yusuke1997/dblp-id-title huggingface dataset:
"\"Call me Kiran\" - ChatGPT as a Tutoring Chatbot in a Computer Science Course"
Identifying weak ties from publicly available social media data in an event
Using the physicality of NFC to combat grokking of the check-in mechanic
International Conference on Making Sense of Converging Media, Academic MindTrek '13, Tampere, Finland, October 1-4, 2013
All is one demonstration
In pursuit of evidence: a design and empirical study of a gamified online marketplace
Capacitive 3D user tracking with a mobile demonstration platform
The intertwined role of play at game studios: an examination of office play strategies
Nice surprise, more present than a machine: Experiences evoked by a social robot for guidance and edutainment at a city service point
The emerging international knowledge exchange barrier in virtual teacher communities
The Giraffe semantic web browser
Developing a serious game to evaluate and train group decision making skills
Development of context cards: a bus-specific ideation tool for co-design workshops
NaviNord: A Multisensory Virtual Reality Application for Measuring Spatial Navigation Memory in Complex Environments
Game vaporware as design fictions
What's with the free images?: a study of Flickr's creative commons attribution images
Utilizing Gesture Recognition Technology in Children's Interactive Storybook
Care Stories: Understanding People's Hopes and Fears for Technologies of Care through Story Elicitation
Modeling Bus Travel Experience to Guide the Design of Digital Services for the Bus Context
Find Your Match - Collaboratively Carrying A Pair of Horizontal Screens Towards Convivial Interactions
Designing for Shared Remote Video Experiences
Designing Prosocial More-Than-Human Rhetoric within Experiential Futures
How would you gesture navigate a drone?: a user-centered approach to control a drone
Development and Validation of the General-Purpose PlayfulQuest Scale: Investigating Playfulness in Dating App Use
Mobile Augmented Reality Client as a UX Method for Living Lab's User Involvement Tool
Collective and network sociality in an urban village
Going undercover: a multidisciplinary analysis of blast theory's operation black antler
Towards ecosystem for research and development of electrodermal activity applications
Axe UX: Exploring long-term user experience with iScale and AttrakDiff
The city of connections: urban social networking in Seoul
Boredom, engagement and anxiety as indicators for adaptation to difficulty in games
Information visualization of Twitter data for co-organizing conferences
User experience of speech controlled media center for physically disabled users
Scalable and responsive information for industrial maintenance work: developing XR support on smart glasses for maintenance technicians
Design Recommendations for Historical Cemeteries Using Speculative Design
Approach for investigating crowdfunding campaigns with platform data: case indiegogo
Proceedings of the 28th International Academic Mindtrek, Mindtrek 2025, Tampere, Finland, October 7-10, 2025
Enabling open software project management data with antipatterns
Play-persona: a multifaceted concept
Session details: Gamification
Finnish Upper Secondary Students User Expectations and Experiences Using MALL System
FitFest: Designing a Narrative-driven Exergame to Engage Active Seniors in Physical Activity
Multi modal gesture identification for HCI using surface EMG
Swedish Dissertations: Archived for the Future?
The heat is on: thermal input for immaterial interaction
Using human-values as a guide for understanding worthy design directions in augmented reality
Rest in pixels
Designing mobile augmented reality art applications: addressing the views of the galleries and the artists
Creating play money for free-to-play and gambling games
Coping strategies in mediatized work environments
Local foodie: experience design of a mobile augmented reality application for tourists to encourage local food consumption
Video games for collection exploration: games for and out of data repositories
Changing media behavior: the case of Generation Y
Robotic Process Automation - Creating Value by Digitalizing Work in the Private Healthcare?
Design and trial evaluation of the user interface for MusicReader
Innovation challenges as a novel multidisciplinary learning platform
Casual immersive viewing with smartphones
Proceedings of the 26th International Academic Mindtrek Conference, Mindtrek 2023, Tampere, Finland, October 3-6, 2023
Enabling emergent behaviour in location based games
Predicting the success of news: Using an ML-based language model in predicting the performance of news articles before publishing
MIAS: Modified Internet Anxiety Scale
The experience of no experience Elevator UX and the role of unconscious experience
Addressing the Prior Knowledge Challenge in Level-Based Educational Games: An Artificial Neural Network-Inspired Framework
Idea practices and attitudes towards innovation in game development: a snapshot from the 2010 mobile games era
Linear levels through n-grams
The game pod of eXistenZ and the "object a"* of Lacan
Creating context as you go
The community game: learning open source development through participatory exercise
Popular Accessibility Settings in Digital Games: What accessibility settings do players with disabilities use and need?
