Browsing by Author "Kuikkaniemi, Kai"
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Item Augmenting the Performer–Audience Live Participation in Professional Event Productions(2021-06-01) Salovaara, Antti; Nelimarkka, Matti; Kuikkaniemi, Kai; Jacucci, Giulio; Department of Design; Department of Computer Science; University of HelsinkiEvent productions, such as corporate workshops, night galas, or networking events, can reach higher levels of participant experience and productiveness if performer–audience interactions are augmented with possibilities for live participation from mobile terminals. However, it easily happens that polls, backchannels, chat screens and other methods remain as mere activation tricks that fall short from a successful integration to events’ goals and content. Based on a 10-year process of developing live participation technologies, deploying them successfully in collaboration with event producers in over 100 professionally organised event productions ranging from 10 to 400 participants, we analyse techniques that increase events’ value for the audience and the organisers. Building on our experiences and event studies literature, we describe how positive audience participation can be achieved by supporting cognitive (informational), affective (experiential) and conative (behavioural) elements of event participation, thus helping the audience members notice how the event supports their needs.Item Biofeedback in affective gaming(2010) Laitinen, Toni; Turpeinen, Marko; Kuikkaniemi, Kai; Informaatio- ja luonnontieteiden tiedekunta; Perustieteiden korkeakoulu; School of Science; Takala, TapioRecent development on the field of human-computer interaction (HCI) in context of gaming is finally starting to push its frontiers beyond the traditional interaction techniques afforded by the devices that have become well known to us as mouse, keyboard, joystick and gamepad. The latest development concerns the utilization of biofeedback interaction and affective computing in context of gaming. Although research has been conducted regarding the utilization of biofeedback in context of gaming, most of the papers stay on quite a conceptual level and very few of them seem to go any further in defining, designing, implementing, and testing biofeedback games at larger scale. The objective of this thesis is to study and enlighten different aspects of the potential and utilization of biofeedback interaction in gaming. The questions if biofeedback can somehow change the gaming experience and what kind of biofeedback procedures improve the gaming experience most as well as the problems related to answering those questions are discussed in the thesis. The literature survey of the thesis covers three core areas related to biofeedback game design: 1) human emotions in context of gaming, 2) previously utilized ways of measuring the affective state of the player and 3) a description for what are games in general, what constitutes them and how biofeedback could be utilized to enhance the game playing experience. The empirical part of the thesis consists of developing a testbed or a biofeedback game platform, prototyping with the platform and designing and implementing an extensive experiment with the rest of the team members. The emphasis in biofeedback game prototyping is on implementing different biofeedback procedures that could enhance the game playing experience. The results of this thesis help to understand biofeedback gaming in general, show how to assemble a functional biofeedback game from scratch, and enlighten the challenges related to measuring biofeedback game playing experience. The implementation of our experiment was not completely problem-free. The major challenge was creating suitable placebo conditions that simulated the effects of biofeedback interaction in the game.Item Digital Me(Springer, 2017) Sjöberg, Mats; Chen, Hung-Han; Floreen, Patrik; Koskela, Markus; Kuikkaniemi, Kai; Lehtiniemi, Tuukka; Peltonen, Jaakko; University of Helsinki; Department of Media; Professorship Myllymäki P. (HIIT Director); Helsinki Institute for Information Technology HIIT; Department of Computer Science; Centre of Excellence in Computational Inference, COIN; Professorship Kaski S.; Gamberini, Luciano; Spagnolli, Anna; Jacucci, Giulio; Blankertz, Benjamin; Freeman, JonathanOur lives are getting increasingly digital; much of our personal interactions are digitally mediated. A side effect of this is a growing digital footprint, as every action is logged and stored. This data can be very powerful, e.g., a person’s actions can be predicted, and deeply personal information mined. Hence, the question of who controls the digital footprint is becoming a pressing technological and social issue. We believe that the solution lies in human-centric personal data, i.e., the individuals themselves should control their own data. We claim that in order for human-centric data management to work, the individual must be supported in understanding their data. This paper introduces a personal data storage system Digital Me (DiMe). We describe the design and implementation of DiMe, and how we use state-of-the-art machine learning for visualisation and interactive modelling of the personal data. We outline several applications that can be built on top of DiMe.Item Digital Me: Controlling and Making Sense of My Digital Footprint(Springer, 2017) Sjöberg, Mats; Chen, Hung-Han; Floreen, Patrik; Koskela, Markus; Kuikkaniemi, Kai; Lehtiniemi, Tuukka; Peltonen, Jaakko; Department of Media; Department of Computer Science; Gamberini, L.; Spagnolli, A.; Jacucci, G.; Blankertz, B.; Freeman, J.; Myllymäki Petri group (HIIT); Helsinki Institute for Information Technology (HIIT); Centre of Excellence in Computational Inference, COIN; Professorship Kaski SamuelOur lives are getting increasingly digital; much of our personal interactions are digitally mediated. A side effect of this is a growing digital footprint, as every action is logged and stored. This data can be very powerful, e.g., a person’s actions can be predicted, and deeply personal information mined. Hence, the question of who controls the digital footprint is becoming a pressing technological and social issue. We believe that the solution lies in human-centric personal data, i.e., the individuals themselves should control their own data. We claim that in order for human-centric data management to work, the individual must be supported in understanding their data. This paper introduces a personal data storage system Digital Me (DiMe). We describe the design and implementation of DiMe, and how we use state-of-the-art machine learning for visualisation and interactive modelling of the personal data. We outline several applications that can be built on top of DiMe.Item Financing and Coordinating Digital Media Research in Helsinki(2006) Kuikkaniemi, Kai; Turpeinen, Marko; Tuotantotalouden osasto; Teknillinen