Perttu Hämäläinen’s research while affiliated with Aalto University and other places

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Publications (89)


Understanding the Design of Emotionally Impactful Game Feel
  • Conference Paper

October 2024

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2 Reads

Prabhav Bhatnagar

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Markus Laattala

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Supriya Dutta

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Perttu Hämäläinen




Grand Challenges in SportsHCI
  • Conference Paper
  • Full-text available

May 2024

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564 Reads

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12 Citations

The field of Sports Human-Computer Interaction (SportsHCI) investigates interaction design to support a physically active human being. Despite growing interest and dissemination of SportsHCI literature over the past years, many publications still focus on solving specific problems in a given sport. We believe in the benefit of generating fundamental knowledge for SportsHCI more broadly to advance the field as a whole. To achieve this, we aim to identify the grand challenges in SportsHCI, which can help researchers and practitioners in developing a future research agenda. Hence, this paper presents a set of grand challenges identified in a five-day workshop with 22 experts who have previously researched, designed, and deployed SportsHCI systems. Addressing these challenges will drive transformative advancements in SportsHCI, fostering better athlete performance, athlete-coach relationships, spectator engagement, but also immersive experiences for recreational sports or exercise motivation, and ultimately, improve human well-being.

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Figure 2: Sample images presented to the participants in 2020, portraying industry facts about the Finnish and Korean game industry. The purpose of these sample images was to demonstrate the artistic style of the comic GES to potential participants, assuring them the comical human fgures would not resemble any of their visual appearances.
Figure 7: Game expat's 'shock' towards the ofered salary, illustrated in 2020 (top) and in 2022 (bottom).
Figure 8: Screenshots of responses from the readers of the comic and the lead author's interactions (commenters' names anonymised in grey boxes). Some readers point out their faws (left), while others appreciate the comics (right).
Comic-making to Study Game-making: Using Comics in Qualitative Longitudinal Research on Game Development

This paper reports the research method of the “Game Expats Story (GES)” project that used qualitative longitudinal research (“QLR”) incorporated with art-based research (“ABR”) in the context of game research. To facilitate greater participant engagement and a higher retention rate of longitudinal participants, we created comic artworks simultaneously while researching the case of migrant/expatriate game developers (“game expats”) in Finland 2020-2023 in two phases: (i) art creation as part of the qualitative data analysis to supplement the researcher’s inductive abstraction of the patterns, and (ii) artwork as a communication and recall tool when periodically engaging with the informants over the multi-year project span. Our findings suggest that the method of QLR-ABR helps game research as it positively influences the researcher’s abstractions of longitudinal data and participants’ continuous engagement with a high retention rate of 89%. We conclude that incorporating artistic methods provides new opportunities for ethnographic research on game development.




Technology, Movement, and Play Is Hampering and Boosting Interactive Play

In this paper, we highlight how including technology, movement or play can boost a design process but with unbalanced amounts can also hamper the process. We provide a set of examples where we miscalculated the amount of technology, movement, or play that was needed in a design activity in such a way that it became counterproductive and for each example mention possible adaptations. Finally, we highlight three existing approaches that can balance the overabundance of technology, movement, and play in design processes: activity-centered design, somaesthetic design, and perspective-changing movement-based design. See the following link for an author copy shared via our own institution until the Taverne ruling will allow sharing of the actual paper: https://robbyvd.com/files/POP_authorcopy_Play_Movement_and_Technology_Hampering_and_Boosting_Process_and_Products.pdf


Citations (63)


... Virtual and augmented reality are increasingly used in various domains for guiding body motion, such as improving dance performance [17,1], cycling [14], basketball free throws [18], hand gestures [9], yoga [12], and physical rehabilitation [6,10,2]. These systems situated visualizations with respect to the person or a digital copy of the person to provide intuitive, spatially-relevant feedback. ...

