Mitä mediatuottajat voivat oppia sim racing -alagenrestä?
Tutkimus pyrkii tuomaan esille mediantuotantoon liittyviä kriteerejä, joita eSports- lajityypin ja tarkemmin sim racing -pelin vakavimmat harrastajat asettavat median sisältötuotannon kehitykselle Suomessa. Sim racing on eSports-alalaji, jossa kilpaillaan ajosimulaattoriohjelmilla. eSports-laji on Aasiassa hyvin suosittu, ja eSports-lähetyksiä tuotetaan päivittäin televisioon ja Internet-alustoille. Tutkimus pyrkii tarjoamaan suomalaiselle mediatuotannolle suosituksia siitä, miten tv-, online- ja tapahtumien sisällöntuotantoa voisi kehittää eSports-yleisöä kiinnostavaksi. Pyrkimyksenä on tuottaa kaupallisen median tuottajille näkökulmaa pohjautuen alan huippujen tarpeisiin.
Tutkimus koostuu sekä kvantitatiivisesta että kvalitatiivisesta osiosta. Kvantitatiivisen osion online-kyselyn tulokset luovat tutkimuksen pääasiallisen rakenteen. Kyselyn avulla pyritään tuomaan esille eSports-lajin vakavan harrastuksen tason pelaajien tarpeita, kun lähetyksiä tuotetaan kaupallisen median kanaville. Kvalitatiivisessa osiossa tuodaan esille suomalaisen huipputason eSports-pelaajan näkemyksiä ja käytetään asiantuntija-apuna suomalaisen sim racing -yhdistyksen puheenjohtajan tietoa. Teoriaosuudessa tutkimus vertaa Etelä-Korean ja Suomen eSports-tilannetta keskenään.
Pieni mutta vaikutusvaltainen sim racing -lajin intressiryhmä muodostaa tärkeän roolin kehitettäessä lajista kaupallista mediaa. Vastaavanlaisia alakulttuureja ovat esimerkiksi skeittarit ja heidän oma tapansa tehdä elokuvia. Heidän kriteeriensä huomioon ottaminen saattaa osoittautua jopa elinehdoksi kaupallistamista miettiville tahoille. Tämän tutkimuksen tarkoitus on avata sim racing -pelaajien kriteerejä, minkä avulla voidaan mahdollistaa parempilaatuiset lähetykset ja kaupallistamisen onnistuminen.
The Pretty Vacant, a programmable guitar pedal
This thesis presents a design process of a programmable guitar pedal The Pretty Vacant. Programmability in guitar effect units have been a growing trend and small number of different solutions are already in production. This thesis proposes how a programmable pedal can be designed and which qualities should be included into the design.
The Pretty Vacant is a physical platform in which user can implement self-developed programming. The controls of the Pretty Vacant pedal are limited to those which can be operated by foot. The Pretty Vacant consists of 7 momentary switches and three inputs for expression pedals. The controls of the Pretty Vacant are not fixed but can be programmed in any desired way. The self-developed signal processing can be implemented to the pedal very quickly and the physical unit meets the demands of live use.
I have designed the Pretty Vacant based on my needs in my artistic activity. The pedal is a tool to expand sonic vocabulary. Its purpose is to provide more freedom in creativity but also work as a reliable musical unit. In my artistic work, I am specialized in contemporary and experimental music and I look continuously for new ways of musical expression. The Pretty Vacant gives a chance to constantly develop new sounds.
The topic of the guitar pedals is discussed by introducing examples of early guitar pedals to contemporary ones. The process of design is unfolded in detail and the pedal is studied through case studies. Although, further development is needed to improve sound quality, The Pretty Vacant has been successfully used in live concerts.
