., Luimula, M., Jauhiainen, J., and Spiz, V. Social Service Robots in Wellness and Restaurant Applications, Journal of Communication and Computer, Volume 10, 2013, 116-123.

Ihamäki, P., and Luimula, M. Let’s go Geocaching, Understanding Users Enjoyment in GeoCentria Application. The 6th Annual International Conference on Computer games Multimedia and Allied Technologies (CGAT 2013), 2013, April 22-23, Singapore, 9p.

Ihamäki, P. and Luimula, M. (2014) Players’ Experiences in a Sports Geocaching game. In IHCI book, Emerging Research and Trends in Interactivity and the Human-Computer Interface, IGI Global, pp. 127-143.

Luimula, M., Roslöf, J., and Suominen, T. (2013) Proficiency, Business and Services Expertise in Game Development Education, iNEER Innovations 2013, iNEER, pp. 131-140.

Nakai, A., Luimula, M., Hongo, S., and Vuola, H. Evaluating a Game Motion-Based Control by Using Kansei Engineering Knowledge, In: Proceedings of the 3rd IEEE Conference on Cognitive Infocommunications, December 2-5, 2013, Budapest, Hungary, pp. 139-144.

Luimula M., Roslöf J., and Kontio J. (2013). Designing Game Development Education - First Experiences of CDIO Implementations, In: Proceedings of the 9th International CDIO Conference (CDIO 2013), Cambridge, MA, USA, 9p.

Jämsä, J., Pieskä, S., and Luimula, M. Situation-Awareness in Cognitive Transportation Systems, Infocommunications Journal, Vol. 5/4, December, 2013 , pp. 10-16.

Ihamäki, P., and Luimula, M. Understanding the Enjoyment with Geocaching Application , Infocommunications Journal, Vol. 5/4, December, 2013, pp. 17-26.

2012:

Jämsä, J., Luimula, M., Pieskä, S., and Saukko O. Indoor Positioning Using Symmetric Double‐Sided Two‐Way Ranging in a Welding Hall, Journal of Vibroengineering, Volume 14, Issue 1, 2012, 27-32.

Polojärvi, K., Luimula, M., Verronen, P., Pahkasalo, M., Koistinen, M., and Tervonen, J. Distributed System Architectures, Standardization, and Web‐Service Solutions in Precision Agriculture, In: Proceedings of the 4th International Conference on Advanced Geographic Information Systems, Applications, and Services, January 30 – February 4, 2012, Valencia, Spain, 171-176.

Polojärvi, K., Luimula, M., Verronen, P., Pahkasalo, M., Koistinen, M. ja Tervonen, J. Täsmäviljelyn paikkatietojen käsittelyn ja yhteensopivuuden kehittäminen, Julkaisussa: Maataloustieteen Päivät 2012 (verkkojulkaisu), Suomen Maataloustieteellisen Seuran julkaisuja no 28, Eds. Nina Schulman & Heini Kauppinen, ISBN 978-951-9041-56-8.

Mikhaylov, K., Jämsä, J., Luimula, M., Tervonen, J., and Autio, V. Intelligent Sensor Interfaces and Data Format, Intelligent Sensor Networks: The Integration of Sensor Networks, Signal Processing and Machine Learning, (eds.) Fei Hu, Qi Hao, CRC Press, 2012, 55-76.

Yokokubo, A., Sääskilahti, K., Kangaskorte, R., Luimula, M., and Siio, I. CADo: A supporting system for flower arrangement, In: Proceedings of the 11th International Working Conference on Advanced Visual Interfaces, May 21‐25, 2012, Capri island, Italy, 42-45.

Pieskä, S., Luimula, M., Jauhiainen, J., and Spiz, V. Social Service Robots in Public and Private Environments. In: Proceedings of the 12th WSEAS International Conference on Robotics, Control and Manufacturing Technology, April 18‐20, 2012, Rovaniemi, Finland, 190-195.

Pieskä, S., Kaarela, J., and Luimula, M. How to Promote Innovations through Applied Research in Collaboration with SMEs? In: Proceedings of the International Conference on Engineering Education, July 30‐August 3, Turku, Finland, 2012, 4 / 228-235.

Luimula, M., and Roslöf, J. Innovation Competences in Game Technology Education, In: Proceedings of the International Conference on Engineering Education, July 30‐August 3, Turku, Finland, 2012, 4 / 194-201

Sääskilahti, K., Kangaskorte, R., Pieskä, S., Jauhiainen, J., and Luimula, M. Needs and User Acceptance of Older Adults for Mobile Service Robot, In: Proceedings of the 21st International Conference on Robot and Human Interactive Communication, September 9-13, 2012, Paris, 559-564.

Pieskä, S., Kaarela, J., Saukko, O., ja Luimula, M. Sosiaalinen kaverirobotti avuksi hoitotyöhön, Journal of Finnish Universities of Applied Sciences, 2 / 2012, 9p.

Jämsä, J., Sukuvaara, T., Luimula, M., and Jauhiainen, J. Vehicle on Wireless Sensor Network. In: Proceedings of the 1st WSEAS International Conference on Information Technology and Computer Networks, November 10-12, 2012, Vienna, Austria, 379-384.

Jämsä, J., Pieskä, S., Luimula, M., Siio, I., and Komatsuzaki, M. Situation-aware Robots and Transporters, In: Proceedings of the 3rd IEEE Conference on Cognitive Infocommunications, December 2-5, 2012, Kosice, Slovenia, 345-350.

Tutkimusryhmän jäsenet

Mika Luimula
Mojtaba Tadi Jafar
Taisto Suominen
Werner Ravyse
Juha Saarinen

Sami Laukkanen
Pertti Ranttila
Carles Colomar

Antti Laatikainen
Jami Aho
Lasse Pouru
Kimmo Tarkkanen
Marika Säisä
Paula Ailio
David Oliva
Roosa Talvitie
Krista Salmelainen
Outi Pelkonen
Iiro Kelloniemi
Jenny Lauronen
Niina Katajapuu
Anttoni Lehto