Reference:

Understanding User Needs for Injury Recovery with Augmented Reality
WAVE: Anticipatory Movement Visualization for VR Dancing
  • Citing Conference Paper
  • May 2024

... For example, as individuals age or experience changes in life circumstances, maintaining daily steps goals can become more challenging. However, staying active in different ways other than only taking steps has significant benefits for both physical and mental well-being [7,20]. This shifts the focus from using technologies to support individuals in managing their health to designing technologies to support better those who are already experiencing changes in their lives [10]. ...

Grand Challenges in SportsHCI

... Noshaba Cheema and etc explore newly developed technologies in virtual character animation and motion synthesis, putting an emphasis on deep reinforcement learning for generating realistic fatigue animations with not need to capture explicit data. They also discuss a physics-based full-body approach, making it possible to generate efficient real-time interactive animation for virtual characters of varied physiologies [13]. ...

Discovering Fatigued Movements for Virtual Character Animation
  • Citing Conference Paper
  • December 2023

... A prominent research line has focused on creating taxonomies to categorize locomotion techniques [1], including computational algorithms for clustering [33]. Other studies experimentally evaluate novel locomotion implementations against existing methods [6,28]. Since VR is predominantly experienced in first-person view, most research also concentrates on locomotion techniques from an egocentric perspective. ...

“I Feel My Abs”: Exploring Non-standing VR Locomotion
  • Citing Article
  • October 2023

Proceedings of the ACM on Human-Computer Interaction

... Further, it is noted that even though GAI could be used to address inequity and social asymmetry, it also has the potential of weding the gap of equity (Currie, Hawk & Rohren, 2024). The theme of Well-being is supported by codes from Currie, Hawk and Rohren (2024), Reddy (2024), Vimpari et al. (2023), andLin (2022). The codes highlight potential positive impacts of GAI on social sustainability. ...

“An Adapt-or-Die Type of Situation”: Perception, Adoption, and Use of Text-to-Image-Generation AI by Game Industry Professionals

Proceedings of the ACM on Human-Computer Interaction

... Are those requirements fulfilled for that specific dataset? For example, privacy-focused synthetic data must ensure confidentiality and maintain the meaningful statistical properties of the original dataset (Arnold and Neunhoeffer, 2021), while synthetic data used to evaluate research questionnaires must provide plausible answers and be indistinguishable from those of human participants (Hämäläinen et al., 2023). The use of synthetic data is indeed a multidimensional issue; where ethics, performance, and privacy are just some of the concerns when using artificially generated data (Kowalczyk et al., 2023). ...

Evaluating Large Language Models in Generating Synthetic HCI Research Data: a Case Study
  • Citing Conference Paper
  • April 2023

... Parallel to technological exploration, there is an imperative need to develop robust ethical frameworks for AI utilization in architectural education. This aspect of research, drawing inspiration from the perspectives provided by Vimpari et al. (2023), will delve into formulating guidelines that ensure responsible and transparent AI practices. Such guidelines will be crucial in maintaining the integrity of design processes while harnessing AI's capabilities. ...

"An Adapt-or-Die Type of Situation": Perception, Adoption, and Use of Text-To-Image-Generation AI by Game Industry Professionals

... Therefore, these models use Reinforcement Learning (RL) methods where a control policy is learned automatically overcoming the need for large amounts of labeled training data [61]. Such approaches have been used to model various tasks [61], such as pointing [33], menu search [9] or touchscreen typing [40]. ...

Breathing Life Into Biomechanical User Models
  • Citing Conference Paper
  • October 2022

... Therefore, it is necessary and meaningful to predict game difficulty accurately. Most current studies utilize success rates, life points, and completion times to assess game difficulty [10][11][12]. Although they can predict game difficulty to some extent, they hardly take user data into account. ...

Personalized Game Difficulty Prediction Using Factorization Machines
  • Citing Conference Paper
  • October 2022

... Similarly, when we interviewed professionals, several indicated to start from simplified 'non-technology' experiences. For instance, rather than smart sensors, using a marble in a transparent tube to simulate the use of an accelerometer [13]. In workshops with physiotherapists, a too strong focus on technology was often detrimental to a focus on sensations and correction strategies. ...

Move to Design: Tactics and Challenges of Playful Movement-based Interaction Designers’ Experiences during the Covid-19 Pandemic