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Featured researches published by Erno Vanhala.


koli calling international conference on computing education research | 2015

Teaching programming with flipped classroom method: a study from two programming courses

Antti Herala; Erno Vanhala; Antti Knutas; Jouni Ikonen

Flipped classroom teaching method, where theory is studied at home and exercises are done in the classroom, is gaining foothold in teaching. The method has been used with different approaches and guidelines, yet a single unified process has not been described. In this work we compare existing literature to our experiences in teaching. As our main result we outline a simple process description and guidelines for building a course structure with flipped classroom. Flipping the classroom has been found to be more efficient than traditional lecture-exercises model and the our findings support this. Therefore we recommend teachers to explore the possibility of utilizing the method.


international conference on software business | 2014

The Role of Business Model and Its Elements in Computer Game Start-ups

Erno Vanhala; Jussi Kasurinen

In this multiple case study we interviewed six Finnish computer game start-ups to find out what elements are included in their business models. We identified the key elements and used the analytical hierarchy process to rank the elements. We found out that computer game start-ups see their business model as a synonym to a revenue model and/or a business plan. In an in-depth analysis we identified nine key elements (human capital, marketing, key partners, financing, customer relationship, key activities, innovation process, key resources and customer segment) that have operative importance for these companies. These elements are the building blocks of a business model in the computer game start-up domain. The findings provide improved knowledge on how the business models of game start-ups could be constructed.


conference on advanced information systems engineering | 2016

Improving the Length of Customer Relationships on the Mobile Computer Game Business

Erno Vanhala; Jussi Kasurinen

Long lasting customer relationships have proven to be beneficial to the success of a company. The computer game business has traditionally been about developing and then selling products to the customers, but today the games apply different marketing strategies such as free-to-play model, which changes the role of a customer. The Existence, Relatedness and Growth (ERG) theory provides a model to assess how the customer could be understood, and why the game companies should implement features that support growth of the customers’ presence and make them a critical component to the developer. In this article we compare five game companies to find out how they understand their customers, how they build their relationships and let customers to grow their online identity. The results show that the growth is still minor concern, but companies have plans to improve this aspect.


koli calling international conference on computing education research | 2015

Object-oriented programming course revisited

Antti Herala; Erno Vanhala; Uolevi Nikula

Teaching has faced challenges over the latest decades. It is easier than ever to provide material for students and get returned exercises and hold exams online. Besides technology and platforms, also teaching methods need to adapt to the Internet-age and its generation of people. In this article we present a case study where an university level programming course was upgraded to fit the needs of 2010s by introducing Java as the predominate language and utilizing available technologies to enhance teaching. This was done on both technological and pedagogical level, introducing open data and flipped classroom to programming education while the scope remained unchanged. This article presents the first results of the new course. Based on the collected student feedback, the use of Java and open data and implementations of the flipped classroom teaching method are all considered as a success.


Journal of Advances in Management Research | 2015

Evolution of computer game developer organizations

Erno Vanhala; Jussi Kasurinen; Kari Smolander

Purpose - – The purpose of this paper is to identify the peculiarity of computer game organizations and their human resources. It presents a stage model including four phases covering the growth from demo group to full business. This study extends the research on how computer game organizations are formed and what it takes them to grow to financially self-sufficient. The study also broadens the understanding of the beginning phase of an organization. Design/methodology/approach - – The paper utilizes the grounded theory research method with 34 interview sessions among 11 computer game organizations. The interviewed persons include chief executive officers, designers and developers. Findings - – This paper presents empirical findings on what a computer game organization go through when they evolve from demo group phase, which is not discussed in existing literature, to full business. The authors observed that the core team is formed over a game designer and one or more developers. The team fortifies as the organization moves onwards to next phases. At the same time its reliance on partners and outsourcing changes to need based. Research limitations/implications - – As this is a qualitative study the observations are directly applicable only in the context of observed organizations. In the other context they are merely suggestions. Practical implications - – The study presents concrete growth model that can be utilized when building a computer game organization. Originality/value - – This paper illustrates the specialty of computer game organizations and their growth process. It also presents discussion of the beginning phase of organizations.


Journal of Theoretical and Applied Electronic Commerce Research | 2018

Views on Open Data Business from Software Development Companies

Antti Herala; Jussi Kasurinen; Erno Vanhala

The interest towards the concept of open data has increased during the last ten years, as governments and municipalities have decided to open their data repositories. This has led to a new generation of mobile apps, which utilize this data to improve the feature richness and the overall user experience for the customers. In this study, we interviewed representatives of five software organization and discussed their views towards opening data -private and public-and also using the open data in practice. Based on our observations, the companies see very limited scope for the use of open data as a business asset: the main applications seem to gravitate towards function as an additional feature for an existing product, not a source of new innovations or business ventures. The results also illustrate on how little benefit the organizations consider to gain from opening their private data, and what alternatives there are for sharing data in a profitable manner. Additionally, as based on the observations, a strategy classification on the different data sharing methods is formulated and presented


2016 SAI Computing Conference (SAI) | 2016

Experiences about opening data in private sector: A systematic literature review

Antti Herala; Erno Vanhala; Jari Porras; Timo Krri

Open data has been described to, for example, reduce bureaucracy, remove corruption and lower the cost of a product. The discussion has mainly been over the data that has been provided by public organizations: governments, states, and municipalities. In this systematic literature review the aim is to see why private organizations would want to participate to open data initiative and how it would impact their operations. This study presents observed benefits and challenges as well as assumed implications. It was found out that the studied research is mainly speculative and observed results are shallow compared to the assumed and speculated benefits and problems.


2011 First International Workshop on Requirements Engineering for Social Computing | 2011

External influences and integration as requirements in online community development

Erno Vanhala; Tommi Kähkönen; Uolevi Nikula; Kari Smolander

Existing requirements engineering methods and practices do not fully apply to online community (OC) development. This paper highlights the nature of requirements in OC development. This is done with a model that distinguishes between internal and external sources and between design time and refinement time. The paper also emphasizes how integration should be considered as a requirement when developing an OC. The paper ends with a description of an ongoing research project that aims to develop new methods and practices for OC development.


international conference on software engineering advances | 2013

Design and Innovation in Game Development Observations in 7 Small Organizations

Erno Vanhala; Jussi Kasurinen; Kari Smolander


Archive | 2015

Olio-ohjelmointi Javalla, versio 1.0

Antti Herala; Erno Vanhala; Uolevi Nikula

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Antti Herala

Lappeenranta University of Technology

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Jussi Kasurinen

Lappeenranta University of Technology

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Uolevi Nikula

Lappeenranta University of Technology

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Kari Smolander

Lappeenranta University of Technology

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Antti Knutas

Lappeenranta University of Technology

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Jari Porras

Lappeenranta University of Technology

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Jouni Ikonen

Lappeenranta University of Technology

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Timo Krri

Lappeenranta University of Technology

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Tommi Kähkönen

Lappeenranta University of Technology

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