A research design of potential application of public screen in student vicinity
A physical information kiosk for classical music concerts
Crowdfunding in Finland: A New Alternative Disruptive Funding Instrument for Businesses
Background music reactive games
Mobile first?: understanding device usage practices in novel content sharing services
IGDA finland hubs and their role in local game development
Water simulation methods for games: a comparison
Online user community for efficient citizen participation
Design and Evaluation of Micro-Crowdfunding: Encouraging Sustainable Behavior in Micro-Level Crowdfunding
Gamification for Climate Change Engagement: A User-Centered Design Agenda
Emotional access and interaction with videos
Using role-taking and behavioral mimicking in games to increase awareness on the bystander effect
From closed to open to what?: an exploration on community innovation principles
Revealing flows in the local economy through visualisations: customers, [clicks/cliques] and clusters
Managing framing effects in persuasive design for sustainability
Understanding user behavior in a local social media platform by social network analysis
"The superhero of the university": experience-driven design and field study of the university guidance robot
Triangulating methods for exploring the link between user experience and e-learning
Towards Panopticons of Convenience: Power in the Nordic Smart Home Assemblage
The Role of Good Design in Fostering Autonomy for Individuals with Reduced Mobility in Beach Environments
Communication based web mapping: a new approach for acquisition of local knowledge for urban planning
How a Disparity in Text Input Speed Affects the Quality of Interaction in Chat
Mobile Interaction with Elevators: Improving People Flow in Complex Buildings
Mobile Journalist Toolkit: a field study on producing news articles with a mobile device
Classifying music user groups and identifying needs for mobile virtual music services
Civic CrowdAnalytics: making sense of crowdsourced civic input with big data tools
Supporting group relationships in mediated domestic environments
Enhancing traveling experiences with augmented reality
Mobile multitouch for creating narratives
A ubiquitous device to prevent unauthorized use
Personalization Myopia: A Viewpoint to True Personalization of Information Systems
Context recognition in a smart home: living experiment
A usability test of whitelist and blacklist-based anti-phishing application
What students really need beyond learning content: ubiquitous shared-connectivity services to foster learning communities on the campus
Categorizing video game audio: an exploration of auditory-psychological effects
Satisfaction and willingness to consume immersive journalism: experiment of differences between VR, 360 video, and article
The Finnish You: an Interactive Storytelling Application for an Airport Environment
Living wood: a self-hiding calm user interface
Ethics and Power Dynamics in Playful Technology for Animals: Using speculative design to provoke reflection
Sustainable information system design and the role of sustainable HCI
Applying "design thinking" as a method for teaching in media education
ColorsInMotion: interactive visualization and exploration of video spaces
Outlining the design space of playful interactions between nearby strangers
Learning analytics of CS0 students programming errors: the case of data science minor
A brief history of social iTV entertainment
Associating event logs with ontologies for semantic process mining and analysis
How do users find out what's new: a study of change indicators in mobile services
Datamap Visualization Technique for Interactively Visualizing Large Datasets
Social Media and New Ecologies for Learning: Media Culture 2020
Through the ludic glass: a cultural genealogy of gamification
Ballistic Tracking - A True Zero Latency Gaming Interface
Rhythmic blueprints: a tutorial for design and evaluation of rhythmic interaction
Seq1: an alaetoric music sequencer for the realtime creation of soundscapes
Ambient communication and sense of presence device
AI and Future-Making: Design, Biases, and Human-Plant Interactions
Supporting the sense of locality with online communities
Towards a Proactive Social Contract: Examining Blogosphere for Engaging Factors
Psychophysiological responses to digital media: frontal EEG alpha asymmetry during newspaper reading on a tablet versus print
Human Factors and Ergonomics Evaluation of a Tablet Based Augmented Reality System in Maintenance Work
Designers' Expectations from Virtual Product Experience in Metaverse
Sustainable, inclusive city-making through smart, playable environments: developing and testing the CO2rdinates pervasive mobile game
