Viljakaisa Aaltonen
Nokia
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Publication
Featured researches published by Viljakaisa Aaltonen.
human factors in computing systems | 2012
Johan Kildal; Susanna Paasovaara; Viljakaisa Aaltonen
We introduce the user-centered research that we are conducting using functional deformable research prototypes. This work has recently crystallized in the demonstration of the Nokia Kinetic Device (figure 1). In the large design space that opens before us around deformable user interfaces (DUIs), we have chosen to focus on mobile personal interfaces. We aim to investigate how human factors should influence the transition from rigid to deformable hardware. In this paper, we propose the topics that a research agenda should cover, and we discuss our research methodology. We also describe the functional deformable research prototype (called Kinetic DUI-RP) that we are using to conduct our research. Finally, we present an initial set of design guidelines that future research will develop further.
Journal of The Society for Information Display | 2009
Monika Pölönen; Marja Salmimaa; Viljakaisa Aaltonen; Jukka Häkkinen; Jari Takatalo
— The experience of various people related to a real 3-D cinema visit has been studied, and the results will be discussed. This study has two distinct parts, which includes the comfort of the viewers and their sense of presence. Eighty-four viewers filled out questionnaires about comfort and visual strain. Forty-one subjects described their presence experience during the movie presentation. A majority of the people felt comfortable after the movie viewing; they experienced only mild-eyestrain-related symptoms. People evaluated the movie world as highly realistic, but they did not feel that they were actors in the virtual-movie world. Most of the participants would recommend 3-D cinema to friends because it was a very entertaining experience.
Proceedings of SPIE, the International Society for Optical Engineering | 2008
Toni Järvenpää; Viljakaisa Aaltonen
Near-to-Eye Display (NED) offers a big screen experience to the user anywhere, anytime. It provides a way to perceive a larger image than the physical device itself is. Commercially available NEDs tend to be quite bulky and uncomfortable to wear. However, by using very thin plastic light guides with diffractive structures on the surfaces, many of the known deficiencies can be notably reduced. These Exit Pupil Expander (EPE) light guides enable a thin, light, user friendly and high performing see-through NED, which we have demonstrated. To be able to interact with the displayed UI efficiently, we have also integrated a video-based gaze tracker into the NED. The narrow light beam of an infrared light source is divided and expanded inside the same EPEs to produce wide collimated beams out from the EPE towards the eyes. Miniature video camera images the cornea and eye gaze direction is accurately calculated by locating the pupil and the glints of the infrared beams. After a simple and robust per-user calibration, the data from the highly integrated gaze tracker reflects the user focus point in the displayed image which can be used as an input device for the NED system. Realizable applications go from eye typing to playing games, and far beyond.
human factors in computing systems | 2012
Andrés Lucero; Tero Jokela; Arto Palin; Viljakaisa Aaltonen; Jari Nikara
We present a touch and proximity based method for binding a group of mobile devices into an ecosystem for collaborative interactions. We aim to provide a seamless user experience by integrating the binding method with the application start-up flow. Our method also determines the order of the devices, allowing implementation of spatial interactions.
SID Symposium Digest of Technical Papers | 2009
Viljakaisa Aaltonen; Monika Pölönen
We tested the effect of viewing duration to the user experience and visual comfort with NED. Nineteen participants viewed “The Queen” for 40 and 95 minutes. Longer viewing time produced more sickness and visual strain symptoms but in general the symptom levels remained low and the experience was pleasant.
