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Dive into the research topics where Riku Suomela is active.

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Featured researches published by Riku Suomela.


international conference on entertainment computing | 2004

Open-Source Game Development with the Multi-user Publishing Environment (MUPE) Application Platform

Riku Suomela; Eero Rasanen; Ari Koivisto; Jouka Mattila

The Multi-User Application Platform (MUPE) is a platform for rapid development of mobile multi-user context-aware applications. MUPE server implements a persistent user-authenticated service that can be customized into a game server. The game logic is written to the MUPE server and the end-users download the game User Interface (UI) to their terminals. This paper studies how MUPE can be used to create mobile multi-player games. This paper analyzes the important aspects of MUPE in game development and the different parts involved in developing games with MUPE. Two games made with MUPE are introduced and analyzed. The games presented in this paper and the MUPE system are available at the MUPE website http://www.mupe.net under the Nokia open source license version 1.0a.


ieee international conference on pervasive computing and communications | 2006

Multi-user mobile applications and a public display: novel ways for social interaction

Jaana Leikas; Hanna Strömberg; Veikko Ikonen; Riku Suomela; Juhani Heinilä

In this paper we introduce prerequisites for the empowerment of social interaction when using a multi-user mobile service. The paper is based on a case study of user experiences of a multiplayer mobile game where the players attend the game via their mobile phones whilst their activity is materialized on a common public display. Based on the results of user evaluation we introduce three enabling factors for social interaction in a multiplayer game: context, communication and identification. User aspects to these factors as well as perspectives to other types of services are presented


designing pleasurable products and interfaces | 2013

The playful experiences (PLEX) framework as a guide for expert evaluation

Andrés Lucero; Jussi Holopainen; Elina Ollila; Riku Suomela; Evangelos Karapanos

The Playful Experiences (PLEX) framework is a categorization of playful experiences based on previous theoretical work on pleasurable experiences, game experiences, emotions, elements of play, and reasons why people play. While the framework has been successfully employed in design-related activities, its potential as an evaluation tool has not yet been studied. In this paper, we apply the PLEX framework in the evaluation of two game prototypes that explored novel physical interactions between mobile devices using Near-Field Communication, by means of three separate studies. Our results suggest that the PLEX framework provides anchor points for evaluators to reflect during heuristic evaluations. More broadly, the framework categories can be used as a checklist to assess different attributes of playfulness of a product or service.


ubiquitous computing | 2003

The evolution of perspective view in WalkMap

Riku Suomela; Kimmo Roimela; Juha Lehikoinen

A wearable computer is a potential platform for map applications: it is mobile in nature, and is often equipped with a head-worn display capable of displaying maps of the surrounding area in graphical form. In this paper, we present a map application, called WalkMap, developed for wearable computers. We concentrate on the visual presentation of the map, and propose a visualisation method that is based on the perspective distortion of a regular two-dimensional birds-eye view map. We also describe the results of a field study, and compare the distorted view to a regular two-dimensional view. The results show that while a perspective visualisation is good for some navigational tasks, for some other tasks a regular map is preferred. We then continue by developing the visualisation further, and present a fully adjustable three-dimensional version of the map application, called WalkMap3D. WalkMap3D can display the map area in three dimensions, but is also capable of displaying both traditional two-dimensional and perspective map views.


international symposium on wearable computers | 2001

A system for evaluating augmented reality user interfaces in wearable computers

Riku Suomela; Juha Lehikoinen; Ilkka Salminen

Usability tests with wearable computers are difficult to conduct due to the nature of wearable computers. Wearable computers are intended for personal use and the test supervisor does not know exactly what the test subject is currently seeing in augmented reality through the head-worn display of the wearable computer. Due to this personal nature, the concepts of traditional usability testing need some rethinking. This paper presents a combination of techniques that connects the computers of the test subject and the supervisor. Both of the computers share the same view of augmented reality and the supervisor knows exactly what the user is doing and what state the computer is in. All actions and sensor data are also recorded for later analysis. Complete usability tests have been made with this system and the system fulfilled its goals.