St. George & the Dragon
Design and production of a cultural heritage museum installation using media archaeology
Media archaeology is a field of media research investigating new media cultures through material manifestations. Although often recognized as an approach to art, its use as an approach to design has not been fully explored. Media archaeology can be valuable because it offers alternative qualities of mediation, as a design palette, to that of prescriptive common media devices. This thesis describes a media ar- chaeological approach towards the design of a cultural heritage media installation, exhibited at Häme Castle between April–December 2017, and produced as a col- laboration between the National Museum of Finland (Kansallismuseo) and the Sys- tems of Representation research group in the Department of Media at Aalto Uni- versity in Finland. The installation displayed a multi-view stereoscopic (3D) digital reconstruction of a medieval sculptural scene of St. George and the Dragon, based on preserved, fragmented medieval sculptures from the museum’s archives. Four stereoscopic video viewers were synchronized to a rotating central physical display, affording visitors an effect of augmented reality, without the need for a mainstream augmented reality implementation. Though the work was time-limited and project- driven, the design approach achieved a well-integrated installation that was sensi- tive to the aims of an exhibition of sculpture within a cultural heritage museum: artistry, materiality, interpretation. This thesis therefore seeks to argue that media archaeological approaches to design can identify historical ideas that can be reme- diated into relevancy for new contexts, and, in spite of their historical connotations, foster engaging technological experiences for the contemporary audience, that are sensitive to the aims of an exhibition of cultural heritage.
Staging Sociality in Team-Based Multiplayer Games
The design of multiplayer games controls the sociality players can engage in. Previous research into player sociality has focused on the viewpoint of the player and especially on sociality in Massive Multiplayer Online Games. This thesis expands on this perspective by studying the design of team-based online multiplayer games and the effect the design has on the players.
Two connected studies are completed. The first study uses formal analysis approach to describe and analyze the social elements and structures of three team- based online multiplayer games. The second study uses participatory observation to analyze how the social structure uncovered affects the player sociality.
The results show that social structure of team-based multiplayer games can be divided into four different stages: The names Lounge, Lobby, Stage and Curtains were chosen to describe the stages. The Lounge is a place for sociability and relaxation. At the Lobby the players make their preparations and negotiate their role within the team. At the Stage, players focus on performing and on instrumental sociality but also create shared memories. The Curtains sees players focus on social validation, social management and negotiating their relationships with the other players.
Knowledge of the social stages and their role in player sociality will help researchers understand the social environments game design creates as well as their effect on player sociality. The results also give game designers a way to inspect the social spaces their games include, and aid in controlling them better.
Aural Identities. Auditive representations of ethnicity in documentary films
In this thesis, I’m discussing the topic of representation in documentary films from the standpoint of audio post production and score music composition. My specific concern is how ethnic and cultural characteristics are expressed and denoted through the narrative conventions of sound design and score music. The case study of this thesis is a feature-length documentary film Between Rings (2014), that was filmed in Zambia by a Finnish-Zambian production crew. Although the topics discussed in this thesis are based on a theoretical framework of academic film studies, I’m also examining practical post production techniques and aural denotative practices related to representing social actors and cultural environments in nonfiction films. Here, my purpose is to provide the reader a comprehensive review of frequently employed methods of auditive narration practices found in contemporary film productions, while addressing the characteristic ethical indifference that has been permeating the auditive signification processes in nonfiction films. It is being noted how audio narration has not been receiving the theoretical attention it deserves, in spite of the abundance of critical discussions related to the topic of visual representation.
The aim of the thesis is to present arguments against the persistent notion of sound design and incidental music being essentially non-representative forms of cinematic narration. As long as they are not thought to directly contribute to the depictions of social actors represented in documentary film narratives, their denotative mechanisms will be excluded from the beneficiary influence of critical examination, thus increasing the possibility of misrepresenting individuals and communities depicted in documentary films.
Listening to Turkish Coup Attempt Behind Loudspeakers
This thesis explores the meanings and roles of electroacoustic mediums in Turkey in the case of the coup attempt of July 15, 2016. Although the sounds of the failed coup received controversial reactions from different social circles and therefore engendered various consequences, sounds that were echoed from loudspeakers of radio and megaphones had a great impact on political and social behavior during and after the coup attempt. This event is an exceptional example of how the ingredients of quotidian soundscape are transformed into politically charged sounds and led various reactions from different social circles. The aim of this thesis is to understand the constituents of electroacoustic soundscape that mediate social and political relationships in Turkey in the context of coup attempt, following different dimensions of people’s experiences, reflections, and consequences of political soundscapes. The outcomes and the process of study are discussed through two audio documentaries that are inspired by personal reflections of political, cultural, and emotional effects of the coup attempt.
