Marketta Niemelä
VTT Technical Research Centre of Finland
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Marketta Niemelä.
British Journal of Educational Technology | 2008
Ari Wahlstedt; Samuli Pekkola; Marketta Niemelä
In this paper, it is argued that e-learning environments are currently more like ‘buildings’, ie, learning spaces, rather than ‘schools’, ie, places for learning. The concepts originated from architecture and urban design, where they are used both to distinguish static spaces from inhabited places, and more importantly, as design objectives. The transformation from space to place is supported and enabled by social interactions between the (learning) community members. We argue that this distinction between the concepts explains some of the problems with current e-learning systems and propose issues to consider when designing new systems. By acknowledging the importance and characteristics of a place, designers and researchers can justify the need and support for social interactions in learning space, consequently enabling social community building in e-learning environments, and most importantly, supporting the development of a user-friendly and motivating e-learning place.
nordic conference on human-computer interaction | 2006
Pasi Välkkynen; Marketta Niemelä; Timo Tuomisto
Physical browsing is a user interaction paradigm in which the user interacts with physical objects by using a mobile terminal to select the object for some action. The objects contain links to digital services and information related to the objects. The links are implemented with tags that are readable by the mobile terminal. We have built a system that supports selecting objects for interaction by touching and pointing at them. Our physical browsing system emulates passive sensor-equipped long-range RFID tags and a mobile terminal equipped with an RFID reader. We have compared different system configurations for touching and pointing. Additionally, we have evaluated other parameters of physical selection, such as conditions for choice of selection method. In our evaluation of the system, we found touching and pointing to be useful and complementary methods for selecting an object for interaction.
Science and Engineering Ethics | 2010
Eleni Kosta; Olli Pitkänen; Marketta Niemelä; Eija Kaasinen
Ambient Intelligence provides the potential for vast and varied applications, bringing with it both promise and peril. The development of Ambient Intelligence applications poses a number of ethical and legal concerns. Mobile devices are increasingly evolving into tools to orientate in and interact with the environment, thus introducing a user-centric approach to Ambient Intelligence. The MINAmI (Micro-Nano integrated platform for transverse Ambient Intelligence applications) FP6 research project aims at creating core technologies for mobile device based Ambient Intelligence services. In this paper we assess five scenarios that demonstrate forthcoming MINAmI-based applications focusing on healthcare, assistive technology, homecare, and everyday life in general. A legal and ethical analysis of the scenarios is conducted, which reveals various conflicting interests. The paper concludes with some thoughts on drafting ethical guidelines for Ambient Intelligence applications.
The first computers | 2012
Eija Kaasinen; Tiina Kymäläinen; Marketta Niemelä; Thomas Olsson; Minni Kanerva; Veikko Ikonen
Our everyday environments are gradually becoming intelligent, facilitated both by technological development and user activities. Although large-scale intelligent environments are still rare in actual everyday use, they have been studied for quite a long time, and several user studies have been carried out. In this paper, we present a user-centric view of intelligent environments based on published research results and our own experiences from user studies with concepts and prototypes. We analyze user acceptance and users’ expectations that affect users’ willingness to start using intelligent environments and to continue using them. We discuss user experience of interacting with intelligent environments where physical and virtual elements are intertwined. Finally, we touch on the role of users in shaping their own intelligent environments instead of just using ready-made environments. People are not merely “using” the intelligent environments but they live in them, and they experience the environments via embedded services and new interaction tools as well as the physical and social environment. Intelligent environments should provide emotional as well as instrumental value to the people who live in them, and the environments should be trustworthy and controllable both by regular users and occasional visitors. Understanding user expectations and user experience in intelligent environments, and providing users with tools to influence the environments can help to shape the vision of intelligent environments into meaningful, acceptable and appealing service entities for all those who live and act in them.
ambient intelligence | 2007
Marketta Niemelä; Rafael Gonzalez Fuentetaja; Eija Kaasinen; Jorge Lorenzo Gallardo
Mobile-centric ambient intelligence refers to systems, where personal mobile device is used to access ambient information and services. In this paper, we present three scenarios describing how independent living of elderly can be supported with mobile-centric ambient intelligence services. The scenarios have been prepared in the MINAmI project, which is developing an open technology platform for mobile-centric ambient intelligence. The scenarios focus on supporting self-care and safety at home. The three scenarios have been evaluated by groups of elderly people and the two self-care related scenarios also by medical experts, in both Spain and Finland. We report the results of these evaluations, and draw conclusions for user acceptance of mobile-centric ambient intelligence supporting independent living of the elderly.
