Jari Multisilta
Tampere University of Technology
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Publication
Featured researches published by Jari Multisilta.
digital interactive media in entertainment and arts | 2008
Jari Multisilta; Marjo Mäenpää
The aim of this article is to test how different narrative structures work in mobile video storytelling applications for creative arts. Especially, we are interested in stories made with the mobile phone and for the mobile phone i.e. they are supposed to be viewed on the mobile phone. In addition, we present a new mobile social video service and demo platform MoViE that enables users to create mobile narrations and stories using narrative structures. Hypothesis is that it is possible to create a dramaturgically intensive and coherent story from various short mobile videos composed by several authors if only there is a story generator that composes the certain structure and order to the combination of mobile videos. User of a mobile phone with video camera works as an author, and several authors could produce a common narrative with one storyline that is composed by automatic story generator. In the empirical part of the article we apply a narrative structure based on jazz music as a matrix for the story generator and analyze the creation process of video clips. In this study, we use ethnomethodology as our research framework.
human computer interaction with mobile devices and services | 2009
Jari Multisilta; Marcelo Milrad
In this workshop we are interested in usability, context and user practices related to uses of social mobile media for sharing human experiences. There is a growing trend pointing to life publishing and life logging using mobile devices. Users are sharing their experiences and their life with friends in real-time by posting blog notes, images and video clips from their phones to social media services. In addition, people are tagging content either by manually or using sensory data with their phones. An interesting question to be asked is; How users are experiencing these applications and what issues make them to be successfully adopted? This workshop will offer an interdisciplinary discussion forum for both practitioners and academics interested in conceptualizing, designing and evaluating emerging social mobile media concepts and applications. The workshop, through a series of interactive presentations, will facilitate discussions aiming at identify and summarize main theoretical and interaction design concerns related to the increasing use of social mobile media in a variety of settings. The main goal of the workshop is to find out ideas that suggest promising directions for future research on social mobile media.
Technology, Pedagogy and Education | 2016
Hannele Niemi; Jari Multisilta
This article presents results on how students became engaged and motivated when using digital storytelling in knowledge creation in Finland, Greece and California. The theoretical framework is based on sociocultural theories. Learning is seen as a result of dialogical interactions between people, substances and artefacts. This approach has been used in the creation of the Global Sharing Pedagogy (GSP) model for the empirical study of student levels of engagement in learning twenty-first century skills. This model presents a set of conceptual mediators for student-driven knowledge creation, collaboration, networking and digital literacy. Data from 319 students were collected using follow-up questionnaires after the digital storytelling project. Descriptive statistical methods, correlations, analysis of variance and regression analysis were used. The mediators of the GSP model strongly predicted student motivation and enthusiasm as well as their learning outcomes. The digital storytelling project, using the technological platform Mobile Video Experience (MoViE), was very successful in teaching twenty-first century skills.
Proceedings of the 14th International Academic MindTrek Conference on Envisioning Future Media Environments | 2010
Arttu Perttula; Pauliina Tuomi; Marko Suominen; Antti Koivisto; Jari Multisilta
The last decade has witnessed a growing interest in design information technologies and interfaces that support rich and complex user experiences, including satisfaction, joy, aesthetics, and reflection. It is high on the agenda to extend and intensify the overall (user) experiences with the help of appropriate technology. This paper presents a pilot study on using collective heart rate visualized in the indoor ice rink to bring intensiveness into the audience experience. The aim of the study was to explore the usefulness and affect of the developed collective heart rate and to evaluate it as one of the new features that could enhance the user experience among the audiences in wide public events. In particular, the study focuses on studying the significance of the technological equipment in creating a sense of collectiveness and togetherness of the audience. This research is important because it introduces a new idea of audience involvement with the techniques of mobile phones and heart rate measurement belts. The results, positive and negative, of the study widen the field of physiological sensing technologies and facilitate the diffusion of these techniques into different public events with the large number of audience.