korkeakoulu; Helsinki University of Technology; Maula, MarkkuFinnish economy relies on the new wealth produced by innovations. Digital media domain is identified as a possibility for Finland for generating new innovations. Academic research is expected to contribute in the innovation creation by producing knowledge and ideas that can be turned into profitable growth business. However, it is not certain that all research efforts are complementary in the best possible way. This study focuses on question "How should finance and coordination of digital media research be changed in order to meet better the expectations of the stakeholders?" The data for the study is collected from four sources. First of all, literature was studied in order to understand the theoretical background related to the study. Then the domain was mapped in order to understand what is the digital media research in Helsinki metropolitan area. In addition, there were four qualitative case studies, which broadened the view on the domain. Finally, a targeted questionnaire was submitted for the research and innovation infrastructure managers in the domain in order to gather opinions about the potential actions. According the study, the domain employs approximately 150-200 researchers and has a budget of approximately 10-15 million euros. The research has several stakeholders, most important are the fragmented academia in Helsinki metropolitan area, innovation infrastructure organizations and industry, which consists of few established companies, and around 200-300 small companies. As a result, study produced a list of potential finance and coordination instruments, which were analyzed and categorized based on the collected data. Consequently, this study recommends that the growth potential, and the national wealth generating mechanisms of the domain should be examined in more detail. The digital media domain has growth prospects, but it is questionable to what extent it can contribute to our national wealth. Furthermore, the efforts for enhancing the domain should be concentrated on integrated actions like setting up umbrella organization that enhances the knowledge transfer between the research organizations and the industry, and achieves critical mass visible to outside Finland. Furthermore, the umbrella organization should take care of managing industry-academia events and host a community of interest. The digital media domain should have also a new financial instrument, which would provide small-scale industry independent concept building money. There should be also a new graduate school in the domain. On a research group level, the study recommends that the research projects should be separated from the financial instruments. The current model creates too much discontinuity and stress to research.Item Kommunikaatioarkkitehtuuri julkisen näytön mobiileissa moninpeleissä(2010-12-02) Vilkki, Max; Kuikkaniemi, Kai; Perustieteiden korkeakoulu; Niemelä, IlkkaItem LAIX-score : a design framework for live audience interaction management systems(Aalto University, 2017) Kuikkaniemi, Kai; Elokuvataiteen ja lavastustaiteen laitos; Department of Film, Television and Scenography; Taiteiden ja suunnittelun korkeakoulu; School of Arts, Design and Architecture; Helke, Susanna, Prof., Aalto University, Department of Film, Television and Scenography, FinlandThis study focuses on computer-supported live audience interaction. In conventional lectures audience interacts explicitly with the performer for example by waving hand and asking question directly or clapping hands. For decades, non digital audience response systems have enabled simple multiple option audience interaction patterns. Modern mobile personal computing devices, digital projectors, wireless networks and real time software platforms enable creation of new kinds of interaction patterns that can significantly increase the amount of audience interaction during events. Audience interaction can make events for example more engaging and productive. This research presents a design framework for computer-supported live audience interaction called the LAIX-score. LAIX stands for Live Audience Interac(X)tion and the “score” refers to the musical notation language. Musical notation has been an inspiration for the development of the framework and illustrates how LAIX-score is intended as generic and practical framework for coordinating live audience interaction similarly as musical notation is generic and practical framework for coordinating musical performances. However, while musical notation is important inspiration, it is not the core reference for the LAIX-score. LAIX-score core references are the live audio mixing and live light control frameworks, which are technologyenabled frameworks for supporting and producing live performances. The LAIX-score framework is composed of five core elements: Interaction activities, interface channels, state control matrix, temporal management of interactions and participant’s identity management. These five core elements compose a concrete and comprehensive framework that can be directly applied in the design of live audience interaction management system and in the development of live audience interaction production practices. The research is a constructive and practice-led in the wild research (Chapter 2) that borrows aspects from design research, artistic research and human-computer interaction research. The LAIX-score framework is based on three core requirements identified during a five years of practice-led domain exploration (Chapter 3). (Requirement 1) Live audience interaction must support different kinds of interaction patterns. Hence, the framework should acknowledge that live audience interaction is more than questions and answers (Q&A) and poll type interaction patterns. (Requirement 2) Live audience interaction must support different roles. Hence, the role configuration in live audience interaction can include several different performer, audience and orchestrator roles. (Requirement 3) Live audience interaction framework must also support different kinds and parallel functions live audience interaction function. Hence, in the same event production live audience interaction may be used for example for audience activation, workshop facilitation, participatory decision making and catalyzing social networking, and these functions may take place concurrently. None of the existing live audience interaction systems satisfy all of the core requirements. This is explained in more detail in Section 4.2. Lack of adequate designs that meets the above mentioned criterias justifies the development of a new design framework. The LAIX-score (Chapter 5) follows a two dimensional matrix type control framework, which is called state control matrix. Also the core references, live audio mixing and live light control (Sections 4.3 –4.5), have similar control framework. Rows in the state control