Go to main content Go to search
Page updated 10.2.2022
Futuristic Interactive Technologies

Futuristic Interactive Technologies

The RDI activities of the research group focus on the agile utilization of Futuristic Interactive Technologies, known from the entertainment industry, in different fields of operation.

Traditionally, the game industry has tried to utilize the currently available and developing soft- and hardware capacity to the max. Innovations used in the gaming industry such as game engines, motion detectors, virtual glasses and tools of augmented reality are examples of technologies which are increasingly benefited in developing new, interactive solutions also outside the gaming industry.

The RDI activities of the research group are interdisciplinary and multidisciplinary. At the core of the RDI activity, there is versatile understanding and expertise on the agile application of the game development processes in the entertainment game industry in practice, starting from game development and graphic design to game programming and testing.

Expertise on understanding and applying the game development processes of the entertainment game industry is fostered by integrating the operations of the research group as a solid part of the implementation of TUAS’ competence path in game technology.

Focus areas of the research group’s RDI activities

As stated above, the RDI activities of the research groups aim at extensive utilization of interactive technologies in different fields of operation. The research group works in close interaction and cooperation with business life. Innovative, interactive technology solutions are implemented for the technology industry and the fields of well-being, education and tourism in cooperation with experts from different sectors. The focus point of the operations are RDI activities related to gamification, serious games, game-based simulations, augmented reality and virtual environments utilizing own metaverse technology.

The activity of the research group is applied. The main target is to find principles of user-centred design and quick prototyping by using interactive UX solutions with certain novelty value for new applications. Thus we try to create prerequisites for business life to create product innovations and services which are visually appealing and have a rich user experience.

Applying interactive technologies enables the introduction of new business models and assists in formulating the world-famous Finnish technology competence in a more saleable form.

Aims of the RDI activities

The target of the research group in Futuristic Interactive Technologies is to profile itself as an international-level actor in applying interactive UX technologies. The research group is involved in central Finnish and international funding programmes.

The research group collaborates closely with business life representatives, with the other research groups at Turku UAS and with different research institutes. The research group comprises academically merited researchers, freshly graduated engineers and student assistants. Turku UAS students from different competence paths are extensively involved in the activities of the research group.

 

Members

Mika LuimulaMika Luimula
Mojtaba Tadi Jafar
Taisto Suominen
Werner Ravyse
Juha Saarinen
David Oliva
Evangelos Markopoulos
Timo Haavisto
Pertti Ranttila
Antti Laatikainen
Duy Vu
Niko Laivuori
Mikko Österman
Alarik Näykki
Calin Calbureanu-Popescu
Jami Aho
Jaakko Rousu
Kimmo Tarkkanen
Emmanuel Querrec
Marika Säisä
Paula Ailio
Krista Salmelainen
Outi Pelkonen
Iiro Kelloniemi
Niina Katajapuu
Anttoni Lehto

More Publications

2020:

Somerkoski, B., Oliva, D., Tarkkanen, K., and Luimula, M. (2020). Digital Learning Environments - Constructing Augmented and Virtual Reality in Fire Safety, In: Proceedings of the 11th International Conference on E-Education, E-Business, E-Management, and E-Learning (IC4E 2020), Jan 10-12, Osaka, Japan, 6p.

Markopoulos, E. and Luimula, M. Immersive Safe Oceans Technology: Developing Virtual Onboard Training Episodes for Maritime Safety. Future Internet Journal, Vol. 12(5), Article 80, 2020, 12p.

Markopoulos, E., Luimula, M., Porramo, P., Pisirici, T., Kirjonen A. Virtual Reality (VR) Safety Education for Ship Engine Training on Maintenance and Safety (ShipSEVR), In: Proceedings of the AHFE 2020 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments, Jul 16-20, online, 2020, pp. 60–72.

Lauronen, J., Ravyse, W., Salokorpi, M., and Luimula, M. Validation of Virtual Command Bridge Training Environment - Comparing the VR-training with Ship Bridge Simulation, In: Proceedings of the AHFE 2020 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments, Jul 16-20, online, 2020, pp. 444-451.