Virtual Reality | 2004

Taxonomy for visualizing location-based information

Riku Suomela; Juha Lehikoinen

Location-based data is digital information that has a real-world location. Location-based data can be used for many purposes, such as providing additional information on real-world objects or helping a user in a specific task. Access to such data can be provided in many ways, for example, with augmented reality (AR) systems. AR techniques can help its user in various tasks and the AR data can be presented to the user in various ways, depending on the task at hand. The different visualizations that can be used are heavily dependent on the hardware platform and, thus, all technologies are not suitable for every situation. This paper studies two factors that affect the visualization of location-based data. The two factors are the environment model they use, ranging from three dimensions (3D) to no dimensions (0D) at all; and the viewpoint, whether it is a first-person or a third-person view. As a result, we define a taxonomy for visualizing location-based data, where each model–view (MV) combination is referred to using its MV number. We also present numerous case studies with different MV values.


ubiquitous computing | 2002

Accessing Context in Wearable Computers

Juha Lehikoinen; Riku Suomela

Abstract: We present an easy interaction technique for accessing location-based contextual data shown on a head-worn wearable computer display. Our technique, called Context Compass, is based on a regular compass metaphor. Each object belonging to the user’s current context is visualised on a linear compass shown on the screen. The object directly in front of the user is shown in the middle of the compass and can be activated. Whenever the user turns his or her head, the objects on the screen move accordingly. Therefore, an object can be selected by simply turning one’s head towards it. Context Compass consumes a minimal amount of screen space, making it ideal for usage with see-through head-worn displays. An initial pilot study, applying a newly developed usability method customised especially for Context Compass, revealed that Context Compass can be learned virtually immediately. Further, the method itself proved to be successful in evaluating techniques such as Context Compass.


Virtual Reality | 2002

walkmap: Developing an augmented reality map application for wearable computers

Juha Lehikoinen; Riku Suomela

We have designed, implemented, and evaluated a map application for wearable computer users. Our application, called WalkMap, is targeted at a walking user in an urban environment, offering the user both navigational aids as well as contextual information. WalkMap uses augmented reality techniques to display a map on the surrounding area on the users head-worn display. WalkMap is constructed by the means of software development, user interface design and evaluations, and existing knowledge on how humans use maps and navigate. The key design driver in our approach is intuitivity of use. In this paper, we present the design and implementation process of our application, considering human-map interfaces, technical implementation, and human-computer interfaces. We identify some of the key issues in these areas, and present the way they have been solved. We also present some usability evaluation results.


mobile and ubiquitous multimedia | 2005

Enhancing end-user experience in a multi-device ecosystem

Mejdi Trimeche; Riku Suomela; Antti Aaltonen; Gaetan Lorho; Tai Dossaji; Tomi Aarnio; Samuli Tuoriniemi

A person may use many devices capable of rendering digital content on a regular basis. For instance, the user is in front of a large TV screen, and soon he or she moves away from the TV and wants to continue the media consumption. The transfer of media content across devices needs to be handled seamlessly. In this paper, we present a phone-centric approach to improve the end-user experience in multi-device ecosystem. Together with predefined parameters, we use context information to trigger content adaptation, and generate decisions relating to the transcoding operation. We have made a preliminary UI evaluation of the system, and the system was found to be useful, although requiring fine tuning and further development.


advances in computer entertainment technology | 2008

Using player proximity in mobile multiplayer games: experiences from Sandman

Janne Lautamäki; Riku Suomela

In addition to using Bluetooth as a communication channel, it can be used to discover other devices nearby. In games, such information can be used in many ways, such as to group people or direct player to player interaction for instance. In this paper, we explore the possibility to use social proximity in multiplayer gaming using mobile phones. As an example, we describe Sandman, which is a context-aware game built on the Multi-User Publishing Environment (MUPE) platform. The game is available for mobile phones with an access to the internet, Bluetooth, and Java MIDP 2.0

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