VR-CHEM Developing a Virtual Reality Interface for Molecular Modelling
VR-CHEM is a prototype for a virtual reality molecular modelling program with a modern 3D user interface. In this thesis, the author discusses the research behind the development of the prototype, provides a detailed description of the program and its features, and reports on the user tests.
The research includes reviewing previous programs of a similar category that have appeared in studies in the literature. Some of these are related to chemistry and molecular modelling while others focus on 3D input techniques. Consequently, the prototype contributes by exploring the design of the user interface and how it can a afect productivity in this category of programs. The prototype is subjected to a pilot user test to evaluate what further developments are required. Based on this, the thesis proposes that 3D interfaces, while capable of several unique tasks, are yet to overcome some significant drawbacks such as limitations in accuracy and precision. It also suggests that virtual reality can aid in spatial understanding but virtual hands and controllers are far inferior to real hands for even basic tasks due to a lack of tactile feedback.
Aparaatti – A Playful Interactive Installation for Children
In June 2016, four students from Aalto University, myself included were hired to create an interactive art piece for children’s rock festival Seikkisrock Turku. During three months of design work, Aparaatti was born and presented for two days to the festival audience. In this thesis, I am going through our collective creating process of this live performed electronic art piece and view its usage via children as an audience.
In my production part, I am presenting video documentation of the real usage of Aparaatti, an audiovisual art piece and tag game. The interaction idea was that if children manage to trigger the right station at the right time into a carousel of activity, it will be spinning randomly and generate sounds and visual projections.
In my theory chapters I am viewing children as an audience from the perspective of developmental psychology, cognitive development, perception, user experience (UX), spatial experience, psychoacoustics, physiological as our design premise applies theories from both, play and game design aspects. Additionally, I am giving some examples of art pieces that resembles Aparaatti. In this thesis, I am also viewing the theoretical perspectives of our design tools such as brainstorming, visualizing methods, storyboarding, heuristic evaluation and the outcomes of our observations and the feedback we got. In the last part I am analysing the results and discussing how Aparaatti could be improved in the future.
Playing and movement playing are essential parts of children’s psychological, physical and social development. Due to digitalization, children’s playing habits have changed, and immobility has become one of the biggest health issues in the western world. According to the United Nations, all children have rights to art, culture, rest and leisure activities. One aspect in my thesis is to advocate the ideology of children having rights to playing, moving and participating in the media art experience as an audience.
IMPLANTS – A 24 Channel Outdoor Sound Installation for Zodiak Center for New Dance
This paper documents the design and installation of IMPLANTS, a 24 channel outdoor sound installation I created in Helsinki in 2016 for Zodiak Center for New Dance. While it primarily explores the artistic decisions and processes, it also investigates the research that informed these processes, the reasons leading to my decisions, and later reflections upon how succesful those decisions were.
A large part of this paper goes into technical detail, why I purchased particular components, how I assembled them, the electronic and acoustic challenges, the data flow development and not least, the logistical challenges. At the heart of my project was the quest to achieve a meanignful artistic and sonic experience in that outdoor location within that budget. Making the installation weatherproof and secure, however, was a major challenge which influenced most decisions.
It is hoped that documenting and sharing this experience can assist my colleagues and classmates in their own outdoor media art. To any Media Labber interested in creating a multi-channel outdoor sound installation, this paper could be a useful way of gaining quick insights into the challenges, strategies, tricks and obstacles.
The furiously calm tiger — Cultural effects on colour perception in digital interfaces
In our globalised world markets for digital and physical products span numerous countries and cultures. However, traditional design education rarely focuses on cultural impact and limitations on products. On the other hand, cross-cultural communication studies have contributed to a better understanding of cultural differences and new fields like Cross-Cultural Interface Design (CCID) and Intercultural User Interface Design (IUID) have emerged. In view of these development, this thesis examines wether traditional design guidelines are still valid in a world where the target audience of a design can differ significantly from that of the designer.
This thesis is project based and focuses on one area of cultural effects on user interface design, that of colours. My interactive project is informed by a review of cross-cultural research, cultural influenced perception and colour-related research. The project itself is a mobile app that combines game and art elements and was build for an exhibition in Seoul. Its main purpose is to serve as a data collection utility, to validate or dismiss my theory of cultural informed design. With data from Korean and Finnish participants using my app, I was able to confirm that cultures do have some effect on interface related choices.