Ishii, S., Luimula, M., Yokokubo, A., and Lopez, G. VR Dodge-ball: Application of Real-time Gesture Detection from Wearables to ExerGaming, In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 81-82.

Tarkkanen, K., Lehto, A., David Oliva, D., Somerkoski, B., Haavisto, T.,  and Luimula, M. Research Study Design for Teaching and Testing Fire Safety Skills with AR and VR Games, In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 167-172.

Ravyse, W., Pouru, L., Ekqvist, S., Koivulahti-Ojala, M., Lehto, A., and Luimula, M., Combining Semantic Ontology and AR Content toward an Immersive Smart City Mobile Application, In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 203-208.

Luimula, M., Ranta, J., and Al-Adawi, M., Demo Paper: Hand Tracking in Fire Safety – Electric Cabin Fire Simulation, In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 221-222.

Bellalouna, F., Luimula, M., Markopoulos, P., Markopoulos, E., and Zipperling, F., FiAAR: An Augmented Reality Firetruck Equipment Assembly and Configuration Assistant Technology, In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 237-244.

Luimula, M., Markopoulos, E., Kaakinen, J., Markopoulos, P., Laivuori, N., and Ravyse, W. Eye Tracking in Maritime Immersive Safe Oceans Technology, In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 245-250.

Markopoulos, E., Markopoulos, P., Laivuori, N., Moridis, C., and Luimula, M., Finger Tracking and Hand Recognition Technologies in Virtual Reality Maritime Safety Training Applications In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 251-258.

Luimula, M., Linder, M., Pieskä, S., Laimio, E., Lähde, T., and Porramo, P., Unlimited Safety Productivity - A Finnish Perspective Using Virtual Learning Methods to Improve Quality and Productivity in the Construction Industry, In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 263-266.

Ravyse, C., Luimula, M., Bellalouna, F., Hettervik Frøland, T., and Markopoulos, P., Towards a Methodology for Online VR application Testing, In: Proceedings of the 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020, Sep 23-25, online, 2020, pp. 295-298.

Ishii, S., Nkurikiyeyezu, K., Luimula, M., Yokokubo, A., and Lopez, G. ExerSense: Real-Time Physical Exercise Segmentation, Classification, and Counting Algorithm Using an IMU Sensor, In: Proceedings of the International Conference on Activity and Behavior Computing 2020, Aug 26-29, Kitakyushu, Japan, 2020, pp. 239-255.

2019:

Pieskä, S., Luimula, M., and Suominen, T. Fast Experimentations with Virtual Technologies Pave the Way for Experience Economy, Acta Polytechnica Hungarica, Vol. 16, Nr. 6, 2019, pp. 9-26.

Oliva, D., Somerkoski, B., Tarkkanen, K., Lehto A., and Luimula, M. Virtual reality as a communication tool for fire safety – Experiences from the VirPa project. In: Proceeding of the 3rd GamiFIN conference, Levi, Finland, 2019, pp. 241-252.

Markopoulos, E. Markopoulos, P., Luimula, M., Almufti, Y., Romano, C., and Benitez, P.V., A Gamified Approach Towards Identifying Key Opportunities and Potential Sponsors for the Future of F1 Racing in a Declining Car Ownership Environment, In: Proceedings of the AHFE 2019 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments, July 24-28, 2019, Washington D.C., USA, pp. 179-191.

Markopoulos, E., Markopoulos, P., Luimula, M., Almufti, Y., and Romano, C. Digital Cultural Strategies Within the Context of Digital Humanities Economics, In: Proceedings of the AHFE 2019 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments, July 24-28, 2019, Washington D.C., USA, pp. 283-295.

Markopoulos, E., Markopoulos, P., Luimula, M., Chang, Y.C., Aggarwal, V., and Ademola, J., Virtual and Augmented Reality Gamification Technology on Reinventing the F1 Sponsorship Model not Purely Focused on the Team’s and Car’s Performance, In: Proceedings of the AHFE 2019 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments, July 24-28, 2019, Washington D.C., USA, pp. 364-376.

