Tuuli Keskinen | Tampere University (original) (raw)
Papers by Tuuli Keskinen
Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
Parallel coordinates is a visualization technique that provides an unbiased representation of hig... more Parallel coordinates is a visualization technique that provides an unbiased representation of high-dimensional data. The parallel configuration of axes treats data dimensions uniformly and is well suited for exploratory visualization. However, first-time users of parallel coordinate visualizations can find the representation confusing and difficult to understand.We used eye tracking to study how parallel coordinate visualizations are perceived, and compared the
Proceedings of the 22nd International Academic Mindtrek Conference
Figure 1: A snapshot from an omnidirectional video displaying four interactive hotspots. When act... more Figure 1: A snapshot from an omnidirectional video displaying four interactive hotspots. When activated, the hotspots display additional information of the buildings they are attached to. The image has been cropped from top and bottom to better fit the media, and the hotspots are larger than in the actual application to maintain clarity. ABSTRACT Omnidirectional videos (ODVs)-or 360° videos-are often viewed using a head-mounted display (HMD), allowing users to look around the scene naturally by turning their head. These videos may be populated with visual markers, hotspots, that can contain additional information of points of interest or provide additional functional-ity. However, optimal ways for interacting and presenting these hotspots remain unclear. We conducted a 16-participant user study where participants interacted with hotspots with different properties while exploring ODVs. We tested 1) two hotspot activation types, dwell time and fade-in, 2) small and large hotspot icon sizes, and 3) centered and left-edge alignments for the appearing content. We found that a combination of fade-in activation, centered alignment, and large icons generally performs the best, but also that user preferences are diverse. Based on our results, we provide recommendations for optimizing the designs for systems utilizing hotspot interactions with HMDs.
Proceedings of the 18th ACM International Conference on Interaction Design and Children
Figure 1: (From left to right) a child in Tesomajärvi school, Finland, a child at Deepalaya, Indi... more Figure 1: (From left to right) a child in Tesomajärvi school, Finland, a child at Deepalaya, India, a tourist's view of the CityCompass application, and a guide's view of the application.
Informaatiotutkimus
This article is licensed under the terms of the CC BY-NC-SA 4.0-license
Proceedings of the 21st ACM Symposium on Virtual Reality Software and Technology - VRST '15, 2015
Proceedings of the 18th International Academic MindTrek Conference on Media Business, Management, Content & Services - AcademicMindTrek '14, 2014
Proceedings of International Conference on Making Sense of Converging Media - AcademicMindTrek '13, 2013
Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia - MUM '13, 2013
ABSTRACT In Virtual Learning Environments efficient navigation is a major issue, especially when ... more ABSTRACT In Virtual Learning Environments efficient navigation is a major issue, especially when it is used as a component in the learning process. This paper addresses the challenges in creating meaningful navigation routes from language learning perspective. The work is grounded on findings from a specific case on German language learning, wherein two remotely located users communicated in a wayfinding guidance scenario. The users navigated through 360-degree virtual panoramic images using body gestures and could receive communication help via spoken hints by pointing at objects in the scenery. An important design consideration is how to choose these objects, as they have both navigational importance and pedagogical significance in terms of learning the desired language. Wayfinding interactions from 21 participants were compared to the values provided by a landmark attraction model applied on the landmarks along the routes. The results show that there was a clear connection between prominence of landmarks and time spent on each panorama. This indicates that together with pedagogical planning, the model can aid in selecting the interactive content for language learning applications in virtual environments.