Ecosystem approach on medical game development: the relevant actors, value propositions and innovation barriers
I do. Do I? - Understanding User Perspectives on the Privacy Paradox
Apperception as a multisensory process in material experience
EgoFlecto: stimulating being calm and in control through self-reflection in the context of driving
Walkthrough and let's play: evaluating preservation methods for digital games
"CheckinDJ" using check-ins to crowdsource music preferences
An empirical investigation on the impact of design pattern application on computer game defects
Academic Sandbox Games: Towards Ethical Human / Non-Human Knowledge Production Through Game-ful Research Practices
Session details: Mixed Reality Interaction
Brain interaction for mobile games
A Study on the Use of Adaptive Avatars for Player Lists in Games for Children
Drug traders on a local dark web marketplace
Reimagining Extended Reality (XR) Innovation: A Critical Study of the Finnish Ecosystem
Building finnish game jam community through positive social facilitation
Tactile feedback on mid-air gestural interaction with a large fogscreen
AmbiKraf: a ubiquitous non-emissive color changing fabric display
Distribution of digital games via BitTorrent
Social navigation with the collective mobile mood monitoring system
Making Sense of Converging Media
An Online-to-Offline Approach for Carbon Emission Trading
From game design elements to gamefulness: defining "gamification"
Leadership in the digital business transformation
Workshop on Building Accessible Futures: Accessibility Education at Tampere University and Hands-on Experience Using Tools and Technologies
Demonstration proposal "the next phase of crucially important disposition of fluorescent pink rose petals in time and space"
Co-designing a social media service for civic participation: critical issues and challenges
Proceedings of the First International Workshop on Data-Driven Gamification Design co-located with 21st International Academic MindTrek Conference (AcademicMindtrek 2017), Tampere, Finland, September 20, 2017
The Dynamic Design Space During a Game Jam
Mobile email as a business performance driver in everyday knowledge work: a diary and interview study
An augmented reality third landscape
Expert review method in game evaluations: comparison of two playability heuristic sets
Playing in the wild: enhancing user engagement in field evaluation methods
Developing an expert evaluation method for user eXperience of cross-platform web services
Process for Measuring and Visualizing an Open Innovation Platform: Case Demola
Theory lenses: deriving gameplay design patterns from theories
MovieClouds: content-based overviews and exploratory browsing of movies
Pock-it: annotate the world
Improved accuracy tracking using synchronized Wiimote cameras
A Hands-on Workshop on Designing LLM-Powered Context-Aware Behavior for Companion Robots
TinyHappy with Tiny Habits: A Platform for Reflecting Happy Moments
Design Principles for Gamified Pedagogical Conversational Agents
Proceedings of the 23rd Academic Mindtrek Conference, Mindtrek 2020, Tampere, Finland, January 29-30, 2020
Eating together apart: Designing immersive, multisensory commensality experiences in Virtual Reality
Co_LAB #Project 1: an experiment in collaborative learning
User Experiences of Service Applications on Two Similar 3D UIs with Different 3D Space Contexts
Designing iTV based crossmedia personalized informal learning contexts
Game design values
Treasure Hunt with Intelligent Luminaires
Proceedings of the 20th International Academic Mindtrek Conference, AcademicMindtrek '16, Tampere, Finland, October 17-18, 2016
Stress Less, Research More: Mitigating Technostress Among Doctoral Researchers
The Perception of Smart Contracts for Governance of the Metaverse
Playful learning with hybrid school books
Paradoxical User Acceptance of Ambient Intelligent Systems: Sociology of User Experience Approach
Emerging personalization elements in health service delivery: a case study in the finnish primary healthcare
Postdramatic theatre in smart city design
Little red-smart-hood: envisioning how ambient and ubiquitous technologies may affect future everyday life
Visual Distraction Effects between In-Vehicle Tasks with a Smartphone and a Motorcycle Helmet-Mounted Head-Up Display
Session details: Games 2
The effect of shape properties on ad-hoc shape replication with mouse, pen, and touch input
iTV and changing social interactions
Revenue model innovations in the Chinese online game market
Effects of Immersion and Embodiment on Memory in Virtual Reality
I Am Right Here With You: Constructing Presence in Distributed Teams
Get around 360° hypervideo
Proceedings of the 22nd International Academic Mindtrek Conference, Mindtrek 2018, Tampere, Finland, October 10-11, 2018