Markopoulos, E., Markopoulos, P., Luimula, M., Almufti, Y., and Aggarwal, V., Mapping the Monetization Challenge of Gaming in Various Domains, In: Proceedings of the AHFE 2019 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments, July 24-28, 2019, Washington D.C., USA, pp. 389-400.

Al-Adawi, M., and Luimula, M. Demo Paper: Virtual Reality in Fire Safety – Electric Cabin Fire Simulation In: Proceedings of the 9th IEEE Conference on Cognitive Infocommunications, Naples, Italy, 2019, pp. 547-548.

Dulau, E., Botha-Ravyse, C., and Luimula, M. Virtual reality for physical rehabilitation: A Pilot study. In: Proceedings of the 10th IEEE Conference on Cognitive Infocommunications, Naples, Italy, 2019, pp. 277-282.

Dulau, E., Botha-Ravyse, C., Luimula, M., Markopoulos, P., Markopoulos, E., and Tarkkanen, K. A virtual reality game for cognitive impairment screening in the elderly: a user perspective. In: Proceedings of the 9th IEEE Conference on Cognitive Infocommunications, Naples, Italy, 2019, pp. 403-410.

Markopoulos, E., Lauronen, J., Luimula, M., Lehto, P., and Laukkanen, S. Maritime Safety Education with VR Technology (MarSEVR), In: Proceedings of the 9th IEEE Conference on Cognitive Infocommunications, Naples, Italy, 2019, 283-288.

Botha-Ravyse, C., Lähtevänoja, A., and Luimula, M., Collaborative AR application design for early childhood education, In: Proceedings of the EdMedia + Innovate Learning Conference, Amsterdam, Netherlands, 2019, pp. 18-27.

Somerkoski, B., Luimula, M., Oliva, D., Tarkkanen, L., and Niinikorpi. L., Tulevaisuuden interaktiiviset teknologiat – virtuaalitodellisuus turvallisuusviestinnän välineenä paloturvallisuudessa, In: Palotutkimuksen päivät 2019, Helsinki, Finland, 2019, pp. 77-81.

Luimula, M., Talvitie, R., Rantalaiho-Kulo, N., and Al-Adawi, M. Virtual Training in Safety and Security – TUAS Visions for Next Generation Learning, In: Proceeding of the 5th Carpe Conference, Valencia, Spain, 2019, 4p.

2018:

Hämäläinen, H., Izullah, F.R., Koivisto, M., Takio, F., and Luimula, M. The Right-side Perceptual Bias in Aging Determined in a Laboratory and during a Virtual Driving Task, Scandinavian Journal of Psychology, Vol. 59, Iss. 1, February, 2018, pp. 32–40.

Tarkkanen, K., Ravyse, W., Katajapuu, N., Saarenpää, T., and Luimula, M. Applying personas in designing exergames for knee arthrosis, In: Proceeding of the IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH), 2018, 5p.

Aartolahti, E., Katajapuu, N., Heinonen, A., Luimula, M., Malmivirta, H., Tarkkanen, K., Botha-Ravyse, C., Jämsä, T., Korpelainen, R.,Kangas, M., Pamilo, K., Paloneva, J., Oksanen, A., Keemu, H., Karvonen, M., and Mäkelä, K. Abstract: Gamification in Knee Replacement Rehabilitation: Study Protocol for a Randomized Controlled Trial and Qualitative Approach, In: Proceeding of the Seminar on eSports, Exergaming, and Fantasy Leagues, 2018, 3p.

Luimula, M, Botha-Ravyse, C., Aartolahti, E., and Heinonen, A. Abstract: Making Use of a Virtual Reality Game to Reduce Fall Risk in People with Impaired Balance Due to Stroke, In: Proceeding of the Seminar on eSports, Exergaming, and Fantasy Leagues, 2018, 3p.

Luimula, M., Ailio, P., Ravyse, C., Katajapuu, N., Korpelainen, R., Heinonen, A., and Jamsa, T. Gaming for Health Across Various Areas of Life, In: Proceedings of the 9th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2018, 2018, pp. 247-252.

