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Teemu Henrikki Laine
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2020 – today
- 2024
- [j40]Hayoung Jeon, Yumi Jun, Teemu Henrikki Laine, Eunha Kim:
Immersive virtual reality game for cognitive-empathy education: Implementation and formative evaluation. Educ. Inf. Technol. 29(2): 1559-1590 (2024) - [j39]Amir Dirin, Marko Nieminen, Teemu Henrikki Laine, Lassi Nieminen, Leila Ghalebani:
Correction to: Emotional contagion in collaborative virtual reality learning experiences: an eSports approach. Educ. Inf. Technol. 29(3): 3753-3754 (2024) - [j38]Teemu Henrikki Laine, Woohyun Lee:
Collaborative Virtual Reality in Higher Education: Students' Perceptions on Presence, Challenges, Affordances, and Potential. IEEE Trans. Learn. Technol. 17: 280-293 (2024) - [c29]Amir Dirin, Teemu Henrikki Laine:
Examining the Utilization of Artificial Intelligence Tools by Students in Software Engineering Projects. CSEDU (2) 2024: 286-293 - 2023
- [j37]Amir Dirin, Marko Nieminen, Teemu Henrikki Laine, Lassi Nieminen, Leila Ghalebani:
Emotional Contagion in Collaborative Virtual Reality Learning Experiences: An eSports Approach. Educ. Inf. Technol. 28(11): 15317-15363 (2023) - [j36]Amir Dirin, Marko Nieminen, Teemu Henrikki Laine:
Feelings of Being for Mobile User Experience Design. Int. J. Hum. Comput. Interact. 39(20): 4059-4079 (2023) - [j35]Amir Dirin, Ian Oliver, Teemu Henrikki Laine:
A Security Framework for Increasing Data and Device Integrity in Internet of Things Systems. Sensors 23(17): 7532 (2023) - [c28]Hwinyeon Kim, Gaeun You, Teemu Henrikki Laine:
School Adaptation Virtual Reality Simulation for Preschoolers: Implementation and Formative Evaluation. ICVARS 2023: 14-20 - 2022
- [j34]Samuli Laato, A. K. M. Najmul Islam, Teemu Henrikki Laine:
Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players. Behav. Inf. Technol. 41(9): 1888-1904 (2022) - [j33]Jiyoung Moon, Minho Jeong, Sangmin Oh, Teemu Henrikki Laine, Jungryul Seo:
Data Collection Framework for Context-Aware Virtual Reality Application Development in Unity: Case of Avatar Embodiment. Sensors 22(12): 4623 (2022) - 2021
- [j32]Joseph Friday Agbo, Solomon Sunday Oyelere, Jarkko Suhonen, Teemu Henrikki Laine:
Co-design of mini games for learning computational thinking in an online environment. Educ. Inf. Technol. 26(5): 5815-5849 (2021) - [j31]Samuli Laato, Sampsa Rauti, Antti Laato, Teemu Henrikki Laine, Erkki Sutinen, Erno Lehtinen:
Learning History with Location-Based Applications: An Architecture for Points of Interest in Multiple Layers. Sensors 21(1): 129 (2021) - [c27]Andreas Lindblom, Teemu Henrikki Laine, Henrique Souza Rossi:
Investigating Network Performance of a Multi-user Virtual Reality Environment for Mining Education. IMCOM 2021: 1-8 - 2020
- [j30]Martti Havukainen, Teemu Henrikki Laine, Timo Martikainen, Erkki Sutinen:
A Case Study on Co-designing Digital Games with Older Adults and Children: Game Elements, Assets, and Challenges. Comput. Games J. 9(2): 163-188 (2020) - [j29]Samuli Laato, Sonja Hyrynsalmi, Sampsa Rauti, A. K. M. Najmul Islam, Teemu Henrikki Laine:
Location-based Games as Exergames - From Pokémon To The Wizarding World. Int. J. Serious Games 7(1): 79-95 (2020) - [j28]Samuli Laato, Teemu Henrikki Laine, A. K. M. Najmul Islam:
Location-Based Games and the COVID-19 Pandemic: An Analysis of Responses from Game Developers and Players. Multimodal Technol. Interact. 4(2): 29 (2020) - [j27]Jungryul Seo, Teemu Henrikki Laine, Gyuhwan Oh, Kyung-Ah Sohn:
EEG-Based Emotion Classification for Alzheimer's Disease Patients Using Conventional Machine Learning and Recurrent Neural Network Models. Sensors 20(24): 7212 (2020) - [j26]Teemu Henrikki Laine, Jörgen Normark, Helena Lindvall, Anna-Karin Lindqvist, Stina Rutberg:
A Distributed Multiplayer Game to Promote Active Transport at Workplaces: User-Centered Design, Implementation, and Lessons Learned. IEEE Trans. Games 12(4): 386-397 (2020) - [j25]Samuli Laato, A. K. M. Najmul Islam, Teemu Henrikki Laine:
Did location-based games motivate players to socialize during COVID-19? Telematics Informatics 54: 101458 (2020) - [j24]Teemu Henrikki Laine, Renny S. N. Lindberg:
Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles. IEEE Trans. Learn. Technol. 13(4): 804-821 (2020) - [c26]Amir Dirin, Teemu Henrikki Laine, Marko Nieminen:
Facets of Mobile Lifelong Learning Services. CSEDU (1) 2020: 543-551 - [c25]Samuli Laato, Renny S. N. Lindberg, Teemu Henrikki Laine, Phuong Bui, Boglárka Brezovszky, Lauri Koivunen, Olga De Troyer, Erno Lehtinen:
Evaluation of the Pedagogical Quality of Mobile Math Games in App Marketplaces. ICE/ITMC 2020: 1-8 - [c24]Denis Kalkofen, Shohei Mori, Tobias Ladinig, Lea M. Daling, Anas Abdelrazeq, Markus Ebner, Manuel Ortega, Susanne Feiel, Sebastian Gabl, Taras Shepel, James Tibbett, Teemu Henrikki Laine, Michael Hitch, Carsten Drebenstedt, Peter Moser:
Tools for Teaching Mining Students in Virtual Reality based on 360° Video Experiences. VR Workshops 2020: 455-459
2010 – 2019
- 2019
- [j23]Renny S. N. Lindberg, Teemu Henrikki Laine, Lassi Haaranen:
Gamifying programming education in K-12: A review of programming curricula in seven countries and programming games. Br. J. Educ. Technol. 50(4): 1979-1995 (2019) - [j22]Jungryul Seo, Teemu Henrikki Laine, Kyung-Ah Sohn:
Machine learning approaches for boredom classification using EEG. J. Ambient Intell. Humaniz. Comput. 10(10): 3831-3846 (2019) - [j21]Aziz Hasanov, Teemu Henrikki Laine, Tae-Sun Chung:
A survey of adaptive context-aware learning environments. J. Ambient Intell. Smart Environ. 11(5): 403-428 (2019) - [j20]Jungryul Seo, Teemu Henrikki Laine, Kyung-Ah Sohn:
An Exploration of Machine Learning Methods for Robust Boredom Classification Using EEG and GSR Data. Sensors 19(20): 4561 (2019) - [c23]Samuli Laato, Tarja Pietarinen, Sampsa Rauti, Teemu Henrikki Laine:
Analysis of the Quality of Points of Interest in the Most Popular Location-based Games. CompSysTech 2019: 153-160 - 2018
- [j19]Joochan Kim, Jungryul Seo, Teemu Henrikki Laine:
Detecting boredom from eye gaze and EEG. Biomed. Signal Process. Control. 46: 302-313 (2018) - [j18]Teemu Henrikki Laine:
Mobile Educational Augmented Reality Games: A Systematic Literature Review and Two Case Studies. Comput. 7(1): 19 (2018) - [j17]Amir Dirin, Teemu Henrikki Laine:
User Experience in Mobile Augmented Reality: Emotions, Challenges, Opportunities and Best Practices. Comput. 7(2): 33 (2018) - [j16]Amir Dirin, Teemu Henrikki Laine, Ari Alamäki:
Managing Emotional Requirements in a Context-Aware Mobile Application for Tourists. Int. J. Interact. Mob. Technol. 12(2): 177-196 (2018) - [j15]Eeva Nygren, Teemu Henrikki Laine, Erkki Sutinen:
Dynamics between Disturbances and Motivations in Educational Mobile Games. Int. J. Interact. Mob. Technol. 12(3): 120-141 (2018) - [j14]Renny S. N. Lindberg, Teemu Henrikki Laine:
Formative evaluation of an adaptive game for engaging learners of programming concepts in K-12. Int. J. Serious Games 5(2): 3-24 (2018) - [j13]Jungryul Seo, Teemu Henrikki Laine:
Accurate position and orientation independent step counting algorithm for smartphones. J. Ambient Intell. Smart Environ. 10(6): 481-495 (2018) - [c22]Amir Dirin, Teemu Henrikki Laine:
Towards an Adaptive Study Management Platform: Freedom Through Personalization. CSEDU (1) 2018: 432-439 - 2017
- [j12]Amir Dirin, Teemu Henrikki Laine, Marko Nieminen:
Sustainable usage through emotional engagement: a user experience analysis of an adaptive driving school application. Cogn. Technol. Work. 19(2-3): 303-313 (2017) - [j11]Nathaniel Ham, Amir Dirin, Teemu Henrikki Laine:
Machine learning and dynamic user interfaces in a context aware nurse application environment. J. Ambient Intell. Humaniz. Comput. 8(2): 259-271 (2017) - [c21]Aziz Hasanov, Teemu Henrikki Laine:
A Survey of Context-awareness in Learning Environments in 2010-2016. CSEDU (1) 2017: 234-241 - [c20]Renny S. N. Lindberg, Aziz Hasanov, Teemu Henrikki Laine:
Improving Play and Learning Style Adaptation in a Programming Education Game. CSEDU (1) 2017: 450-457 - [c19]Samuli Laato, Teemu Henrikki Laine, Jungryul Seo, Wooryeon Ko, Erkki Sutinen:
Designing a Game for Learning Math by Composing: A Finnish Primary School Case. ICALT 2017: 136-138 - [c18]Solomon Sunday Oyelere, Jarkko Suhonen, Teemu Henrikki Laine:
Integrating parson's programming puzzles into a game-based mobile learning application. Koli Calling 2017: 158-162 - 2016
- [j10]Teemu Henrikki Laine, Hae Jung Suk:
Designing Mobile Augmented Reality Exergames. Games Cult. 11(5): 548-580 (2016) - [j9]Renny S. N. Lindberg, Jungryul Seo, Teemu Henrikki Laine:
Enhancing Physical Education with Exergames and Wearable Technology. IEEE Trans. Learn. Technol. 9(4): 328-341 (2016) - [c17]Renny S. N. Lindberg, Teemu Henrikki Laine:
Detecting Play and Learning Styles for Adaptive Educational Games. CSEDU (1) 2016: 181-189 - [c16]Renny S. N. Lindberg, Teemu Henrikki Laine:
Approaches to Detecting and Utilizing Play and Learning Styles in Adaptive Educational Games. CSEDU (Selected Papers) 2016: 336-358 - 2015
- [j8]Teemu Henrikki Laine, Carolina Islas Sedano:
Distributed Pervasive Worlds: The Case of Exergames. J. Educ. Technol. Soc. 18(1): 50-66 (2015) - [c15]Mitra Dirin, Amir Dirin, Teemu Henrikki Laine:
User-centered design of a context-aware nurse assistant (CANA) at Finnish elderly houses. IMCOM 2015: 39:1-39:8 - [c14]Jungryul Seo, Yutsai Chiang, Teemu Henrikki Laine, Adil Mehmood Khan:
Step counting on smartphones using advanced zero-crossing and linear regression. IMCOM 2015: 106:1-106:7 - 2014
- [j7]Adil Mehmood Khan, Ali Tufail, Asad Masood Khattak, Teemu Henrikki Laine:
Activity Recognition on Smartphones via Sensor-Fusion and KDA-Based SVMs. Int. J. Distributed Sens. Networks 10 (2014) - [j6]Joonas Mikael Westlin, Teemu Henrikki Laine:
ManySense: An Extensible and Accessible Middleware for Consumer-Oriented Heterogeneous Body Sensor Networks. Int. J. Distributed Sens. Networks 10 (2014) - [c13]Teemu Henrikki Laine, Chaewoo Lee, Hae Jung Suk:
Mobile Gateway for Ubiquitous Health Care System Using ZigBee and Bluetooth. IMIS 2014: 139-145 - [c12]Sung Lae Kim, Hae Jung Suk, Jeong Hwa Kang, Jun Mo Jung, Teemu Henrikki Laine, Joonas Mikael Westlin:
Using Unity 3D to facilitate mobile augmented reality game development. WF-IoT 2014: 21-26 - [c11]Joonas Mikael Westlin, Teemu Henrikki Laine:
Short paper: Calory Battle AR: An extensible mobile augmented reality exergame platform. WF-IoT 2014: 171-172 - 2013
- [c10]Teemu Henrikki Laine, Jeeyong Lee, Dongyul Lee, Jinchul Choi, Chaewoo Lee:
An analytic approaches for the optimal clustering in multi-hop wireless sensor networks. ICUIMC 2013: 35 - 2012
- [j5]Carolina Islas Sedano, Erkki Sutinen, Mikko Vinni, Teemu Henrikki Laine:
Designing Hypercontextualized Games: A Case Study with LieksaMyst. J. Educ. Technol. Soc. 15(2): 257-270 (2012) - [j4]Eeva Nygren, Erkki Sutinen, A. Seugnet Blignaut, Teemu Henrikki Laine, Christo J. Els:
Motivations for Play in the UFractions Mobile Game in Three Countries. Int. J. Mob. Blended Learn. 4(2): 30-48 (2012) - [c9]Zafar Khaydarov, Teemu Henrikki Laine, Silvia Gaiani, Jinchul Choi, Chaewoo Lee:
Context-aware agriculture organizer. ICUIMC 2012: 69:1-69:9 - 2011
- [c8]Teemu Henrikki Laine, Erkki Sutinen, Eeva Nygren, Mike Joy:
Rapid improvement of technology integration in context-aware learning spaces. AFRICON 2011: 1-6 - [c7]Shanshan Yang, Mike Joy, Teemu Henrikki Laine:
An Educational Services Architecture to Share e-Learning Resources . CSEDU (1) 2011: 372-375 - [c6]Teemu Henrikki Laine, Anna Gimbitskaya, Erkki Sutinen, Jinchul Choi, Kitak Yong, Chaewoo Lee:
Environmental sensor network for a pervasive learning space in a Finnish biosphere reserve. ICUIMC 2011: 88 - [c5]Teemu Henrikki Laine, Erkki Sutinen:
Refreshing contextualised IT curriculum with a pervasive game project in Tanzania. Koli Calling 2011: 66-75 - [p1]Carolina Islas Sedano, Jan M. Pawlowski, Erkki Sutinen, Mikko Vinni, Teemu Henrikki Laine:
From Global Games to Re-contextualized Games: The Design Process of TekMyst. Serious Games and Edutainment Applications 2011: 197-223 - 2010
- [j3]Teemu Henrikki Laine, Carolina Islas Sedano, Mike Joy, Erkki Sutinen:
Critical Factors for Technology Integration in Game-Based Pervasive Learning Spaces. IEEE Trans. Learn. Technol. 3(4): 294-306 (2010) - [c4]Teemu Henrikki Laine, Carolina Islas Sedano, Erkki Sutinen, Mike Joy:
Viable and portable architecture for pervasive learning spaces. MUM 2010: 1
2000 – 2009
- 2009
- [j2]Teemu Henrikki Laine, Mike Joy:
Survey on Context-Aware Pervasive Learning Environments. Int. J. Interact. Mob. Technol. 3(1): 70-76 (2009) - [c3]Teemu Henrikki Laine, Carolina Islas Sedano, Mikko Vinni, Erkki Sutinen:
Uncovering the Richness of an Authentic Living Museum through Pervasive Learning Environment. ICALT 2009: 655-657 - [c2]Eeva Turtiainen, Seugnet Blignaut, Christo J. Els, Teemu Henrikki Laine, Erkki Sutinen:
Story-based UFractions Mobile Game in South Africa: Contextualization Process and Multidimensional Playing Experiences. STEG@ICWL 2009 - 2008
- [j1]Teemu Henrikki Laine, Jarkko Suhonen:
Establishing a mobile blog system in a distance education environment. Int. J. Mob. Learn. Organisation 2(2): 149-165 (2008) - 2007
- [c1]Carolina Islas Sedano, Teemu Henrikki Laine, Mikko Vinni, Erkki Sutinen:
Where is the answer?: the importance of curiosity in pervasive mobile games. Future Play 2007: 46-53
Coauthor Index
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last updated on 2025-01-21 00:13 CET by the dblp team
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