Adaptive Media That Feels: A Futures Workshop Exploring Implications of Immersive Systems That Sense, Respond To, and Co-construct Perception
Communication Design for an Educational AI Chatbot: Analyzing Cipherbot's Communication Style and Challenges
Pine Cone Prowl: Embodying a Flying Squirrel in Forest
Open source software for data curation of digital assets: a case study
Designing Tiny Robots: Engaging Stakeholders in Collaborative AI System Design
Enabling successful crowdfunding for entrepreneurs in marginalized communities
The Shades of Grey: Datenherrschaft in Data-Driven Gamification
Accessibility in the Age of Generative AI Web Based Builders: Evaluating Web Design Tools for Inclusive Practices
Movie table: tangible interaction with movies
Off-the-shelf assessment of information ergonomics
Good vibes: the impact of haptic patterns on stress levels
Quantum Game Jam - Making Games with Quantum Physicists
Developers' perspectives on iteration in game development
Building a Client-Server Social Network Application for Elders and Safety Net
I Just Can't Believe These are not Fictitious: Vivifying design examples through narratives populated by existing artefacts
Photo sharing in small groups: identifying design drivers for desired user experiences
Human body tracking with electric field ranging
Ambient conversations using a physical avatar
A Catalog of Speculative Playful Urban Technology Ideas: Exploring the Playful Potential of Smart Cities
Software visualization today: systematic literature review
Defining HCI-Ikigai: Designing for Existence and Meaning in Human-Centered Design
Current status and the future directions of open data: perceptions from the finnish industry
On Designing Affordances of Ambient Digital Artifacts through the Lens of Postphenomenology and Sociomateriality
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011, Tampere, Finland, September 28-30, 2011
Small Talk with Facebook: Phatic Communication in Social Media
Demonstration of MyAppCorner: creating personal interaction areas on a public screen
Virtual ball catching performance in different camera views
Utilizing Self-Expression Template Method in User Interface Design - Three Design Cases
A micropayment enabled webshop for digital assets in virtual worlds
Virtually (re)constructed reality: the representation of physical space in commercial location-based games
AI-driven adaptive website content for digital well-being
Spatial Control Framework for Interactive Lighting
Going through the clouds: search overviews and browsing of movies
In the face (book) of the daily routine
Exploring Digital Innovation Hub ecosystems in robotics for inspection and maintenance
[WORKSHOP] Fabulating Futures: Exploring the Possibilities for Value Based Design
StoryTrek: experiencing stories in the real world
CrossRealityMesh: Importing and Interacting with Real-World Objects in Virtual Reality
Credibility in TV news: a combinatorial study of Bangladesh and Norway
Nature and Natural Rhythm in the Digital World - What's in It for Child-Computer Interaction?: A narrative literature review and an initial design framework
Open source legality patterns: architectural design decisions motivated by legal concerns
The player's parasocial interaction with digital entities
MOSI-ALONG: social media, the museum and the community
Navigating by audio-based probing and fuzzy routing
A comparison of head-mounted and hand-held displays for 360° videos with focus on attitude and behavior change
Transmedia in the classroom: breaking the fourth wall
Promoting secondary school learners' curiosity towards science through digital public displays
"The Words We Do Not Yet Have." A Creative Inquiry Into Human-Plant Relationships
Linked data business cube: a systematic approach to semantic web business models
Crafting Bodies and Auras: Speculative Designs for Transhuman Communication
Design and Development Approach for an Interactive Virtual Museum with Haptic Glove Technology
Proceedings of the 18th International Academic MindTrek Conference: Media Business, Management, Content & Services, Academic MindTrek '14, Tampere, Finland, November 4-7, 2014
Evaluation of continuation desire as an iterative game development method
Contextcapture: exploring the usage of context-based awareness cues in informal information sharing
What Supports Serendipity on Twitter? Online Survey on the Role of Technology Characteristics and Their Use
Session details: Media Education
MurMur moderators, the talking playful seats
User centric social diabetes game design for children
Enhancing user value of educational technology by three layer assessment
Video game market segmentation based on user behavior