Björn, M., Ravyse, W., Villafruella, D.S., Luimula, M., and Leivo, S. Higher Education Learner Experience with Fuzzy Feedback in a Digital Learning Environment, In: Proceedings of the 9th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2018, 2018, pp. 253-260.

2017:

Nguyen, H., Ishmatova, D., Tapanainen, T., Liukkonen, T., Katajapuu, N., Mäkilä, T., and Luimula, M. Impact of Serious Games on Health and Well-being of Elderly: A Systematic Review, In: Proceedings of the 50th Hawaiian International Conference on Systems Sciences HICSS-50, January 4-8, 2017, pp. 3695-3704.

Markopoulos, E.P., Markopoulos, A.P., Markopoulos, P.E., and Luimula, M., Research Paper: Gamification Reshapes The Global Economy – From Industrial Revolution to The Global Knowledge Revolution. Port Technology Journal, Edition 73, February, 2017, 12 p.

Kattimeri, C., Qvist, P., Katajapuu, N.,Pitkäkangas, P., Malmivirta, H., Luimula, M., Pyae, A., Liukkonen, T.N., and Smed, J. Gamified Solutions in Healthcare - Testing Rehabilitation Games in Finland and Asia, Acta Technica Jaurinensis, Vol. 10, No. 1, 2017, pp. 35-49.

Hämäläinen, H. Rashid Izullah, F., Aho, A., Koivisto, M., Laine, T., Qvist, P., Peltola, A., Pitkäkangas, P., and Luimula, M. NeuroCar Virtual Driving Environment: Simultaneous Evaluation of Driving Skills and Spatial Perceptual-attentional Capacity, Acta Technica Jaurinensis, Vol. 10, No. 1Y, 2017, pp. 21-34.

Pieskä, S., Lehtiniemi, A., Porri, A., Kaarela, J., Luimula, M., and, Suominen, T. Virtual and Game Technologies as Business Boosting Enablers, In: Proceeding of the Automaatiopäivät 2017, 6p.

Pyae, A., Liukkonen, T.N., Luimula, M.,Kattimeri, C., and Cauberghe, V. Investigating the Finnish Elderly People’s Attitudes and Motivation towards Digital Game-Based Physical Exercises, Finnish Journal of eHealth and eWelfare, Vol. 9, No 4, 2017, pp. 265-283.

Katajapuu N., Luimula, M., Theng, Y.L., Pham, T.P., Li, J., Pyae, A., and Sato, K. Benefits of Exergame Exercise on Physical Functioning of Elderly People, In:  Proceedings of the 6th Conference on Cognitive Infocommunications, 2017, pp. 85-90.

Li, J., Xu, X., Phat, P.T., Theng, Y-L., Katajapuu, N., and Luimula, M. Exergames Designed for Older Adults: A Pilot Evaluation on Psychosocial Well-Being, Games for Health Journal, Vol. 6, No 6, 2017, pp. 317-387.

Pyae A., Liukkonen, T.N., Luimula M., Kattimeri, C., Smed J., Investigating the Finnish Elderly People’s User Experiences in Playing Digital Game-Based Skiing Exercise: A Usability Study, Gerontechnology Journal, Vol. 16, No 2, 2017, pp. 65-80.

Pyae, A., Luimula, M., & Smed, J. (2017c). Simple but Important 20 Usability Guidelines for Designing Physical Activity Games for Novice Elderly Players. Paper presented at the UXPA International Conference 2017.

Luimula, M., Qvist, P., Ailio, P. Hämäläinen, M. and Saarnio, R., Digitally Enhanced Rehabilitation and Effective Exercise Gaming on Development of the DigiRehab Research and Business Ecosystem, in Annual Global Report on Innovation in Active, Healthy and Smart Ageing Sector, Ed. Guangsheng Guo & Jianbing Liu, Beijing Science & Tecnology Publishing Press, 2017, pp. 350-360.

