Mika Luimula
Turku University of Applied Sciences
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Publication
Featured researches published by Mika Luimula.
ubiquitous computing | 2010
Mika Luimula; Kirsti Sääskilahti; Timo Partala; Sakari Pieskä; Juha Alaspää
In the current article, we address the problem of constructing radiofrequency identification (RFID)-augmented environments for mobile robots and the issues related to creating user interfaces for efficient remote navigation with a mobile robot in such environments. First, we describe an RFID-based positioning and obstacle identification solution for remotely controlled mobile robots in indoor environments. In the robot system, an architecture specifically developed by the authors for remotely controlled robotic systems was tested in practice. Second, using the developed system, three techniques for displaying information about the position and movements of a remote robot to the user were compared. The experimental visualization techniques displayed the position of the robot on an indoor floor plan augmented with (1) a video view from a camera attached to the robot, (2) display of nearby obstacles (identified using RFID technology) on the floor plan, and (3) both features. In the experiment, test subjects controlled the mobile robot through predetermined routes as quickly as possible avoiding collisions. The results suggest that the developed RFID-based environment and the remote control system can be used for efficient control of mobile robots. The results from the comparison of the visualization techniques showed that the technique without a camera view (2) was the fastest, and the number of steering motions made was smallest using this technique, but it also had the highest need for physical human interventions. The technique with both additional features (3) was subjectively preferred by the users. The similarities and differences between the current results and those found in the literature are discussed.
robot and human interactive communication | 2012
Kirsti Sääskilahti; Riitta Kangaskorte; Sakari Pieskä; Juhana Jauhiainen; Mika Luimula
The population in the world is getting older and the need for the new technical solutions supporting independent life of elderly people is increasing. The needs and expectations of the senior people are the most important factors that define the acceptance of such solutions. In the current paper, we study qualitatively with few older adults how a service robot with a multimodal control interface can support people in this phase of life. The results reveal that multimodality of the control interface and functionalities involving safety and entertainment are very important for end-user acceptance. The user acceptance increases if the available functionalities can be customized for different users and if the commands for both screen-based and voice-based control use the same words and phrases. This approach also allows to decrease the memory load on the user. The possibility to customize the interfaces could open broad possibilities to use the robot also by the disabled people.
ubiquitous computing | 2011
Mizuho Komatsuzaki; Koji Tsukada; Itiro Siio; Pertti Verronen; Mika Luimula; Sakari Pieskä
We propose a novel search technique called IteMinder that helps users find property in a room using passive RFID and an autonomous robot. First, we attach RFID tags to the target items and at typical locations in a room. We also attach an RFID reader and a laser rangefinder to the robot. The robot can move around the entire room automatically while avoiding obstacles using the laser rangefinder. When the robot finds a tagged item, it uploads the tag ID and location information to the database. Users can then browse target items and their locations on a common web browser.
ubiquitous positioning, indoor navigation, and location based service | 2010
Joni Jämsä; Mika Luimula; Johannes Schöning; Jan S. Schulte; Christoph Stasch; Simon Jirka
In the idea of the Sensor Web, sensors should be discoverable, accessible and taskable over the internet. In this paper, we present a mobile data collection framework for connecting wireless sensors with the Sensor Web by using mobile devices. The proposed system is an extension to Locawe platform including now mapping and WSN features together with features of SWE especially Sensor Observation Service (SOS) specified by the Open Geospatial Consortium. Therefore, the Locawe platform running on mobile devices is used to connect to 6LoWPAN sensors, store the measurements of the sensors on the devices memory, convert it into sensor web protocols and insert the measurements into a sensor service as soon as wireless internet connection is available. As a proof of concept, the system is used within an air quality monitoring scenario.
ubiquitous positioning, indoor navigation, and location based service | 2010
Joni Jämsä; Mika Luimula; Sakari Pieskä; Veikko Brax; Ossi Saukko; Pertti Verronen
In the current paper, we describe a three dimensional indoor positioning system for the metal industry. The developed system consists of a three dimensional map-based user interface scanned with Leica ScanStation 2, Chirp Spread Spectrum modulation (CSS) indoor positioning technology, and a used positioning algorithm. The system development process described in this paper includes three phases. Firstly, the modelling of three dimensional virtual environments with an accuracy of 2 centimeters required the use of point cloud processing software and 3D content creation. The next phase was to find reliable indoor positioning technology for harsh industrial conditions. The results reported in this paper show that a reliable positioning system using CSS could be created. Finally, location information provided by CSS was shown in the three dimensional map-based user interface. The user interface was based on CENTRIAs Locawe platform. The process described in this paper shows that moving objects such as mobile robots, autonomous transporters or working machines can be tracked in a three dimensional virtual environment.