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era on - MindTrek '09, 2009
In this paper, we present results from a long-term user pilot study of speech controlled media ce... more In this paper, we present results from a long-term user pilot study of speech controlled media center. The pilot users in this case were physically disabled and the system was installed in their apartment for six weeks. We designed a multimodal media center interface based on speech. Full speech control is provided with a hands-free speech recognition input method for
Lecture Notes in Computer Science, 2009
We present a multimodal media center interface based on speech input, gestures, and haptic feedba... more We present a multimodal media center interface based on speech input, gestures, and haptic feedback (hapticons). In addition, the application includes a zoomable context + focus GUI in tight combination with speech output. The resulting interface is designed for and evaluated with different user groups, including visually and physically impaired users. Finally, we present the key results from its user
Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia - MUM '13, 2013
ABSTRACT We present a location-based collaborative mobile learning platform called Seek'N... more ABSTRACT We present a location-based collaborative mobile learning platform called Seek'N'Share. It is comprised of a Web-based learning assignment editor and a mobile application for exploring and capturing multimedia content in the field. The editor enables drag-and-drop creation of learning tasks, areas and points of interest using an intuitive Web interface. Assignments are accessed with an Android application that uses location information to provide content and tasks to learners as they explore the environment. The mobile application enables the learners to record audio, video and take pictures of their environments. This supports the overall goal of putting together a presentation as the outcome of the learning activity by combining predefined, contextual information with user-generated content. The platform is currently piloted with local schools. Its novelty lies in its flexible support for creating location-based learning activities for unconstrained environments, and the possibility for the learners to collaboratively document their learning outcomes in situ.
Lecture Notes in Computer Science, 2013
ABSTRACT We have created story-based exercise games utilizing light and sound to encourage childr... more ABSTRACT We have created story-based exercise games utilizing light and sound to encourage children to participate in physical exercise in schools. Our reasonably priced technological setup provides practical and expressive means for creating immersive and rich experiences to support physical exercise education in schools. Studies conducted in schools showed that the story and drama elements draw children into the world of the exercise game. Moreover, children who do not like traditional games and exercises engaged in these activities. Our experiences also suggest that children’s imagination plays a great role in the design and engagement into exercise games, which makes co-creation with children a viable and exciting approach to creating new games.
Entertainment Computing, 2014
ABSTRACT Motivated by the troubling news on decreased exercise amount and increased obesity among... more ABSTRACT Motivated by the troubling news on decreased exercise amount and increased obesity among children and adolescents, we investigated the possibilities of interactive lighting technology in encouraging children to participate in physical exercise in schools. We have created a story-driven physical exercise game based on light and sound utilizing a reasonably priced technological setup. The game has been evaluated with several groups of schoolchildren during physical education classes. The results show that a physical exercise game enhanced with lighting and audio keeps schoolchildren motivated both mentally and physically even after several playtimes. In subjective evaluations, participants still found the story of the game interesting after three playtimes, and were eager to exercise this way again.
Lecture Notes in Computer Science, 2010
We present a multimodal media center user interface with a hands-free speech recognition input me... more We present a multimodal media center user interface with a hands-free speech recognition input method for users with physical disabilities. In addition to speech input, the application features a zoomable context + focus graphical user interface and several other modalities, including speech output, haptic feedback, and gesture input. These features have been developed in co-operation with representatives from the target
The Scientific World Journal, 2015
We introduce a new architecture for e-textbooks which contains two navigational aids: an index an... more We introduce a new architecture for e-textbooks which contains two navigational aids: an index and a concept map. We report results from an evaluation in a university setting with 99 students. The interaction sequences of the users were captured during the user study. We found several clusters of user interaction types in our data. Three separate user types were identified based on the interaction sequences: passive user, term clicker, and concept map user. We also discovered that with the concept map interface users started to interact with the application significantly sooner than with the index interface. Overall, our findings suggest that analysis of interaction patterns allows deeper insights into the use of e-textbooks than is afforded by summative evaluation.
Much work remains to be done with subjective evaluations of speech-based and multimodal systems. ... more Much work remains to be done with subjective evaluations of speech-based and multimodal systems. In particular, user experience is still hard to evaluate. SUXES is an evaluation method for collecting subjective metrics with user experiments. It captures both user expectations and user experiences, making it possible to analyze the state of the application and its interaction methods, and compare results. We present the SUXES method with examples of user experiments with different applications and modalities.