Huang, Hsin Yu:
Emoji Masque: Designing a Digital Product Experience
Digital communication is becoming an important focus in today’s business marketing. One biggest challenge is how to create contents that can not only stand out from the crowd, but also interest target customers. What matters is to find out what customers are care about and communicate business messages with more personally. Experience design is spreading through the business world to help companies create shared values and make customers understand what the company stands for.
This thesis presents an interactive application, Emoji Masque, created for a skincare brand, Petite Amie Skincare, as a part of the brand’s product exhibition at a business to business (B2B) wholesale trade fair. The application is a live selfie filter game which functions as a digital product presentation for one of the brand’s face sheet mask collection of the same name. The design concept of the sheet mask product has a deep influence from social media trends and emotional connection. The idea is to add more personal touch to skincare product so to make the process more enjoyable instead of just another daily routine. The objectives of the project are to draw trade fair visitors attention, communicate the product’s emotional concept, and link customers’ interests back to the product. The thesis documents the complete design and production process including project background research, concept development, contextual studies and reference works, and the final project launch at the trade fair.
Normal-Ion. A Procedural Refectionon Animation Audio
Procedural audio has gained the reputation of a valuable creative and functional resource within music and especially games territories during recent years, while its deeper exploitation has been rather limited and inconsistent. My research represents a plunge into the waves of the concept, in an attempt to explore and expand the rumors surrounding it. Starting from the premise that it could complement animation audio in a relevant way, I have structured my work into a reflective demonstration, which addresses both animated film and procedural audio fields at the same time. Thus, the four chapters constitute a guided observation, beginning from the root – procedural audio, what where and how it is – and ending with a demonstrative approach for my hypothesis, based on conclusions and findings revealed throughout the research. Te in-depth study of sound effects resulted in finding significant connections between animation and procedural generation of sound, while the close examination of game animation and animated films, in parallel, drove several points in support for the proposition of a rather different sound design workflow, based on procedural audio generation. Hence, instead of trying to come up with new foley props, why not designing virtual ones?
Kim, Bo Kyung:
Virtual Reality as an Artistic Medium: A Study on Creative Projects Using Contemporary Head-Mounted Displays
There has been a lack of discussion concerning virtual reality as an expressive medium. It is essen- tial to emphasise the aesthetic dimension of virtual reality in order to develop the medium as a powerful artistic mode of expression. This thesis examines how head-mounted display-based virtual reality can be used for artistic expression, focussing on the aesthetic pleasures of the medium.
Pioneering first-generation VR artworks are reviewed through the scope of artistic exploration, and four key aesthetic pleasures in VR experience are proposed: immersion, agency, navigation, and transformation. The demonstration of VR aesthetics is investigated through the qualitative content analysis of four contemporary VR installations.
The study reveals following findings: (1) the coherence of a virtual environment is more crucial than a realistic representation of the physical world in inducing a sense of immersion; (2) the degree of agency is inverse in proportion to the degree of authorship in VR experiences; (3) placing constraints on participants’ movements can bring about a strong emotional impact; and (4) the participant’s attitude and behaviour changes according to the given identity in a virtual environment.
It is suggested that the capacity of virtual reality is not currently used to its full extent when it comes to artistic manifestation. It is therefore the responsibility of artists, developers, and researchers to establish the language of virtual reality as an artistic medium for the future production of VR experience.
Legibility in typeface design for screen interfaces
This thesis explores the considerations related to the design of a typeface specifically for the use in interface typography. The genre of interface typefaces is outlined and essential attributes and requirements of this category of typefaces are inspected from the viewpoints of legibility, readability and type design practices. The research is based on the analysis of interface typeface samples, interviews with type designers as well as empirical ndings documented by designers. These trade practices and design artefacts are contrasted with findings from cognitive psychology and legibility research. Furthermore the author’s design of the «Silta» typeface and its creation process are used to scrutinize and validate these observations.
Amongst the crucial factors in the design of interface typefaces the legibility of confusable characters is extensively analysed. Furthermore, the rasterized on-screen rendering of outline based fonts is identified as a major contributing factor requiring special attention in the design, technical production and testing phases of modern fonts. Additionally, the context and use of interface typography and how users interact with interfaces are identified as the cornerstones in influencing the design decisions of a typeface for this use.
