Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data.

Jari Kätsyri

dblp:56/3900 · DBLP profile ↗
← Back
6ranked-venue papers
4as first author
0since 2021 · last 2018
0000-0002-7003-1238ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 3 first-authorArtificial intelligence and machine learning · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
4 papers
User interface design and tools · 36% Human-robot interaction · 35% Usability and user experience research · 20%
Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 100%
Databases, data mining, and information retrieval
1 paper
Web and social media mining · 100%

Topics — the 5 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction › anthropomorphism
uncanny valley
0.312017
Testing the 'uncanny valley' hypothesis in semirealistic computer-animated film characters: An empirical evaluation of natural film stimuli · Int. J. Hum. Comput. Stud. 2017
User interface design and tools
aesthetic design
0.112012
Aesthetic images modulate emotional responses to reading news messages on a small screen: A psychophysiological investigation · Int. J. Hum. Comput. Stud. 2012
Wearable and physiological sensing
emotion recognition
0.112008
The effect of dynamics on identifying basic emotions from synthetic and natural faces · Int. J. Hum. Comput. Stud. 2008
Web and social media mining › user engagement
social media engagement
0.112014
Media Experience of Complementary Information and Tweets on a Second Screen · ACM Multimedia 2014
Human-robot interaction › emotion
emotional response
0.012012
Aesthetic images modulate emotional responses to reading news messages on a small screen: A psychophysiological investigation · Int. J. Hum. Comput. Stud. 2012

Methods — techniques the papers use, named apart from their topics

empirical evaluation · 0.7mixed model analysis · 0.6self-report questionnaire · 0.4psychophysiological measurement · 0.1
YearPublicationVenuePosition
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.3
2017 "The Polar Express" is Bipolar: Critical Film Reviews Influence Uncanny Valley Phenomenon in Animation Films
Jari Kätsyri
CogSci1
2017 Testing the 'uncanny valley' hypothesis in semirealistic computer-animated film characters: An empirical evaluation of natural film stimuli
abstract
The uncanny valley (UV) hypothesis, which predicts that almost but not fully humanlike artificial characters elicit negative evaluations, has become increasingly influential. At the same time, the hypothesis has become associated with many computer-animated films that have aimed at high realism. In the present investigation, we tested whether semirealistic animated film characters do in fact elicit negative evaluations. Fifty-four participants were asked to evaluate five matched film excerpts from each of cartoonish, semirealistic, and human-acted films. Mixed model analyses were conducted to reduce the effects of participant and stimulus related confounds. Explicit selections made after the experiment confirmed that participants associated semirealistic film characters correctly with the UV. Semirealistic animated characters also received higher eeriness ratings than the other film characters. In particular, two semirealistic films ‘Beowulf’ and ‘The Polar Express’ were selected the most often explicitly, and ‘Beowulf’ also received higher eeriness ratings than any other film. Somewhat unexpectedly, cartoonish characters received the highest strangeness ratings and (after confound correction) the lowest likability ratings. Taken together, the present findings demonstrate that semirealistic animated film characters are more eerie than cartoonish characters or real actors, and hence provide evidence for the existence of the UV in animated film characters.
Jari Kätsyri, Meeri Mäkäräinen, Tapio Takala
Int. J. Hum. Comput. Stud.1
2014 Media Experience of Complementary Information and Tweets on a Second Screen
abstract
Television (TV) programs are increasingly augmented with second-screen applications that can provide complementary information and social media interaction related to the program. However, there is a lack of understanding about the optimal design of such applications. In this paper, we study the effects of complementary information and tweets on the media experience indexed by a comprehensive self-report questionnaire. We built a custom second-screen tablet application and conducted an experiment to investigate the effects of complementary information and tweets on the media experience of TV programs. Apart from reducing concentration and immersion, neither the presence of complementary information nor the presence of tweets affected the media experience of the TV programs, whereas the media experience of second-screen content depended on which program it accompanied. Our results demonstrate that the media experience of complementary information and tweets presented on second screens differs between TV programs.
Kenta Kusumoto, Teemu Kinnunen, Jari Kätsyri, Heikki Lindroos, Pirkko Oittinen
ACM Multimedia3
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.1
2008 The effect of dynamics on identifying basic emotions from synthetic and natural faces
Jari Kätsyri, Mikko Sams
Int. J. Hum. Comput. Stud.1