Mikko Salminen

dblp:01/3934 · DBLP profile ↗
← Back
12ranked-venue papers
5as first author
5since 2021 · last 2024
0000-0002-6528-8389ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 10 · 4 first-author · 4 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021
YearPublicationVenuePosition
2024 Meditating in a neurofeedback virtual reality: effects on sense of presence, meditation depth and brain oscillations
abstract
With the advent of consumer-grade electroencephalography (EEG) and virtual reality (VR) devices, the use of human cognitive processes directly as means for user-adapted interaction in immersive virtual environments has become increasingly relevant. In this study (N = 43), we investigate electroencephalography-based neurofeedback interaction in virtual reality (VR). Particularly, we investigate this phenomenon in the context of meditation which enables the studying of cognitive processes (attention, sense of presence, meditation depth) when using an immersive interface that is adaptive based on neural responses. A prototype virtual reality environment was built that employs head-mounted display (HMD), and the neurofeedback functionality guided the user to increase the neural indices of meditation-related concentration and relaxation. The observed findings provide evidence for the effectiveness of neurofeedback functionality and VR in evoking desired types of neural activation and subjective experiences.
Mikko Salminen, Simo Järvelä, Ilkka Kosunen, Antti Ruonala, Juho Hamari, Niklas Ravaja, Giulio Jacucci
Behav. Inf. Technol.1
2023 More Immersed but Less Present: Unpacking Factors of Presence Across Devices
abstract
The production of immersive media often involves 360-degree viewing on mobile or immersive VR devices, particularly in the field of immersive journalism. However, it is unclear how the different technologies used to present such media affect the experience of presence. To investigate this, a laboratory experiment was conducted with 87 participants who were assigned to one of three conditions: HMD-360, Monitor-360, or Monitor-article, representing three distinct levels of technological immersion. All three conditions represented the same base content, with high and mid-immersion featuring a panoramic 360-video and low-immersion presenting an article composed of a transcript and video stills.
Mila Bujic, Mikko Salminen, Juho Hamari
IMX2
2023 Effects of Immersive Media on Emotion and Memory: An Experiment Comparing Article, 360-video, and Virtual Reality
abstract
Fields such as immersive journalism and VR-based media consumption are expected to holistically engross users and have a deeper emotional impact as well as internationalization of information. ThisWe used a between-subjects repeated-measures experiment (N = 87) to study employs contenteffects of a 360-degree video presented in three levels of immersiveness. High and medium immersion (VR-360 and Screen-360) presented the original video using different technology, whereas low immersion (Article) represented video content in the form of a transcript and video stills. The results suggest that the higher immersiveness has a more prominentgreater effect on the emotional response of consumers. Moreover, higher negative affect after the media experience appears to be associated seems to predictwith lower cued recall memory of the presented content. When it comes to individual differences, age in the range of 18-40 years does not seem to influence the strength of the affect change but females might experience a higher change than males. This study suggests caution when creating informational but highly emotional immersive media content as the negative emotional experience might impede memory of factual information. These implications are further applicable to fields other than journalism, such as education and simulation trainings.
Mila Bujic, Mikko Salminen, Juho Hamari
Int. J. Hum. Comput. Stud.2
2022 Evoking Physiological Synchrony and Empathy Using Social VR With Biofeedback
abstract
With the advent of consumer grade virtual reality (VR) headsets and physiological measurement devices, new possibilities for mediated social interaction emerge enabling the immersion to environments where the visual features react to the users’ physiological activation. In this study, we investigated whether and how individual and interpersonally shared biofeedback (visualised respiration rate and frontal asymmetry of electroencephalography, EEG) enhance synchrony between the users’ physiological activity and perceived empathy towards the other during a compassion meditation exercise carried out in a social VR setting. The study was conducted as a laboratory experiment$(\text{N} = 72)$(N=72)employing a Unity3D-based Dynecom immersive social meditation environment and two amplifiers to collect the psychophysiological signals for the biofeedback. The biofeedback on empathy-related EEG frontal asymmetry evoked higher self-reported empathy towards the other user than the biofeedback on respiratory activation, but the perceived empathy was highest when both feedbacks were simultaneously presented. In addition, the participants reported more empathy when there was stronger EEG frontal asymmetry synchronization between the users. The presented results inform the field of affective computing on the possibilities that VR offers for different applications of empathic technologies.
Mikko Salminen, Simo Järvelä, Antti Ruonala, Ville J. Harjunen, Juho Hamari, Giulio Jacucci, Niklas Ravaja
IEEE Trans. Affect. Comput.1
2021 Towards the Next Generation of Gaming Wearables
abstract
Recent studies on gaming wearables show that wearables can contribute to the gaming experience by bolstering performativity, facilitating social interaction, and accommodating distinct interaction modalities. Still, these studies focused on contexts such as role-playing, casual, or festival games. Stakeholder-oriented research that explores the integration of wearables for mainstream gaming platforms such as game consoles is scarce. To fill this gap, we have conducted an exploratory study through 6 participatory design workshops focusing on different aspects of wearables with 33 participants from different stakeholders. As a result, we have created fifteen design themes and three gaming wearable concepts that led to seven actionable design implications which can be adopted by designers and researchers for designing gaming wearables.