Saarnio, R., Ailio, P.,  Mäkelä, R., and Luimula, M. SeniorSome : An IoT-enabled Turku Daily Activity Monitoring Solution for Elderly Care in Emergency Situations, Paper presented at the IoT – Connected World and Semantic Interoperability Workshop 2017.

Pyae, A., Liukkonen, T. N., Luimula, M., & Smed, J. Lessons Learned from Two Usability Studies of Digital Skiing Game with Elderly People in Finland and Japan. International Journal of Serious Games, 4(4), 2017, pp. 37-52.

Pyae, A., Luimula, M., and Smed, J. Investigating Players' Engagement, Immersion, and Experiences in Playing Pokemon Go. In: Proceedings of the 2017 ACM SIGCHI Conference on Creativity and Cognition, June 27-30, 2017, pp. 247-251.

Pyae, A., Luimula, M., and Smed, J. Understanding Players' Experiences in Location-based Augmented Reality Mobile Games: A Case of Pokémon Go, In: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, October 15-18, 2017, pp. 535-541.

Pyae A., Joelsson, T.N., Luimula, M., Saarenpää, T., and Smed, J. Lessons Learned from the Gamified Solutions in

Healthcare Project: Usability Studies of Digital Game-based Physical Exercises for Elderly People, EAI Endorsed Transactions on Pervasive Games, Vol. 4/13, December 2017, e3, 8p.

2016:

Katajapuu, N., Granholm, P., Hiramatsu, M., Ishihara, E., Hirayama, J., Pitkäkangas, P., Qvist, P., and Luimula, M. Brain trainer exercise game. Field tests in Finland and Japan, In: Proceedings of International Journal of Chemistry and Chemical Engineering Systems, Bali, Indonesia, 2016, pp. 39-45.

Pyae, A., Raitoharju, R., Luimula, M., Pitkäkangas, P., & Smed, J. (2016). Serious games and active healthy ageing: a pilot usability testing of existing games. International Journal of Networking and Virtual Organisations, 16 (1), 18p.

Luimula, M., Pitkäkangas, P., Saarenpää, T., Bulatovic Trygg, N., and Pyae, A. Students’ Role in Gamified Solutions in Healthcare RDI Project, In: Proceedings of the 12th International CDIO Conference (CDIO 2016), Turku, Finland, 2016, pp. 219-227.

Luimula, M., Suominen, T., Roslöf, J., Pieskä, S., and Lehtiniemi, A. Innovation Generation Model – From Innovation Projects Towards RDI Project Consortiums and Business Ecosystems, In: Proceedings of the 12th International CDIO Conference (CDIO 2016), Turku, Finland, 2016, pp. 228-237.

Al-Bermanei, H., Luimula, M., and Tuominen, A. Students’ Role in Alea Math Game Project, In: Proceedings of the 12th International CDIO Conference (CDIO 2016), Turku, Finland, 2016, 4p.

Pieskä, S., Luimula, M., and Suominen, S. Generating Wow Experiences with Small and Medium-sized Enterprises, In: Proceedings of International Symposium on Small-scale Intelligent Manufacturing Systems, Norway, 21-24, June, 2016, 6p.

Pyae, A., Luimula, M., Saarenpää, T., and Smed, J. When Japanese Elderly Play Finnish Exergames: A Cross-Cultural Study, An International Journal of Usability Studies, Vol. 11, Issue 4, August, 2016, pp. 131–152.

Pyae, A., Luimula, M., and Smed, J. Pre-studies on Using Digital Games for the Elderly's Physical Activities, In: Proceedings of the 6th International Conference Well-being in the Information Society, Tampere, Finland, September 16-18, 2016, pp. 82-96.

Izullah, F.R., Koivisto, M., Aho, A., Laine, T., Hämäläinen, H., Qvist, P., Peltola, A., Pitkäkangas, P., and Luimula, M., NeuroCar Virtual Driving Environment - Simultaneous Evaluation of Driving Skills and Spatial Perceptual-attentional Capacity, In: Proceedings of the 5th IEEE Conference on Cognitive Infocommunications, 2016, pp. 31-36.

