Zobrazeno 1 - 10
of 17
pro vyhledávání: '"Riku Suomela"'
Publikováno v:
SEAA
Software companies need capabilities to evaluate the user value and the success of their products. This is especially crucial for highly competitive markets, such as the mobile game industry, where thousands of new games are introduced every month. G
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::0c7e84faf8013dee5d10af59d94da79e
http://hdl.handle.net/10138/321638
http://hdl.handle.net/10138/321638
Publikováno v:
Computers in Entertainment. 6:1-17
In this article we discuss various prototyping methods in early pervasive game development. The focus is on pervasive games that are played with mobile phones. Choosing the right prototyping method is crucial in achieving results that can be used for
Autor:
Juha Lehikoinen, Riku Suomela
Publikováno v:
Virtual Reality. 8:71-82
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
Publikováno v:
Personal and Ubiquitous Computing. 7:249-262
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
Autor:
Riku Suomela, Juha Lehikoinen
Publikováno v:
Virtual Reality. 6:33-44
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 informa
Autor:
Riku Suomela, Juha Lehikoinen
Publikováno v:
Personal and Ubiquitous Computing. 6:64-74
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
Publikováno v:
DPPI
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
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::c39d5f24dac63c0673e30e1afc7feb6c
https://hdl.handle.net/20.500.14279/13325
https://hdl.handle.net/20.500.14279/13325
Autor:
Riku Suomela, Janne Lautamäki
Publikováno v:
Advances in Computer Entertainment Technology
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 pape
Autor:
Elina M. I. Koivisto, Riku Suomela
Publikováno v:
Sandbox@SIGGRAPH
In this paper, we discuss using various prototyping methods in early game development. We have playtested pervasive game prototypes using agile software prototype development methods and guided paper prototyping methods. We give examples of four perv
Autor:
Riku Suomela, Kimmo Koskinen
Publikováno v:
2nd IET International Conference on Intelligent Environments (IE 06).