International Journal of Arts and Technology | 2012
Jari Multisilta; Marko Suominen; Sari Östman
In this paper, we present the mobile video experience (MoViE) social mobile service that enables users to create geotagged video clips and community-created video stories. The MoViE is designed to be used with mobile devices, and it supports user-generated tags, tagspaces, geotags, remixing of community-created clips, multiple-choice queries and moderation. It can be used, e.g., as a video publishing and sharing service, or at schools as a service for reporting field trips using class-created video clips. In this paper, we present the concept of a tagspace, i.e. a new method to give different meaning to same tag words in different contexts. MoViE was piloted during Pori Jazz 2008 festival with 16 users. The users were given directions for recording, sharing and remixing videos in ways that aimed to support digital storytelling and sharing experiences. After the experiment, the users were interviewed. We claim that when users are experiencing an event, they have to have a common ground for creating shared experiences and for representing these experiences as a video stories based on the clips the community have cocreated. The concert experience as such was not enough to create the common ground that would support users to share their experiences.
international mindtrek conference | 2009
Jari Multisilta; Marko Suominen
In this article we present the MoViE (Mobile Video Experience) social mobile service that enables users to create video stories using their mobile phones. The MoViE service represents a new type of social media application that is still on development stage. It can be used for example in events as a community video publishing platform or at schools as a platform for reporting field trips using class created video clips which can be edited in the MoViE. In addition, MoViE is designed for mobile devices, and it supports user generated tags, tagspaces, geotags, remixing of clips and moderation.
Education and Information Technologies | 2017
Jaana-Maija Koivisto; Hannele Niemi; Jari Multisilta; Elina Eriksson
The growing use of game-based simulation in healthcare education reflects the opportunities afforded to learners by serious games, which simulate real-world situations and enable students to emulate the roles of healthcare professionals in a safe and engaging learning environment. As part of a design-based research project to design, test, and evaluate an online 3D simulation game for use in game-based simulation in healthcare education, the present study applied Kolb’s experiential learning theory to investigate nursing students’ experiential learning processes during a 3D simulation game. The data, collected from eight nursing students, comprised audio and video recordings from gaming sessions and focus group interviews. The results indicate that in 3D simulation game, patient-related experiences were supported by audiovisual authenticity, the authenticity of scenarios, and interactivity. Feedback triggered students to reflect on their own learning processes. Students conceptualised knowledge by applying nursing theory, and they internalised procedures that can be used in real life. They also had an opportunity to experiment by exploring and making decisions in the gaming environment. One of the main issues arising from these findings is that 3D simulation games used in game-based simulation should share familiar characteristics of leisure games to ensure an engaging learning experience.
european conference on interactive tv | 2010
Jari Multisilta; Arttu Perttula; Marko Suominen; Antti Koivisto
Although video sharing in web is used in learning, most video sharing services are not originally designed to be used as a learning application. In addition, most of these systems were designed to use via computer and with a web browser. Our solution, MoViE (Mobile Video Experience), is designed to be used in learning applications especially with mobile devices. MoViE is a social media service that enables users to create video stories using their mobile phones. Services web interface is light and it works with all modern mobile phone browsers. In order to support automatic tagging of videos we designed a specific client for Symbian S60 platform that uses gps and cell tower data for creating tags for location, place and weather. In addition, MoViEs mobile client application makes uploading process even faster and makes possible to utilize smart tagging suggestions. The S60 MoViE client was used by the staff of Pori Jazz festival organization during the festival in summer 2009 for documenting the festival arrangements. They tried to capture unsuccessful, broken and bad things around the festival area. The aim was to use the videos for learning how to do things better next year.
wireless mobile and ubiquitous technologies in education | 2010
Jari Multisilta; Arttu Perttula; Marko Suominen; Antti Koivisto
Although video sharing in web is used in learning, most video sharing services are not designed to be used as a learning application. In addition, most of these systems were designed to use via computer and with a web browser. Our solution, MoViE (Mobile Video Experience), is designed to be used in learning applications especially with mobile devices. MoViE is a social media service that enables users to create video stories using their mobile phones. In order to support automatic tagging of videos we designed a specific mobile client application. It was used by the staff of Pori Jazz festival organization during the festival in summer 2009 for documenting the festival arrangements. The aim was to use the videos for learning how to do things better next year.
Education and Information Technologies | 2003
Harri Ketamo; Jari Multisilta
The aim of this study was to explore the significance of interaction in multimedia learning materials. Two explanative variables were modelled from the primary variables of the collected data. Those variables were (1) time between two user events, named as interaction, and (2) relative error. The results of this study showed a clear connection between the usage of the learning material and the learning results. In general, the learning material should be difficult enough to influence thinking. Improved thinking could be achieved either as an inner process, when interaction between material and learner was slow, or with fast interaction, when the number of mistakes increases. In the developing of adaptive multimedia learning materials, the utilisation of these two variables seem to be quite promising.