Bulatovic Trygg, N., and Luimula, M. Cultural Heritage in a Pocket - Case Study “Turku Castle in Your Hands”, In: Proceedings of the 5th IEEE Conference on Cognitive Infocommunications, 2016, pp. 55-58.

Qvist, P., Bulatovic Trygg, N., Luimula, M., Peltola, A., Suominen, T., Heikkinen, V., Tuominen, P., and Tuusvuori, O., Demo: Medieval Gastro Box – Utilizing VR Technologies in Immersive Tourism Experience, In: Proceedings of the 5th IEEE Conference on Cognitive Infocommunications, 2016, pp. 77-78.

Pieskä, S., Luimula, M., Kaartinen, H., Qvist, P., Suominen, T., and Tuusvuori, Multidisciplinary Wow Experiences Boosting SMEs, In: Proceedings of the 5th IEEE Conference on Cognitive Infocommunications, 2016, pp. 309-316.

2015:

Jämsä, J., Sukuvaara, T., and Luimula, M. Vehicle in a Cognitive Network, An International Journal of Intelligent Decision Technologies, Vol 9/1, January 2015, pp. 17-27.

Pieskä, S., Kaarela, J., and Luimula, M. Enhancing Innovation Capability with Cognitive Infocommunications, An International Journal of Intelligent Decision Technologies, Vol 9/1, January 2015, pp. 67-78.

Yoshii, A., Malmivirta, H., Luimula, M., Pitkäkangas, P., and Nakajima, T. Designing a Map-Based Application and a Conversational Agent for Addressing Memory Problems. In: Proceedings of the 17th International Conference on Human-Computer Interaction, August 2-7, 2015, pp. 340-345.

Pyae, A., Luimula, M., and Smed, J. Rehabilitative Games for Stroke Patients, EAI Endorsed Transactions on Pervasive Games, Vol. 1/4, July 2015, e2, 11 p.

Nakai, A., Pyae, A., Luimula, M., Hongo, S., Vuola, H., and Smed, J. Investigating the Effects of Motion-based Kinect Game System on the User’s Cognition, An International Journal on Multimodal User Interfaces, Vol 9/4, 2015, pp. 403-411.

Besz, A., Gornicki, M., Heinonen, T., Kiikeri, T., Ratamo, I., Luimula, M., Suominen, T., Koponen, A., Saarni, J., Suovuo, T., and Smed, J. Three Apps for Shooting Sports: The Design, Development, and Deployment, In: Konstantinos Chorianopoulos, Monica Divitini, Hauge Baalsrud, Letizia Jaccheri, Rainer Malaka (Eds.), Entertainment Computing – ICEC 2015, Lecture Notes in Computer Science 9353, Springer, 2015, pp. 329–342.

Besz, A., Gornicki, M., Luimula, M., and Smed, J. Wow Guidance Mobile Augmented Reality Game for Tourism and Entertainment. In: Proceedings of the Annual Augmented Reality Conference (ARea 2015), Turku, Finland, 8p.

Nguyen, H., Theng, Y. L., Lundberg, S., Luimula, M., Fostering Communication between the Elderly and the Youth with Social Games. In: Proceedings of the 19th Pacific Asia Conference on Information Systems (PACIS 2015), Singapore, 11p.

Luimula, M., Besz, A., Pitkäkangas, P., Suominen, T., Smed, J., Izullah, F.R., and Hämäläinen, H. Virtual Evaluation Tool in Driving Inspection and Training, In: Proceedings of the 5th IEEE Conference on Cognitive Infocommunications, Gyor, Hungary, 2015, pp. 57-60.

Luimula, M., Suominen, T., and Pieskä, S. Utilizing the Synergic Combination of Art and Game Technologies in Engineering Applications, In: Proceedings of the 5th IEEE Conference on Cognitive Infocommunications, Gyor, Hungary, 2015, pp. 61-65.

Pyae, A., Luimula, M., and Smed, J. Investigating the Usability of Interactive Physical Activity Games for Elderly: A Pilot Study, In: Proceedings of the 5th IEEE Conference on Cognitive Infocommunications, Gyor, Hungary, 2015, pp.185 – 193.