Journal of The Society for Information Display | 2008
Tapani Levola; Viljakaisa Aaltonen
— Near-to-eye displays (NEDs) provide a unique way to perceive a larger image than the device itself. The user acceptance of commercially available NEDs has not been high partly because of reported physiological symptoms. Devices also tend to be thick and heavy, and therefore uncomfortable to wear. To overcome these shortcomings and to make a very usable device, a new approach was needed. By using very thin plastic light guides with diffractive structures on the surfaces, many of the known obstacles can be notably reduced. These exit pupil expanders (EPEs) enable a light and thin design for see-through NEDs. The so-called chevron EPE was designed to further improve the design and usability aspects of NEDs. The diffractive EPE has typically one incoupling grating area that delivers light into the light guide symmetrically towards the left and right eyes. By using slanted or overhanging gratings, the incoupling is very asymmetric. If the incoupling area is divided into two parts, each having opposite slanting angles, the EPE plate can be cut in half, and the left and right parts can be separated. The plates can be further tilted to a chevron shape following more closely the human face and mimicking the conventional eyeglass design. The reflection of the light from the tilted plate is directed out from the image-forming optics, and therefore the contrast is improved. The privacy of the usage is improved because at the output the secondary beams are harder to observe. Because the device is brought closer to face, it enables better weight balance. The chevron geometry partially prevents the ambient light from the sides to enter the diffractive structures, and thus the unwanted reflections are also reduced. Furthermore, the half-size of the chevron EPE parts from the undivided EPE results in a better production yield.
human computer interaction with mobile devices and services | 2012
Jason Alexander; Johan Kildal; Kasper Hornbæk; Viljakaisa Aaltonen; Andrés Lucero; Sriram Subramanian
Technological developments in display technologies allow us to explore the design of mobile devices that extend beyond the rigid, flat screen surfaces with which we are familiar. The next generation mobile devices will instead include deformable displays that users can physically push, pull, bend or flex or have those actions performed by the device so that it physically mutates to better represent the on-screen content. This workshop is interested in all aspects of Deformable Displays: from the methods, materials and alternatives for the construction of such displays to the design of input techniques for such devices and how shape change can be used as an additional channel for output. This workshop will bring together product developers, interaction designers and academics to create a community around deformable displays. We will preview the state-of-the-art through case studies and identify key research themes in this area.
Journal of The Society for Information Display | 2008
Monika Pölönen; Viljakaisa Aaltonen; G. Nyman; Jukka Häkkinen
— In this research project, the influence of different monocular near-to-eye display (NED) positions on user comfort has been investigated. In total, 43 subjects participated in tests; 22 used above and 21 below NED positions during dual-task performance for 40 minutes. SSQ and VSQ questionnaires were used to compare the eyestrain and other sickness symptoms before and after the task performance for both display positions. According to the subjective test results, the NED position above the eye causes more symptoms than the position below the eye.
quality of multimedia experience | 2010
Jukka Häkkinen; Viljakaisa Aaltonen; Martin Schrader; Göte Nyman; Miikka Lehtonen; Jari Takatalo
We studied the experiences of participants collaborating in video and teleconference situations. We utilized a qualitative experience measurement methodology where participants freely described their experiences by giving attributes that best described their experience. The most frequent descriptions were combined to attributes which were used to discriminate the experimental conditions. The results indicated that qualitative methodology can discriminate the experience differences between mediated communication technologies. Videoconferencing setting was described as the most natural and exciting, while teleconferencing was described as confusing and frustrating. The results also showed that utilization of face-to-face situation as a comparison condition to mediated communication situations can be problematic, because the meaning of experience attributes changes.
intelligent technologies for interactive entertainment | 2011
Erika Reponen; Jaakko Keränen; Viljakaisa Aaltonen
The surface of the Earth is getting covered with geotagged data. We describe a mobile application and UI that combines embodied interaction and a dynamic GUI for browsing geotagged data. We present the design process and analyze results from a user study. UI is based on a dynamic grid visualization that shows geotagged content from the places around the world where the user is pointing. It shows a continuous and interactive flow of items, including real-time content such as live videos. The application is aimed for entertaining and serendipitous use. The study results show that usability and intuitiveness were improved by providing an additional, familiar view and controls; showing transitions between view modes; and enhancing the unfamiliar views. Also, the content grid UI was found to be a good way to browse geotagged data.