Finally, the aesthetics of interface typography and the motivations for developing specific interface typefaces are touched upon. As evident from the reviewed material, branding and visual identity often appear to be a driving force in the creation of new interface typefaces. However, the necessity for technological innovation and its demonstration equally inspire new design solutions. While technological limitations stemming from digital display media are increasingly becoming of less importance, the changes in reading behaviour and adaptive typography drive current development.
Interactive Installation for Museum, Move or Die: Influence of embodied interaction on players’ experience.
Move or Die is a gamified installation in which participants can save endangered species through bodily interaction. As the ‘game’ is projected onto the floor and Kinect sensors installed on the ceiling register movement, participants can catch and move the graphic animals on the floor by using their arms. Move or Die reflects a research method of the museum called ‘assisted migration’ and contains their research contents. It is designed to inform people of the situation of the endangered species and to offer participatory experience to the visitors at the same time.
It is the objective of Move or Die to simulate the experience of saving endangered species with the player’s own intention and physical ability. Therefore, to investigate the interaction of Move or Die, it is significant to understand the players’ experience. To analyze this interaction, three representative aspects of the interaction are discussed separately: full-body interaction, social interaction, and reality-based interaction. This thesis tries to uncover comprehensive influences of the interaction beyond its basic functionality.
Slow Evolution of Grey Matter – The Work Behind the Scenes of IC-98 Animations
This Master’s thesis is about my work with the artist group IC-98 between the years 2008 and 2016. I’ve been responsible for animating all the IC-98 animations made during those eight years, and helping to create the style and animation genre that IC-98 is most famous for. The thesis studies our relationship and the technical and creative development from one animation to another, from my point of view as an animator and visual effects artist of these animations, as well as an employee and a collaborative part of the artist group.
IC-98 animations are collages of various computer animation techniques placed inside collages of pencil drawings to create a slowly evolving view – an animated drawing.
They are greyscale, often many minutes long seamless loops without cuts, that happen inside one picture. They’ve been built mainly in Adobe After Effects software, by combining multilayered Photoshop files, 3D simulations, little frame by frame hand drawn animations, and further animating these with masks and various effects. The animations have been shown as part of installations in various art exhibitions internationally.
This thesis is a personal, reflective and critical look to the evolution of IC-98 animation. It unfolds the twelve IC-98 animations I’ve been involved with, revealing the building blocks and the work needed to make them visually successful. The results of this work have been received well in art world and media, but the significance of my role in IC-98 animation hasn’t been publicly recognized. The text questions and studies the issue with examples, but doesn’t propose a final solution to the unbalance in the status of our roles during and after the animation making. It’s recognized that the definition of artistry in evolving collaborative relationships is a complex matter that eludes universal consensus and thus the issue requires further research and ongoing evolution in approach.
The main goal of the thesis is to give new information to the reader into this kind of animation-making process, and especially to clarify the obscurities in IC-98 animations, answering to the often-asked question of how are these animations actually made. In other words, be warned as this thesis contains spoilers to the mysteries in IC-98 animation.
Links to animations:
Conquering the mobile. A study on the contemporary practices in mobile game development through nine cases and the introduction of the DPS model
After the launch of the iPhone in 2007, the mobile game industry has grown and developed rapidly. The widely adopted free-to-play (F2P) business model requires the companies to integrate business with design. Lowered entry barriers have increased competition, and the industry has polarized in terms of revenue. These changes in the industry and design seem to require approaches and practices not comprehensively documented by the existing literature.
The study describes the contemporary practices in mobile game development, production, and design. To achieve this aim, a literature review of the industry was conducted, and nine Finnish small and mid-sized mobile game development companies were interviewed. Based on the findings, the Design-Process-Stakeholders (DPS) model of mobile game development was designed.
The industry review found the mobile industry competitive and maturing. Due to the large number of games released, visibility in the marketplace is crucial towards the success of the game. The common practices in development point towards the importance of teamwork and iteration: continuously testing, evaluating, and improving the design. These efforts aim to create value for the user by constructing a platform for a compelling, engaging, and entertaining game experience. The F2P business model requires the companies to establish and maintain a relationship with the players over time.