Multimedia Systems | 2010
Eija Kaasinen; Marketta Niemelä; Timo Tuomisto; Pasi Välkkynen; Iiro Jantunen; Javier Sierra; Miguel Angel Santiago; Harald Kaaja
Ubimedia is a concept where media files are embedded in everyday objects and the environment. We propose an approach where the user can read and write these files with his/her personal mobile phone simply by touching the physical objects. This facilitates easy access and storage of, e.g. video and audio files related to the physical object in question. This paper describes our work in developing a technical solution for ubimedia and studying user acceptance of forthcoming ubimedia services. Our technical development of the ubimedia concept has been focused on a mobile phone platform with a tag reader/writer, memory tags with large storage capacity, and the communication between the phone and the tags. Currently, the technical design is in test and evaluation phase. The preliminary results show that the concept works and it can be implemented technically. In parallel with the technical development, we have studied usage possibilities for ubimedia and user acceptance of future ubimedia services. User acceptance has been studied in a web survey and in user evaluations of proofs-of-concept. In addition, an ethical assessment has been carried out. The users appreciated especially the simplicity, speed, low cost and reliability of ubimedia. Ethical concerns were related to control over the download with regard to viruses and other unwanted content.
2006 International Workshop on System Support for Future Mobile Computing Applications | 2006
Eija Kaasinen; Marketta Niemelä; Timo Tuomisto; Pasi Välkkynen; Vladimir Ermolov
System level solutions affect many properties of ubiquitous applications and thus also user experience. That is why user point of view should guide the design of mobile architectures although the users will see them indirectly, via the applications. This paper describes our approach in identifying user requirements for a ubiquitous computing architecture that facilitates mobile applications sensing their environment. The sensing is based on wireless connectivity to tags and sensors in the environment. We illustrated a representative set of future applications as scenarios and proof of concepts and evaluated them with potential users. Scenarios were analyzed to identify generic use cases and to understand the implications of the user feedback on the architecture. Our experiences show that user requirements for system level solutions can be identified with this approach. We identified several requirements for the architecture dealing with user interaction, wireless measurements, context-awareness, taking applications into use and ethical issues
international conference on social robotics | 2016
Mary Ellen Foster; Rachid Alami; Olli Gestranius; Oliver Lemon; Marketta Niemelä; Jean-Marc Odobez; Amit Kumar Pandey
MuMMER (MultiModal Mall Entertainment Robot) is a four-year, EU-funded project with the overall goal of developing a humanoid robot (SoftBank Robotics’ Pepper robot being the primary robot platform) with the social intelligence to interact autonomously and naturally in the dynamic environments of a public shopping mall, providing an engaging and entertaining experience to the general public. Using co-design methods, we will work together with stakeholders including customers, retailers, and business managers to develop truly engaging robot behaviours. Crucially, our robot will exhibit behaviour that is socially appropriate and engaging by combining speech-based interaction with non-verbal communication and human-aware navigation. To support this behaviour, we will develop and integrate new methods from audiovisual scene processing, social-signal processing, high-level action selection, and human-aware robot navigation. Throughout the project, the robot will be regularly deployed in Ideapark, a large public shopping mall in Finland. This position paper describes the MuMMER project: its needs, the objectives, R&D challenges and our approach. It will serve as reference for the robotics community and stakeholders about this ambitious project, demonstrating how a co-design approach can address some of the barriers and help in building follow-up projects.
ubiquitous computing systems | 2006
Veikko Ikonen; Marketta Niemelä; Eija Kaasinen
In this paper scenario-based design approach for development of Ambient Intelligence (AmI) is described. Design of any concept is based on communication between different stakeholders. Furthermore design of these concepts should be grounded heavily to the real user needs. Scenarios offer a flexible tool for these purposes and extremely well scenarios seems to be fitting to the early concept definition of AmI solutions. In this paper we describe our experiences of using scenario-based design approach in the MIMOSA project.
11th IFIP International Conference on Human Choice and Computers (HCC) | 2014
Marketta Niemelä; Veikko Ikonen; Jaana Leikas; Kristiina Kantola; Minna Kulju; Antti Tammela; Mari Ylikauppila
In the midst of the many large-scale societal and technological transformations, there is a need for design approaches that respect human values and needs and are able to integrate multiple perspectives into technology design in order to work for outcomes that are interesting, feasible and sustainable in all senses of the term. For this purpose, we discuss a possible approach to the design of technology that is driven by human and social values, is collaborative in nature and reflective in terms of responsibility and ethics in the design. We call this approach ‘Human-Driven Design’ and argue that it is needed especially when designing for enabling and emerging information and communication technologies. A human-driven design approach should focus on the early phases of design, be strongly future-oriented and aim to contribute to innovation for a sustainable society and better quality of life in the future.