matrix are called as interaction activities. Columns in the state control matrix are interface channels, which is the system equivalent for supporting different roles and user interfaces (requirement 2). The matrix is used for visibility control of the interaction activities. The visibility of interaction activities can be manipulated independently in each interface channel. The matrix form satisfies the three core requirements. The first requirement is satisfied since the matrix format is agnostic to what kind of interactions are controlled in the system. The second requirement is satisfied since the matrix format allows introduction of new roles and there is fundamentally no fixed number for rows. The third requirement is satisfied since multiple interaction activities can be active in any channel and each interaction activity state can be controlled independently. The core framework is implemented as a functional live audience interaction management system called Presemo (version 4) (Chapter 6). The evaluation of the design of Presemo reveals more detailed fivetier structure for the control of interaction activities . The interaction activity control levels in LAIX-score design framework are (1.) creation and deletion, (2.) state control matrix, (3.) interaction pattern specific control, (4.) content management and (5.) presentation management. Presemo is limited implementation of the framework since the basic version supports only four interface channels. Presemo is a commercial level system and it has been utilized in thousands of live audience interaction situations and we have used it to produce more than 100 live audience interaction productions. The research investigates four case studies in more detail (Chapter 7). These four case studies are produced in different environments and this way demonstrate the generic qualities of Presemo and the LAIX-score design framework. One of the case study production focuses on professional event productions, another in application of Presemo in University context, third one focuses on use of live audience interaction in large scale computer-supported workshops and fourth one presents use of live audience interaction techniques in a pervasive adventure designed for K 12 students. The case studies validate the three core requirements and identifies 11 new additional requirements for the LAIX-score matrix. The case studies also reveal a more detailed interface channel structure. The revised LAIX-score design framework divides interface channels in three groups: organizer channels, audience channels and screen channels. Organizer channels combines performer and orchestrator roles, since these are roles that have some kind of control over interaction activities. Audience interface channels can be divided in groups. Screen channels are public channels whereas organizer and audience channels are personal channels. The 11 new requirements are further elaborated as two new core elements of the LAIX-score framework (Chapter 8): temporal management and identity management. Temporal management is divided in three parts; the functional cue list realizes the future temporal management, state control matrix realizes the real time management, and the production log realizes the management of past events. Identity management core element can be visualized as a table that lists all identities on one axis and different identity parameters on another axis. The study has identified six different types of identity attribute categories: identifiers, group membership, access rights, privacy settings, other identity and profile parameters and score attributes used for gamification. Identity attributes and privacy settings are used to manage identity parameters in order to achieve privacy and anonymity, which are important characteristics for most live audience interaction productions. Case studies have shown also that gamification is an important feature for live audience interaction. The core objective of the research is to create a framework for live audience interaction that could be generic and practical. As uch, the study is directly relevant extensive case reference of a live audience interaction system researchers and live audience interaction producers. The framework is adequately described so that any developer can utilize it in their own live audience interaction system designs. Methodologically the research has some areas of improvements mainly due to challenges in organizing data collection in demanding production environments (Section 9.3). These problems are common for in the wild research. The strengths of this research are extensive coverage of the live audience interaction domain and concrete validation of the framework as a production level implemented software system. While we have been developing the LAIX-score framework we have also identified several other research topics for live audience interaction (explained in Section 10.3) that are beyond the scope of the LAIX-score framework. There are for example several issues related to human and organizational factors of live audience interaction that are not covered in the LAIX-score framework, which is designed for the development of the computer system and production practices. These other research topics demonstrate how live audience interaction domain is still emerging domain with many interesting research possibilities. During the study, we have been involved in commercial development of live audience interaction. The business and marketing development (Section 10.4) will most probably be the driving force for the development of new interaction patterns, live audience interaction production formats, professional practices and generally new applications for live audience interaction. The further business and marketing development will define how organizations can adopt live audience interaction techniques and integrate them in to their communication and participation processes. The study proposes that standards organization would start defining protocols for live audience interaction. Details of wider adoption will ultimately define what kind of further research is relevant and feasible in the live audience interaction domain. The five core elements of the LAIX-score are integrated to each other and together they compose a comprehensive framework that can be used as design guideline for generic live audience interaction system (LAIMS). A LAIMS that is based on LAIX-score can host modularly different kinds of interaction patterns (Section 10.2). Modular approach can be also called s interaction agnostic approach. The modular approach may have several implications: modular approach makes development of new interaction patterns easier, support event productions that host different live audience interaction approaches, support sustainable system evolution and establishment of management practices for live audience interaction productions.