The analysis of the interviews found that as the companies matured they developed more elaborate processes and structures to manage iteration, and its importance in the development grew. They also paid more attention to the industry trends, preproduction, and rationalized their business decisions compared to the younger companies more driven by creative aspirations. F2P monetization was generally found challenging and learned through experimentation. The more focused the target audience, the more the companies paid attention to understanding their needs. A shift towards producing games as a service was observed.
The DPS model of mobile game development was designed through the synthesis of industry review and interview findings. It guides the companies to validate, evaluate, and improve the in-use value proposition of their game by interacting with the stakeholders throughout the development. The model is aimed specially for the aspiring game development companies and multidisciplinary game design teaching.
The Arranger: Creating a Tool for Real-time Orchestration and Notation on Mobile Devices
This thesis describes the design and implementation of a software tool for real-time orchestration and notation. The Arranger system orchestrates chords and pitch sets for various kinds of ensem- bles, and subsequently displays the notation in real-time on mobile devices such as smartphones and tablets. The system can be used in situations where the musical material is to be created, or- chestrated and played during the performance. Although interest in real-time notation has grown in the 21st century, the combination with automatic orchestration is still rare. This thesis aims to facilitate the use of real-time notation in improvisatory situations, thereby clearing the path for new ways of making music.
The goal was to design and implement a tool that would allow the making and performing of music to be central, instead of technology. Therefore, the focus was on creating a tool that is automated but also easy to use, cost-effective and reliable. An additional consideration was the straightforward use of mobile devices.
The system was coded and tested in the Max programming environment. The design of the orches- tration algorithm was the most essential part of the system implementation because there are no existing algorithms or ready-made tools available for this purpose. However, available notation- rendering tools were compared and utilized to implement the real-time notation. In addition, an optional interface was implemented to allow controlling the system on the Apple iPad.
The results indicate that it is possible to create a tool that orchestrates and notates input in real- time on mobile devices. With automation, a simple input can be transformed into a rich ensemble sound played by a number of musicians. The system is not genre-specific but it can be applied to many musical genres. The orchestration algorithm can be developed separately from the notation to expand its usage towards contemporary music production.
Valori, Kim & Ylimäki, Juha:
Shadow Bug Post-Mortem
Shadow Bug is a platformer game developed as part of this thesis. The game differs from typical platformer games by combining the action of jumping with the action of attacking. Shadow Bug was first released on iOS and received critical acclaim in terms of positive press reviews. The game was featured by Apple on the App Store’s front page upon release.
The written part of this thesis first presents an overview of Shadow Bug’s features and achievements. Theoretical frameworks are then introduced for an analysis of the game’s design. After presenting what Shadow Bug is, the thesis analyses the game’s development process in terms of successes and failures. These successes and failures are presented and compared with experiences that other game development teams have had. Finally the lessons the development team learned during Shadow Bug’s development process are reflected in terms of good game design practices and in terms of their effects on the future game development.
Health Pal: a smart pre-diagnosis system
This project is target to design a smart pre-diagnosis system for Chinese people and hospitals who are suffering from the ‘difficulty in seeing a doctor’. By comparing and analysing different features of pre-diagnosis system from Finland and India, this project attends to find an approach to help patient with symptom checking and hospital searching in order to relieve the pressure of overpopulation, excessive workload of doctors and unbalanced medical resources. Due to the design goal of helping patient forward to symptom checking, the system will collect medical information by enquiring patient about his/her symptom. The hospital searching will concentrate on hospital navigation according to the symptom information that symptom checker collected and the geographic location of the patient. Meanwhile, this system is intended to promote the efficiency and convenience of the pre-diagnosis service, which motivated it to be mobile application based.
Bubble Ride – A postmortem and my transition from an artist to a game designer
Padworks – Building a solo live performance with iPad.