Oguz Turan Buruk, Mikko Salminen, Nannan Xi, Timo Nummenmaa, Juho Hamari
CHI2
2018 Bio-adaptive Social VR to Evoke Affective Interdependence: DYNECOM
abstract
The effects of bio-adaptation-based visual cues in conveying affective information was studied while conducting social meditation in a virtual reality (VR) environment. In a laboratory study, 22 dyads practiced a short duration, modified version of empathy-evoking compassion meditation. The immersive VR provided electroencephalography (EEG) -based real-time visual feedback, as changing color, on the user's brain activation; the breathing rate of the users was visualized as a movement cue. In addition, the synchronization of the feedback signals between the users was also visualized. Initial results suggest that the perceived affective interdependence, a component of social presence, was increased when both of the bio-adaptive visual feedbacks were presented to the users, compared to when there was no visual feedback. Also, the EEG-based visual feedback led to higher affective interdependence than the respiration based visual feedback. The findings suggest that affective contagion may occur by mediated adaptive cues that are based on physiological signals.
Mikko Salminen, Simo Järvelä, Antti Ruonala, Janne Timonen, Kristiina Mannermaa, Niklas Ravaja, Giulio Jacucci
IUI1
2018 Virtual Character Facial Expressions Influence Human Brain and Facial EMG Activity in a Decision-Making Game
abstract
We examined the effects of the emotional facial expressions of a virtual character (VC) on human frontal electroencephalographic (EEG) asymmetry (putatively indexing approach/withdrawal motivation), facial electromyographic (EMG) activity (emotional expressions), and social decision making (cooperation/defection). In a within-subjects design, the participants played the Iterated Prisoner's Dilemma game with VCs with different dynamic facial expressions (predefined or dependent on the participant's electrodermal and facial EMG activity). In general, VC facial expressions elicited congruent facial muscle activity. However, both frontal EEG asymmetry and facial EMG activity elicited by an angry VC facial expression varied as a function of preceding interactional events (human collaboration/defection). Pre-decision inner emotional-motivational processes and emotional facial expressions were dissociated, suggesting that human goals influence pre-decision frontal asymmetry, whereas display rules may affect (pre-decision) emotional expressions in human-VC interaction. An angry VC facial expression, high pre-decision corrugator EMG activity, and relatively greater left frontal activation predicted the participant's decision to defect. Both post-decision frontal asymmetry and facial EMG activity were related to reciprocal cooperation. The results suggest that the justifiability of VC emotional expressions and the perceived fairness of VC actions influence human emotional responses.
Niklas Ravaja, Gary Bente, Jari Kätsyri, Mikko Salminen, Tapio Takala
IEEE Trans. Affect. Comput.4
2016 RelaWorld: Neuroadaptive and Immersive Virtual Reality Meditation System
abstract
Meditation in general and mindfulness in particular have been shown to be useful techniques in the treatment of a plethora of ailments, yet they can be challenging for novices. We present RelaWorld: a neuroadaptive virtual reality meditation system that combines virtual reality with neurofeedback to provide a tool that is easy for novices to use yet provides added value even for experienced meditators. Using a head-mounted display, users can levitate in a virtual world by doing meditation exercises. The system measures users' brain activity in real time via EEG and calculates estimates for the level of conCentration and relaxation. These values are then mapped into the virtual reality. In a user study of 43 subjects, we were able to show that the RelaWorld system elicits deeper relaxation, feeling of presence and a deeper level of meditation when compared to a similar setup without head-mounted display or neurofeedback.
Ilkka Kosunen, Mikko Salminen, Simo Järvelä, Antti Ruonala, Niklas Ravaja, Giulio Jacucci
IUI2
2013 Mediated Cues of Group Emotion during Knowledge-Work Tasks: Effects on Subjective and Physiological Responses
abstract
We examined how mediated cues of group emotion influence the emotional state of the members of a non-co-located group when performing knowledge-work tasks in a laboratory. The emotion displayed was determined by the experimenter and the participants were led to believe that there were three other group members simultaneously performing the same tasks (four routine tasks and four planning tasks) in different rooms. Prevailing emotional state of the group (depressed, nervous/stressed, pleasantly excited and pleasantly relaxed), allegedly based on self-report, was displayed in textual format on a web page before the first task and after each task. Facial electromyographic (EMG) activity and electrodermal activity (EDA) were recorded during task performance. Negative cues of group emotion elicited lower self-reported pleasure, lower perceived confidence in the other group members, higher corrugator supercilii EMG activity and higher EDA compared with cues of positive group emotions. Planning tasks elicited higher self-reported pleasure and arousal, lower corrugator EMG activity, and higher EDA compared with routine tasks. The results suggest that mediated textual cues of group emotion can lead to emotional contagion to the individual group members during distributed knowledge work.
Mikko Salminen, Niklas Ravaja, Kari Kallinen, Timo Saari
Interact. Comput.1
2012 Aesthetic images modulate emotional responses to reading news messages on a small screen: A psychophysiological investigation
Jari Kätsyri, Niklas Ravaja, Mikko Salminen
Int. J. Hum. Comput. Stud.3
2007 Mobile Application for Increasing Contextual and Emotional Work Group Awareness
Mikko Salminen, Kari Kallinen, Kliment Yanev, Niklas Ravaja, Timo Saari
INTERACT (1)1
2005 The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events
Niklas Ravaja, Timo Saari, Jari Laarni, Kari Kallinen, Mikko Salminen, Jussi Holopainen, Aki Järvinen
DiGRA Conference5