The Scientific World Journal, 2015
We introduce a new architecture for e-textbooks which contains two navigational aids: an index an... more We introduce a new architecture for e-textbooks which contains two navigational aids: an index and a concept map. We report results from an evaluation in a university setting with 99 students. The interaction sequences of the users were captured during the user study. We found several clusters of user interaction types in our data. Three separate user types were identified based on the interaction sequences: passive user, term clicker, and concept map user. We also discovered that with the concept map interface users started to interact with the application significantly sooner than with the index interface. Overall, our findings suggest that analysis of interaction patterns allows deeper insights into the use of e-textbooks than is afforded by summative evaluation.
Lecture Notes in Computer Science, 2013
ABSTRACT We have created story-based exercise games utilizing light and sound to encourage childr... more ABSTRACT We have created story-based exercise games utilizing light and sound to encourage children to participate in physical exercise in schools. Our reasonably priced technological setup provides practical and expressive means for creating immersive and rich experiences to support physical exercise education in schools. Studies conducted in schools showed that the story and drama elements draw children into the world of the exercise game. Moreover, children who do not like traditional games and exercises engaged in these activities. Our experiences also suggest that children’s imagination plays a great role in the design and engagement into exercise games, which makes co-creation with children a viable and exciting approach to creating new games.
Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
Parallel coordinates is a visualization technique that provides an unbiased representation of hig... more Parallel coordinates is a visualization technique that provides an unbiased representation of high-dimensional data. The parallel configuration of axes treats data dimensions uniformly and is well suited for exploratory visualization. However, first-time users of parallel coordinate visualizations can find the representation confusing and difficult to understand.We used eye tracking to study how parallel coordinate visualizations are perceived, and compared the
Proceedings of the 22nd International Academic Mindtrek Conference
Figure 1: A snapshot from an omnidirectional video displaying four interactive hotspots. When act... more Figure 1: A snapshot from an omnidirectional video displaying four interactive hotspots. When activated, the hotspots display additional information of the buildings they are attached to. The image has been cropped from top and bottom to better fit the media, and the hotspots are larger than in the actual application to maintain clarity. ABSTRACT Omnidirectional videos (ODVs)-or 360° videos-are often viewed using a head-mounted display (HMD), allowing users to look around the scene naturally by turning their head. These videos may be populated with visual markers, hotspots, that can contain additional information of points of interest or provide additional functional-ity. However, optimal ways for interacting and presenting these hotspots remain unclear. We conducted a 16-participant user study where participants interacted with hotspots with different properties while exploring ODVs. We tested 1) two hotspot activation types, dwell time and fade-in, 2) small and large hotspot icon sizes, and 3) centered and left-edge alignments for the appearing content. We found that a combination of fade-in activation, centered alignment, and large icons generally performs the best, but also that user preferences are diverse. Based on our results, we provide recommendations for optimizing the designs for systems utilizing hotspot interactions with HMDs.
Proceedings of the 18th ACM International Conference on Interaction Design and Children
Figure 1: (From left to right) a child in Tesomajärvi school, Finland, a child at Deepalaya, Indi... more Figure 1: (From left to right) a child in Tesomajärvi school, Finland, a child at Deepalaya, India, a tourist's view of the CityCompass application, and a guide's view of the application.
