Abstract is missing.
- "The superhero of the university": experience-driven design and field study of the university guidance robotAparajita Chowdhury, Aino Ahtinen, Kirsikka Kaipainen. 1-9 [doi]
- Color game: a collaborative social robotic game for icebreaking; towards the design of robotic ambiences as part of smart building servicesNasim Beheshtian, Kirsikka Kaipainen, Kalle Kähkönen, Aino Ahtinen. 10-19 [doi]
- Drug traders on a local dark web marketplaceJ. Tuomas Harviainen, Ari Haasio, Lasse Hämäläinen. 20-26 [doi]
- Predicting the success of news: Using an ML-based language model in predicting the performance of news articles before publishingAtte Jääskeläinen, Elli Taimela, Tomas Heiskanen. 27-36 [doi]
- Emerging personalization elements in health service delivery: a case study in the finnish primary healthcareOlli Korhonen, Vasiliki Mylonopoulou, Guido Giunti. 37-44 [doi]
- Enabling successful crowdfunding for entrepreneurs in marginalized communitiesNiina Arvila, Heike Winschiers-Theophilus, Pietari Keskinen, Roosa Laurikainen, Marko Nieminen. 45-54 [doi]
- Defining playability of games: functionality, usability, and gameplayJanne Paavilainen. 55-64 [doi]
- A preliminary network analysis on steam game tags: another way of understanding game genresXiaozhou Li, Boyang Zhang. 65-73 [doi]
- Demographic differences in accumulated types of capital in massively multiplayer online role-playing gamesHenry Korkeila, Jonna Koivisto, Juho Hamari. 74-82 [doi]
- In and out domains: Playful principles to in-form urban solutions; a dialogue between architects and game scholarsValerio Perna, Gabriele Ferri. 83-91 [doi]
- IGDA finland hubs and their role in local game developmentLauri Komulainen, Olli Sotamaa. 92-99 [doi]
- Scalable and responsive information for industrial maintenance work: developing XR support on smart glasses for maintenance techniciansSanni Siltanen, Hanna Heinonen. 100-109 [doi]
- Local foodie: experience design of a mobile augmented reality application for tourists to encourage local food consumptionJeongeun Lee, Kirsikka Kaipainen, Kaisa Väänänen. 110-119 [doi]
- Satisfaction and willingness to consume immersive journalism: experiment of differences between VR, 360 video, and articleMila Bujic, Juho Hamari. 120-125 [doi]
- Transferring scents over a communication networkPoika Isokoski, Katri Salminen, Philipp Müller, Jussi Rantala, Ville Nieminen, Markus Karjalainen, Jari Väliaho, Anton Kontunen, Mariaana Savia, Joni Leivo, Anca A. Telembeci, Jukka Lekkala, Pasi Kallio, Veikko Surakka. 126-133 [doi]
- User experience of stereo and spatial audio in 360° live music videosJukka Holm, Kaisa Väänänen, Anas Battah. 134-141 [doi]
- AI for all: defining the what, why, and how of inclusive AITero Avellan, Sumita Sharma, Markku Turunen. 142-144 [doi]
- Innovation challenges as a novel multidisciplinary learning platformSini Jokiniemi, Jussi Myllärniemi, Timo Poranen, Marika Vuorenmaa. 145-148 [doi]
- Learning analytics of CS0 students programming errors: the case of data science minorOlga Yarygina. 149-152 [doi]
- Testing VR headset cameras for capturing written contentIvan Nikolov. 153-156 [doi]
- VR or non-VR?: investigating influence of the virtual environment medium on persuasive gamification outcomesNataliya Shevchuk, Harri Oinas-Kukkonen. 157-160 [doi]
- Tactile feedback on mid-air gestural interaction with a large fogscreenAntti Sand, Vera Remizova, I. Scott MacKenzie, Oleg Spakov, Katariina Nieminen, Ismo Rakkolainen, Anneli Kylliäinen, Veikko Surakka, Julia Kuosmanen. 161-164 [doi]
- Playable (research) concepts workshop: translating your topics into tiny gamesAnnakaisa Kultima, Christina Lassheikki, Solip Park. 165-167 [doi]
- Social human-robot interaction in the wild: a workshop proposal for academic mindtrek 2020Marketta Niemelä, Aino Ahtinen, Markku Turunen. 168-169 [doi]