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MindTrek 2012: Tampere, Finland
- Artur Lugmayr:
International Conference on Media of the Future, Academic MindTrek '12, Tampere, Finland, October 3-5, 2012. ACM 2012, ISBN 978-1-4503-1637-8
Digital games: edugames and technical
- Paul R. J. Teske, Theresa Horstman:
Transmedia in the classroom: breaking the fourth wall. 5-9 - Timo Kellomäki:
Water simulation methods for games: a comparison. 10-14
Digital games: gamification and analysis
- Kai Huotari, Juho Hamari:
Defining gamification: a service marketing perspective. 17-22 - Mark J. Nelson:
Soviet and American precursors to the gamification of work. 23-26 - Teemu J. Heinimäki:
Technology trees in digital gaming. 27-38
Ambient media: ambient media technologies
- Ava Fatah gen. Schieck, Ana Maria Moutinho:
ArCHI: engaging with museum objects spatially through whole body movement. 39-45 - Richard Vickers, James Field:
Convergence media and the digital vernacular - towards the auto-documentary: 24-hours.in revisited. 46-50 - Dan Burnett, Mark Lochrie, Paul Coulton:
"CheckinDJ" using check-ins to crowdsource music preferences. 51-54
Ambient media: ambient media and its applications
- Dimitris Grammenos:
Little red-smart-hood: envisioning how ambient and ubiquitous technologies may affect future everyday life. 57-60 - Miika Valtonen, Tero Kivimäki, Jukka Vanhala:
Capacitive 3D user tracking with a mobile demonstration platform. 61-63
Social media: social media meets games and entertainment
- Jarno Ojala, Sanna Malinen:
Photo sharing in small groups: identifying design drivers for desired user experiences. 69-76 - Lindsay D. Grace:
A topographical study of persuasive play in digital games. 77-82 - Katrine Kavli:
The player's parasocial interaction with digital entities. 83-89
Open source
- Apostolos Ampatzoglou, Ioannis Stamelos, Antonios Gkortzis, Ignatios S. Deligiannis:
A methodology on extracting reusable software candidate components from open source games. 93-100
Media business: converging environments
- Tomi Nokelainen, Ozgur Dedehayir:
Why some obsolete media stick around: the case of the LP record. 105-112 - Sanni Siltanen, Maiju Aikala:
Augmented reality enriches hybrid media. 113-116
Media business: social innovation drivers
- Anette Bengs, Annika Wiklund-Engblom:
How do B2B companies motivate participation in online innovation? 119-124 - Tassilo Pellegrini:
Semantic metadata in the news production process: achievements and challenges. 125-133 - Hannu Kärkkäinen, Jari Jussila, Jani Multasuo:
Can crowdsourcing really be used in B2B innovation? 134-141
Human-computer interaction: social media meets HCI
- Tiina Kymäläinen, Johan Plomp:
Life story: constructing a memoir writing service. 147-153 - Kaisa Väänänen-Vainio-Mattila, Zeynep Ahmet:
End-user recommendations of mobile services: from physical encounters to digital service sharing. 154-157 - Nuno Gil, Nuno Tavares Silva, A. Eduardo Dias, Pedro Martins, Thibault Langlois, Teresa Chambel:
Going through the clouds: search overviews and browsing of movies. 158-165
Human-computer interaction: interaction and interactivity
- Else Lagerstam, Thomas Olsson, Tatu Harviainen:
Children and intuitiveness of interaction: a study on gesture-based interaction with augmented reality. 169-174 - Karri T. Palovuori, Ismo Rakkolainen:
The vanishing display: an autovisible immaterial display. 175-177 - Leena Arhippainen, Minna Pakanen, Seamus Hickey:
Designing 3D virtual music club spaces by utilizing mixed UX methods: from sketches to self-expression method. 178-184
