Jyrki Kaistinen
University of Helsinki
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Publication
Featured researches published by Jyrki Kaistinen.
Sensors | 2013
Ling Pei; Robert Guinness; Ruizhi Chen; Jingbin Liu; Heidi Kuusniemi; Yuwei Chen; Jyrki Kaistinen
This research focuses on sensing context, modeling human behavior and developing a new architecture for a cognitive phone platform. We combine the latest positioning technologies and phone sensors to capture human movements in natural environments and use the movements to study human behavior. Contexts in this research are abstracted as a Context Pyramid which includes six levels: Raw Sensor Data, Physical Parameter, Features/Patterns, Simple Contextual Descriptors, Activity-Level Descriptors, and Rich Context. To achieve implementation of the Context Pyramid on a cognitive phone, three key technologies are utilized: ubiquitous positioning, motion recognition, and human behavior modeling. Preliminary tests indicate that we have successfully achieved the Activity-Level Descriptors level with our LoMoCo (Location-Motion-Context) model. Location accuracy of the proposed solution is up to 1.9 meters in corridor environments and 3.5 meters in open spaces. Test results also indicate that the motion states are recognized with an accuracy rate up to 92.9% using a Least Square-Support Vector Machine (LS-SVM) classifier.
Evaluating User Experience in Games | 2010
Jari Takatalo; Jukka Häkkinen; Jyrki Kaistinen; Göte Nyman
Digital games elicit rich and meaningful experiences for the gamers. This makes games hard to study solely with usability methods that are used in the field of human–computer interaction. Here is presented a candidate framework to analyze multidimensional user experience (UX) in games. Theoretically, the framework is grounded both on previous game studies and on relevant psychological theories. Methodologically, it relies on multivariate data analysis of approximately 320 games (n = 2182), with the aim of revealing the subcomponents of UX in games. The framework captures the essential psychological determinants of UX, namely, its quality, intensity, meaning, value, and extensity. Mapping these determinants to the game mechanics, the narrative and the interface offers a rich view to UX in games and provides added value to those who want to understand why games are experienced in certain ways.
Simulation & Gaming | 2011
Jari Takatalo; Jukka Häkkinen; Jyrki Kaistinen; Göte Nyman
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and study the psychology of UX in games. The objective of this study is to show how UX differs when the first-person shooter HALO is played in a laboratory and at home. To disclose this difference, a psychologically valid and multidimensional measurement framework is introduced. UX is profiled according to the level of the sense of presence, involvement, and flow in a between-subjects design. Statistically, the structure of the framework is grounded on a large and heterogeneous gamer data set (N = 2,182). The results showed that the profile of the sense of presence in the laboratory included higher levels of attention and arousal as compared with that of the natural environment. This finding was independent of any of the measured background variables. Other differences between the two situations were more related to the participants’ background. For example, gamers at home were more involved in the game and they felt a higher level of competence. No strong emotional differences between the two situations were found. The authors discuss the complex UX terminology and implications of the framework for implementation of learning games.
electronic imaging | 2007
Jari Takatalo; Jukka Häkkinen; Jyrki Kaistinen; Göte Nyman
There are innumerable concepts, terms and definitions for user experience. Few of them have a solid empirical foundation. In trying to understand user experience in interactive technologies such as computer games and virtual environments, reliable and valid concepts are needed for measuring relevant user reactions and experiences. Here we present our approach to create both theoretically and methodologically sound methods for quantification of the rich user experience in different digital environments. Our approach is based on the idea that the experience received from a content presented with a specific technology is always a result of a complex psychological interpretation process, which components should be understood. The main aim of our approach is to grasp the complex and multivariate nature of the experience and make it measurable. We will present our two basic measurement frameworks, which have been developed and tested in large data set (n=2182). The 15 measurement scales extracted from these models are applied to digital gaming with a head-mounted display and a table-top display. The results show how it is possible to map between experience, technology variables and the background of the user (e.g., gender). This approach can help to optimize, for example, the contents for specific viewing devices or viewing situations.
Research and Practice in Technology Enhanced Learning | 2010
Hanni Muukkonen; Minna Lakkala; Jyrki Kaistinen; Göte Nyman
The investigation examined how to simulate practices of distributed, partially virtual teamwork in higher education. A course was designed to engage ten teams in producing solutions to complex problems, similar to that in knowledge work. The teams researched and prepared final reports and project presentations (shared objects) based on assignments from two customers. The course design provided templates and communication structures, but the teams needed to self-organize in order to carry out their own goals. Two analyses examined how the arranged project promoted practices of distributed, hybrid knowledge work and how the students coped with the knowledge creation challenge. Based on the team interviews half-way through the course, the students were confused and even distressed with the open-ended assignment. At the end of the course, their self-reflections revealed a change to more positive appraisals of the assignment. It was concluded that there were two types of practices involved, project work and inquiry, which might be best supported with different types of scaffolding, the first pragmatic or structural and the latter epistemic. This course presents an example of how workplace practices can be modeled for education, but also points to needs for scaffolding challenging team processes.
Simulation & Gaming | 2008
Jari Takatalo; Jukka Häkkinen; Jyrki Kaistinen; Göte Nyman
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and study the psychology of UX in games. The objective of this study is to show how UX differs when the first-person shooter HALO is played in a laboratory and at home. To disclose this difference, a psychologically valid and multidimensional measurement framework is introduced. UX is profiled according to the level of the sense of presence, involvement, and flow in a between-subjects design. Statistically, the structure of the framework is grounded on a large and heterogeneous gamer data set (N = 2,182). The results showed that the profile of the sense of presence in the laboratory included higher levels of attention and arousal as compared with that of the natural...
Proceedings of SPIE | 2010
Takashi Kawai; Jukka Häkkinen; Takashi Yamazoe; Hiroko Saito; Shinsuke Kishi; Hiroyuki Morikawa; Terhi Mustonen; Jyrki Kaistinen; Göte Nyman
In this paper, the authors conducted an experiment to evaluate the UX in an actual outdoor environment, assuming the casual use of monocular HMD to view video content while short walking. In conducting the experiment, eight subjects were asked to view news videos on a monocular HMD while walking through a large shopping mall. Two types of monocular HMDs and a hand-held media player were used, and the psycho-physiological responses of the subjects were measured before, during, and after the experiment. The VSQ, SSQ and NASA-TLX were used to assess the subjective workloads and symptoms. The objective indexes were heart rate and stride and a video recording of the environment in front of the subjects face. The results revealed differences between the two types of monocular HMDs as well as between the monocular HMDs and other conditions. Differences between the types of monocular HMDs may have been due to screen vibration during walking, and it was considered as a major factor in the UX in terms of the workload. Future experiments to be conducted in other locations will have higher cognitive loads in order to study the performance and the situation awareness to actual and media environments.
Media Psychology | 2011
Jari Takatalo; Takashi Kawai; Jyrki Kaistinen; Göte Nyman; Jukka Häkkinen
Journal of Experimental Psychology: Applied | 2013
Terhi Mustonen; Mikko Berg; Jyrki Kaistinen; Takashi Kawai; Jukka Häkkinen
Archive | 2006
Jari Takatalo; Jukka Häkkinen; Jyrki Kaistinen; Jeppe Komulainen; Heikki Särkelä; Göte Nyman