Informaatiotutkimus
This article is licensed under the terms of the CC BY-NC-SA 4.0-license
Proceedings of the 21st ACM Symposium on Virtual Reality Software and Technology - VRST '15, 2015
Proceedings of the 18th International Academic MindTrek Conference on Media Business, Management, Content & Services - AcademicMindTrek '14, 2014
Proceedings of International Conference on Making Sense of Converging Media - AcademicMindTrek '13, 2013
Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia - MUM '13, 2013
ABSTRACT In Virtual Learning Environments efficient navigation is a major issue, especially when ... more ABSTRACT In Virtual Learning Environments efficient navigation is a major issue, especially when it is used as a component in the learning process. This paper addresses the challenges in creating meaningful navigation routes from language learning perspective. The work is grounded on findings from a specific case on German language learning, wherein two remotely located users communicated in a wayfinding guidance scenario. The users navigated through 360-degree virtual panoramic images using body gestures and could receive communication help via spoken hints by pointing at objects in the scenery. An important design consideration is how to choose these objects, as they have both navigational importance and pedagogical significance in terms of learning the desired language. Wayfinding interactions from 21 participants were compared to the values provided by a landmark attraction model applied on the landmarks along the routes. The results show that there was a clear connection between prominence of landmarks and time spent on each panorama. This indicates that together with pedagogical planning, the model can aid in selecting the interactive content for language learning applications in virtual environments.
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era on - MindTrek '09, 2009
In this paper, we present results from a long-term user pilot study of speech controlled media ce... more In this paper, we present results from a long-term user pilot study of speech controlled media center. The pilot users in this case were physically disabled and the system was installed in their apartment for six weeks. We designed a multimodal media center interface based on speech. Full speech control is provided with a hands-free speech recognition input method for
Lecture Notes in Computer Science, 2009
We present a multimodal media center interface based on speech input, gestures, and haptic feedba... more We present a multimodal media center interface based on speech input, gestures, and haptic feedback (hapticons). In addition, the application includes a zoomable context + focus GUI in tight combination with speech output. The resulting interface is designed for and evaluated with different user groups, including visually and physically impaired users. Finally, we present the key results from its user
Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia - MUM '13, 2013
ABSTRACT We present a location-based collaborative mobile learning platform called Seek'N... more ABSTRACT We present a location-based collaborative mobile learning platform called Seek'N'Share. It is comprised of a Web-based learning assignment editor and a mobile application for exploring and capturing multimedia content in the field. The editor enables drag-and-drop creation of learning tasks, areas and points of interest using an intuitive Web interface. Assignments are accessed with an Android application that uses location information to provide content and tasks to learners as they explore the environment. The mobile application enables the learners to record audio, video and take pictures of their environments. This supports the overall goal of putting together a presentation as the outcome of the learning activity by combining predefined, contextual information with user-generated content. The platform is currently piloted with local schools. Its novelty lies in its flexible support for creating location-based learning activities for unconstrained environments, and the possibility for the learners to collaboratively document their learning outcomes in situ.
Lecture Notes in Computer Science, 2013
ABSTRACT We have created story-based exercise games utilizing light and sound to encourage childr... more ABSTRACT We have created story-based exercise games utilizing light and sound to encourage children to participate in physical exercise in schools. Our reasonably priced technological setup provides practical and expressive means for creating immersive and rich experiences to support physical exercise education in schools. Studies conducted in schools showed that the story and drama elements draw children into the world of the exercise game. Moreover, children who do not like traditional games and exercises engaged in these activities. Our experiences also suggest that children’s imagination plays a great role in the design and engagement into exercise games, which makes co-creation with children a viable and exciting approach to creating new games.
Entertainment Computing, 2014
ABSTRACT Motivated by the troubling news on decreased exercise amount and increased obesity among... more ABSTRACT Motivated by the troubling news on decreased exercise amount and increased obesity among children and adolescents, we investigated the possibilities of interactive lighting technology in encouraging children to participate in physical exercise in schools. We have created a story-driven physical exercise game based on light and sound utilizing a reasonably priced technological setup. The game has been evaluated with several groups of schoolchildren during physical education classes. The results show that a physical exercise game enhanced with lighting and audio keeps schoolchildren motivated both mentally and physically even after several playtimes. In subjective evaluations, participants still found the story of the game interesting after three playtimes, and were eager to exercise this way again.