Journal on Multimodal User Interfaces | 2015
Akihito Nakai; Aung Pyae; Mika Luimula; Satoshi Hongo; Hannu Vuola; Jouni Smed
Kinect, which is useful as a multimodal input device, offers multiple features such as voice recognition, facial tracking, object recognition, and gesture recognition. Games with such human-centred, interactive interfaces create an environment that bridges between artificial and natural cognitive capabilities, enabling them to work together more efficiently. This study specifically examines a usability evaluation method that uses Kansei engineering knowledge to identify and remedy difficulties related to user interface development. As a practical application of the suggested evaluation method, we used a particular serious game, “The Glider,” a prototype developed by Serious Games Finland. It exploits Kinect as its game controller. Serious games are usually aimed at promoting specific effects that can be achieved through playing the game. However, such effects can also present tradeoffs in terms of usability. Controlling motions in “The Glider” has been developed in close cooperation with medical doctors, physiotherapists, and patients in terms of well-being and light exercise. However, modulating the difficulty balance and usability of the game is also a very important aspect of game development. As described in this paper, our goal is to evaluate the control motion of the game from a usability perspective. Evaluation consists of state and appearance observations conducted with 12 Japanese subjects. Observed data were tagged into several categories to quantize their behaviours and speeches, and were analysed using both cognitive bias evaluation and statistical evaluation. Results show that difficulties for subjects in control motions of the game were curved out, which is a key to balancing usability and difficulty while maintaining the genuine purpose of the serious game.
international conference on pervasive services | 2009
Mika Luimula; Zach Shelby; Jouni Tervonen; Jouni Markkula; Petteri Weckström; Pertti Verronen
Wireless sensor and actuator networks (WSAN) are a combination of embedded, wireless and positioning technologies. Existing geospatial standards used in location-aware systems can be applied in building these networks, but they present challenges due to the characters of the geosensor networks. In this paper, we present a study of geospatial standards related to location-aware system platform for improving its interoperability. The location-aware system platform used here is Locawe. Locawe has been developed in CENTRIA and tested with wireless sensor and actuator network technologies in various industrial pilots including precision agriculture. This paper includes an experimental part, where we focus on geospatial standards in WSAN. In this field, geospatial standards are still under specification. Our first results show that geospatial standards can be applied also in WSAN, with certain limitations. These limitations are mainly related to low-rate data transmission and limited computing resources. We propose also further directions in standardization, which would be needed for geosensor networks and wireless applications for machines and systems.
advanced visual interfaces | 2008
Taina M. Lehtimäki; Timo Partala; Mika Luimula; Pertti Verronen
In this research, we addressed the problem of visualizing route histories on a mobile device. We developed a solution, which combines the visualization of three route history parameters: speed, direction, and location. The visualization was tested in a laboratory evaluation with 12 subjects. The results showed that by using the visualization the subjects were able to estimate actual driving speeds accurately. The subjects also evaluated that the visualization supported their knowledge of the speed, location, and direction quite well. The results suggest that the presented visualization is an improvement over currently used route history visualizations.
hawaii international conference on system sciences | 2017
Thi Thanh Hai Nguyen; Diana Ishmatova; Tommi Tapanainen; Tapani N. Liukkonen; Niina Katajapuu; Tuomas Mäkilä; Mika Luimula
Besides their entertainment value, serious games can have beneficial therapeutic effects for elderly people that improve their health and well-being. Games are likely to be accepted by elderly persons who have enjoyed games their lives, and because there are more and more of such elderly, it is important to investigate games as a therapeutic device. This research reviewed the literature focusing on the effects of games on elderly persons in three main types of effects: physical, cognitive, and social effects. The majority of reviewed papers focused on physical and cognitive effects, and were published in recent years, which emphasizes the relative novelty of this topic and suggests that future research will need to address social impact as well. In addition, while many papers claimed positive impacts as a result of using games, our review found that more attention should be given to research designs.
International Journal of Networking and Virtual Organisations | 2016
Aung Pyae; Reetta Raitoharju; Mika Luimula; Paula Pitkäkangas; Jouni Smed
In this paper, we report the findings from the pre-studies of gamified solutions in healthcare GSH project, which include mapping the existing games for seniors, conducting a pre-test on console games, interviewing elderly, and a literature review on the motivational factors for elderly. The findings showed us the limitations of the existing games and technologies. The literature review gave the useful game design opportunities. The insights from these pre-studies helped us to form the agenda, activities, and plan for our project. According to the proposed activities, we conducted a pilot testing of existing games with elderly and found out that the existing games have potential to be re-used with further modifications in our project. Furthermore, we learned the important lessons from this testing in terms of game design, interaction, and design opportunities. Then, we continue to re-design the existing games and develop new games followed by a usability testing.