Äänijooga. Wellbeing through Sound and Movement
GETTING LIFTED: Design, Production and Development of Online Courses on Wellbeing
Motion capture 3D-animaation välineenä
Disposition Matrix: The Design and Development Process of a Critical War Game
A Kiss From Helsinki – interaktiivinen runoinstallaatio
MOI HELSINKI: DESIGN FOR PUBLIC USE & LOCALISATION OF SOCIAL MEDIA
INCOkit: A Toolkit to Support Internal Collaboration for Service Design Teams Working in a Corporation
Performing Live with Virtual Musicians
Design Principles for Mobile Soundwalk Applications
Little Elephant’s singing friends – Designing of children’s song application
Interface Bending as a Media Archaeological Approach for Interactive Art
Privacy in the Smart Home Environment
Park, Eun Young:
LINKKI A planar linkage-based kinectic toy for storytelling and drawing in terms of Art+Tech toy
Visualizing the Sounds of Paltamo
Viestintä murroksessa: Kallion seurakunnan digitaalisen viestinnän kehitystar- peiden löytäminen ja työstäminen seurakuntalaisten blogin avulla
From off-the-shelf to do-it-yourself: An exploration and demonstration of DIY electronics culture with DRUM-O
Social Augmented Reality Application: Enhancing Remote Collaboration in Physical Work Context
Participatory Learning Networks
Poissaoloja, läsnäoloja. Paikkakokemuksen jakaminen osana identiteettitarinaa, paikkojen limittäisyys ja medioituminen
Democratizing online political discussion: A practice-oriented exploration in service design
Tuote-1: Ultrasonic Echo Chamber
Uzer, Mehmet Can:
Conceptual Design Methods for Game Sound
Vasquez, Juan Carlos:
Defragmenting Beethoven: Appropriation in Electroacoustic Music as Bridge Between Classical Tradition and Music Technology
Bitter Lands – The Making of a Short Animated Film
Noticed. Designing a University-Student Communication Service
Acosta Lara, Jairo:
Polku: Designing an Interactive Sound Installation Based on Soundscapes
Designing for Collaboration- A Study of Knowledge Work Collaboration and a Concept Design for a Large Touchscreen-Based Groupware System
Designing Antikythera—A tactile interactive poetry application for iPad
PULSAR KITE – a study case for Sonic Ludic Interaction
Ehrström, Jan-Erik Bengt:
Beat It –mainospeli osana Alepa-ketjun markkinointiviestintää ja pelin vaikutukset Alepa-ketjun brändimielikuvan kehittymiseen
Brändin Varjossa - Näkökulmia organisaatiokulttuurin äänisuunnittelulle asettamiin haasteisiin
Generative Sound Design: Complexity, Realness, and Quality Including study cases of an interactive 3D environment sound research and a generative sound installation
Designing tangible interfaces for collective decision making in interactive theatre
Into the Dominion of Vibrations – Listening to Infrasound
Kevyet käyttäjälähtöiset suunnittelumenetelmät osana pieniä verkkoprojekteja
Viola – Imperceptible presence
Audiovisuaalisen kerronnan estetiikka ensimmäisen persoonan pelissä: Tunnelman näkökulma pelisuunnittelussa
The UFO Controller: Gestural Music Performance
Käyttäjäyhteisö kokoelman muodostamisen tukena – verkosta vetoapua erikoismuseon ensimetreille
Art & Play: Designing Ludic Interactions within the Art Field
What Lies Beneath KIVIKASA and What Is Sound Art? KIVIKASA As a Step to Understand Sound Art and Sound Art As a Way to Understand KIVIKASA
Tehostetuotannon kursseja kehittämässä – Toimintatutkimus opetuksen suunnittelusta ammatilliseen koulutukseen
Urban Alphabets – A Smartphone Application to Change Public Space for the User
Pelori- Designing a digital service for maker projects through research
Coaching Designer’s Mindset
Onnistumisen tekijöitä – Havaintoja luovan työn vakiinnuttamisesta ja kehittämisestä
Autonomous Virtual Instruments: A Foray Into Musical Metacreation
Visualising Collective Actions – The Process of Creating the ArtovaModel
Digital Reading Platform. Case study: classical Chinese reading platform
Katoavat kuvat, hiivagrammeja ja muita viljelyalustoja
Using Locational Data from Mobile Phones in Development Aid Projects – A Case Study
The digital assembly line
How visual artists find employment in the Finnish game industry
Healing jewellery, Thought transmitter jewellery & Personal space jewellery
Emotion Transfer Protocol