Lecture Notes in Computer Science, 2010
We present a multimodal media center user interface with a hands-free speech recognition input me... more We present a multimodal media center user interface with a hands-free speech recognition input method for users with physical disabilities. In addition to speech input, the application features a zoomable context + focus graphical user interface and several other modalities, including speech output, haptic feedback, and gesture input. These features have been developed in co-operation with representatives from the target
The Scientific World Journal, 2015
We introduce a new architecture for e-textbooks which contains two navigational aids: an index an... more We introduce a new architecture for e-textbooks which contains two navigational aids: an index and a concept map. We report results from an evaluation in a university setting with 99 students. The interaction sequences of the users were captured during the user study. We found several clusters of user interaction types in our data. Three separate user types were identified based on the interaction sequences: passive user, term clicker, and concept map user. We also discovered that with the concept map interface users started to interact with the application significantly sooner than with the index interface. Overall, our findings suggest that analysis of interaction patterns allows deeper insights into the use of e-textbooks than is afforded by summative evaluation.
Much work remains to be done with subjective evaluations of speech-based and multimodal systems. ... more Much work remains to be done with subjective evaluations of speech-based and multimodal systems. In particular, user experience is still hard to evaluate. SUXES is an evaluation method for collecting subjective metrics with user experiments. It captures both user expectations and user experiences, making it possible to analyze the state of the application and its interaction methods, and compare results. We present the SUXES method with examples of user experiments with different applications and modalities.
The Scientific World Journal, 2015
We introduce a new architecture for e-textbooks which contains two navigational aids: an index an... more We introduce a new architecture for e-textbooks which contains two navigational aids: an index and a concept map. We report results from an evaluation in a university setting with 99 students. The interaction sequences of the users were captured during the user study. We found several clusters of user interaction types in our data. Three separate user types were identified based on the interaction sequences: passive user, term clicker, and concept map user. We also discovered that with the concept map interface users started to interact with the application significantly sooner than with the index interface. Overall, our findings suggest that analysis of interaction patterns allows deeper insights into the use of e-textbooks than is afforded by summative evaluation.
Lecture Notes in Computer Science, 2013
ABSTRACT We have created story-based exercise games utilizing light and sound to encourage childr... more ABSTRACT We have created story-based exercise games utilizing light and sound to encourage children to participate in physical exercise in schools. Our reasonably priced technological setup provides practical and expressive means for creating immersive and rich experiences to support physical exercise education in schools. Studies conducted in schools showed that the story and drama elements draw children into the world of the exercise game. Moreover, children who do not like traditional games and exercises engaged in these activities. Our experiences also suggest that children’s imagination plays a great role in the design and engagement into exercise games, which makes co-creation with children a viable and exciting approach to creating new games.
Future of Journalism 2019, 2019
From the written word to televised news, the progression of journalism has seen many different fo... more From the written word to televised news, the progression of journalism has seen many different forms. Now, with the increasingly mainstream use of Virtual Reality (VR), journalists are embracing yet another news delivery form; although, the execution of the experiences are still in infancy and often experimental at best (Shin & Biocca, 2017; Sirkkunen, 2016). Just as journalists carefully choose each word as they craft an article, such care must also be taken when creating VR experiences, and perhaps even more so due to its immersive qualities. However, the equation for a top-notch experience is not so simple; contributing factors range from pragmatic issues such as video quality and hardware abilities to more hedonic qualities like the effectiveness of storytelling and emotional impact (Sundar, Kang, & Oprean, 2017). Further, there is now the question of where VR fits into the news consumption dynamic: how and when do users prefer to view immersive content? In this study (N=30), we investigated the experiential factors of journalistic content in four different forms: an online article, audio podcast, 360-degree video viewed on a mobile phone, and 360-degree video viewed from a VR headset. Through this set-up, we explored the elements of user experience, the impact of storytelling and content, and most interestingly, the differences in preference for each media form. Our results highlight how VR might best be used in the journalistic context, where it fits into the dynamics of digital news consumption, and in which form viewers prefer to experience the presented media.