The further implementation of robots in welfare: A co-created application for robot-assisted medication counselling
Co-design, co-teaching and co-learning in technology hands-on university tuition
Design and Evaluation of a Persuasive Road Marking System for Controlling Speeding Behavior
A Pilot Study on Hand-Referenced Menu User Interfaces for Head-Mounted Display Virtual Reality
Crowdsourcing: the state-of-the-art and the way forward
Ubimedia based on memory tags
A Typology of Fantastical Cities and Architecture: Categorizing the Urban Imaginary
Smart Campus Innovation Lab
Co-designing the Affective City: Speculative Explorations of Affective Place-Based Experiences
Interactive map interface for controlling bridge crane automation: a cognitive-affective approach
Creating game bots in a few easy steps
Online Accessibility Education in Higher Education: Experiences from a Multidisciplinary Module
Knowledge transfer to manage human talent processes at MSMEs through simulated enterprises
A proactive space for rehabilitation, gaming and multimodal interaction: a poster presentation
The Museum is Dreaming: Re-Imagining the Museum through Feminist Values and Data Practices in Design Fiction
A framework for designing personalized ubiquitous multimedia
The role of social media in artisanal production: a case of craft beer
Open Source and Human Computer Interaction Philosophies in Open Source Projects: Incompatible or Co-Existent?
Technology trees in digital gaming
VR or non-VR?: investigating influence of the virtual environment medium on persuasive gamification outcomes
[WORKSHOP] Radical Alternate Futurescoping: Solarpunk versus Grimdark
Virtual prototyping in design reviews of industrial systems
Antroposeeni: a mixed reality game
Let's Play Something New!: Designing for Digital Malleability in Outdoor Playgrounds
Can crowdsourcing really be used in B2B innovation?
From Temporary Shelter to Permanent Dwelling: Optimizing the Spatial Organization of Refugee Camps in Jordan through Artificial Intelligence
Prospettive di Connessioni Urbane∗: a case study about using Instagram to keep in touch with urban places in Naples (Italy) during COVID-19 pandemic
Color game: a collaborative social robotic game for icebreaking; towards the design of robotic ambiences as part of smart building services
Assisting immersive virtual reality development with user experience design approach
Digital Technologies and Human Consciousness: A Futures Workshop for Exploring Potential Implications
Crowd Intelligence in Independent Film Productions
Social media and collaborative learning: hello Scholr
Promoting students' fractional thinking by challenging them to design game-based number line tasks for others
Research Themes in Information Systems & Management Research in Creative eMedia Industries
HoloMoL: human memory augmentation with mixed-reality technologies
Data Walking: Designing Tools to Build Critical Data Literacy
Who am AI?: Mapping Generative AI Impact and Transformative Potential in Creative Ecosystem
Pain Creature: Designing with Discomfort for Somaesthetic Awareness
Designing data driven persuasive games to address wicked problems such as climate change
Triggers to entice an audience to 'perform as interface' in an interactive installation
Value added of social media in open innovation community: the perspective of a community-hosting company that produces B2B products
The city at play: The case of S'cianco game in Verona and the origin of Tocatì - International Street Games Festival
A Theory-Driven System Model to Promote Physical Activity in the Working Environment with a Persuasive and Gamified Application
Let's walk at work: persuasion through the brainwolk walking meeting app
Gamified reflection: How interaction design shapes student engagement with prompts: Gamification and Metacognitive Reflection
Integrating augmented reality into print media: use case analyses and user interface development
Games and energy: profiling power usage during play
Sustaining Abstinence from Social Media: Results from a Seven-Day Facebook Break: Social Media Abstinence
The many faces of sociability and social play in games
Integrating micro-level interactions with social network analysis in tie strength research: the edge-centered approach
Howdy pardner!: on free-to-play, sociability and rhythm design in FrontierVille
Cell as Framework: Articulating interaction points through instinctive imaging practices
Personalization algorithms for portable personality
Skiing in a blended virtuality: an in-the-wild experiment
Quantified Factory Worker - Expert Evaluation and Ethical Considerations of Wearable Self-tracking Devices
Visualising maritime vessel open data for better situational awareness in ice conditions