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Futuristic Interactive Technologies

Futuristic Interactive Technologies

A background in the entertainment game industry

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.

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 TUAS and with different research institutes. The research group comprises academically merited researchers, freshly graduated engineers and student assistants. TUAS students from different competence paths are extensively involved in the activities of the research group.

Members

Mika Luimula
Mojtaba Tadi Jafar
Taisto Suominen
Werner Ravyse
Juha Saarinen
Sami Laukkanen
Pertti Ranttila
Carles Colomar
Antti Laatikainen
Jami Aho
Lasse Pouru
Kimmo Tarkkanen
Marika Säisä
Paula Ailio
David Oliva
Roosa Talvitie
Krista Salmelainen
Outi Pelkonen
Iiro Kelloniemi
Jenny Lauronen
Niina Katajapuu
Anttoni Lehto

More Publications

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, 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.

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.

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.

Pieskä, S., Luimula, M., and Suominen, T. Fast Experimentations with Virtual Technologies Pave the Way for Experience Economy, Acta Polytechnica Hungarica (accepted)

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.

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.

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.

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.

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, 2018, pp. 32–40.

2017:

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.

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.

2016:

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

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, (accepted).

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, (accepted).

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, (accepted).

2015:

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, online first, August, 2015, pp. 1-9.

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.

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, 6p.

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.

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.