Human-computer interaction: user-centered application design
- Andrés Lucero, Marion Boberg, Sanna Malinen, Kaisa Väänänen-Vainio-Mattila:
Image space: an empirical study of geotagged mobile media content capture and sharing. 187-194 - Linfeng Li, Marko Helenius, Eleni Berki:
A usability test of whitelist and blacklist-based anti-phishing application. 195-202 - Minna Pakanen, Leena Arhippainen, Seamus Hickey:
Design and evaluation of icons for 3D GUI on tablets. 203-206
Demos
- Tomi Juntunen, Vassilis Kostakos, Mikko Perttunen, Denzil Ferreira:
Web tool for traffic engineers: direct manipulation and visualization of vehicular traffic using Google maps. 209-210 - Peter Bomark, Gunn J. Evertsen, Ellen Brox, Johannes Hirche, Pia Yliräisänen-Seppänen:
A prototype social learning platform for children with diabetes type 1. 211-213 - Harri Pensas, Konstantinos P. Liolis, Antti-Matti Vainio, Bernhard Wöckl, Tero Kivimäki, Jukka Vanhala:
Ambient communication and sense of presence device. 214-216 - Alexander Birke, Henrik Schoenau-Fog, Lars Reng:
Space bugz!: a smartphone-controlled crowd game. 217-219
Posters
- Miika Santala, Juha Hyvärinen, Seamus Hickey, Jarkko M. Vatjus-Anttila:
3D object reconstruction processing chain for extensible virtual spaces. 223-224 - Julianna Hemmoranta, Leena Arhippainen, Minna Pakanen, Seamus Hickey:
From sketches and user evaluations to 3D models. 225-226 - Amon Rapp, Alessandro Marcengo, Luca Console, Rossana Simeoni:
Playing in the wild: enhancing user engagement in field evaluation methods. 227-228 - Virpi Oksman, Sanni Siltanen, Mari Ainasoja:
User participation in co-creative services: developing virtual and augmented reality tools for do-it-yourself home design. 229-230 - Artur Lugmayr:
Social media marketing for financial products. 231-232 - Hao Zheng, Yuan Fu, Artur Lugmayr:
The development of ambient TV in 2016. 233-236 - Lindsay D. Grace:
Making and analyzing games: not as art, but as literature. 237-240 - Henrik Schoenau-Fog, Alexander Birke, Lars Reng:
Evaluation of continuation desire as an iterative game development method. 241-243 - Yuan Fu, Artur Lugmayr, Zheng Hao:
A research design of potential application of public screen in student vicinity. 244-246
Ideas workshop track
- Pauliina Tuomi:
Text-TV + Twitter = a new form of social TV? 249-254 - Gonçalo Noronha, Carlos Álvares, Teresa Chambel:
Sharing and navigating 360° videos and maps in sigh surfers. 255-262 - Mark Lochrie, Paul Coulton:
Creating a playful experience to encourage participation in the meta-narrative of conference discussions. 263-266 - Lasse Kaila, Henrik Raula, Miika Valtonen, Karri T. Palovuori:
Living wood: a self-hiding calm user interface. 267-274 - Stanislaw Zabramski, Wolfgang Stuerzlinger:
The effect of shape properties on ad-hoc shape replication with mouse, pen, and touch input. 275-278 - Heikki Kosola, Timo Vuorela, Karri T. Palovuori:
Improved accuracy tracking using synchronized Wiimote cameras. 279-282 - Kaveh Khaleghi, Artur Lugmayr:
Video game market segmentation based on user behavior. 283-286 - Dimitris Grammenos, George Margetis, Panayotis Koutlemanis, Xenophon Zabulis:
Paximadaki, the game: creating an advergame for promoting traditional food products. 287-290 - Ellen Brox, Johannes Hirche, Gunn J. Evertsen, Pia Yliräisänen-Seppänen, Peter Bomark:
User centric social diabetes game design for children. 291-293 - Maura Bouca:
Mobile communication, gamification and ludification. 295-301 - Arttu Perttula:
When a video game transforms to mobile phone controlled team experience. 302-309
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