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Riku Suomela

dblp:78/4339 · DBLP profile ↗
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9ranked-venue papers
3as first author
0since 2021 · last 2018
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 6 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorArtificial intelligence and machine learning · 2Software engineering, systems software and programming languages · 1Applied, interdisciplinary, general and emerging computing · 1

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
1 paper
Collaborative and social computing · 50% Games and playful interaction · 50%
Artificial intelligence
1 paper
3D vision · 100%

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

TopicWeightPapersLastEvidence papers
Games and playful interaction › multiplayer games
mobile multiplayer game
0.112006
Multi-User Mobile Applications and a Public Display: Novel Ways for Social Interaction · PerCom 2006
Collaborative and social computing
social interaction
0.112006
Multi-User Mobile Applications and a Public Display: Novel Ways for Social Interaction · PerCom 2006
Computer vision › 3D vision › low-level vision › feature detection
corner detection
0.011998
Robust Image Corner Detection Through Curvature Scale Space · IEEE Trans. Pattern Anal. Mach. Intell. 1998
Computer vision › 3D vision › low-level vision
feature detection
0.011998
Robust Image Corner Detection Through Curvature Scale Space · IEEE Trans. Pattern Anal. Mach. Intell. 1998
Computer vision › 3D vision › 3d shape representation
curvature scale space
0.011998
Robust Image Corner Detection Through Curvature Scale Space · IEEE Trans. Pattern Anal. Mach. Intell. 1998

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

user evaluation · 0.1case study · 0.1canny edge detection · 0.0
YearPublicationVenuePosition
2018 Continuous Experimentation in Mobile Game Development
abstract
Software companies need capabilities to evaluate the user value and the success of their products. This is especially crucial for highly competitive markets, such as the mobile game industry, where thousands of new games are introduced every month. Game companies often run continuous experiments as an integrated part of the overall development process. This paper presents a game company's journey on experimentation, and describes how the experiments are used at different stages of the development cycle to produce reliable, meaningful data for developers as well as how to balance between different data collection methods. Our study indicates that experiments are important in all stages of the development in different forms. Early stages in the development experiments can be run with proxy users due to lack of real users, whereas later in the development Key Performance Indicator (KPI) metrics play the most important role in experiments. Establishing concrete goals for the experiments, balancing between qualitative and quantitative data collection, experimentation throughout the development process with the guidance of an efficient leadership appears to be the key to success.
Sezin Gizem Yaman, Tommi Mikkonen, Riku Suomela
SEAA3
2006 My Photos Are My Bullets - Using Camera as the Primary Means of Player-to-Player Interaction in a Mobile Multiplayer Game
Riku Suomela, Ari Koivisto
ICEC1
2006 Multi-User Mobile Applications and a Public Display: Novel Ways for Social Interaction
abstract
In this paper we introduce prerequisites for the empowerment of social interaction when using a multi-user mobile service. The paper is based on a case study of user experiences of a multiplayer mobile game where the players attend the game via their mobile phones whilst their activity is materialized on a common public display. Based on the results of user evaluation we introduce three enabling factors for social interaction in a multiplayer game: context, communication and identification. User aspects to these factors as well as perspectives to other types of services are presented.
Jaana Leikas, Hanna Strömberg, Veikko Ikonen, Riku Suomela, Juhani Heinilä
PerCom4
2005 Enhancing end-user experience in a multi-device ecosystem
abstract
A person may use many devices capable of rendering digital content on a regular basis. For instance, the user is in front of a large TV screen, and soon he or she moves away from the TV and wants to continue the media consumption. The transfer of media content across devices needs to be handled seamlessly. In this paper, we present a phone-centric approach to improve the end-user experience in multi-device ecosystem. Together with predefined parameters, we use context information to trigger content adaptation, and generate decisions relating to the transcoding operation. We have made a preliminary UI evaluation of the system, and the system was found to be useful, although requiring fine tuning and further development.
Mejdi Trimeche, Riku Suomela, Antti Aaltonen, Gaëtan Lorho, Tai Dossaji, Tomi Aarnio, Samuli Tuoriniemi
MUM2
2004 Open-Source Game Development with the Multi-user Publishing Environment (MUPE) Application Platform
Riku Suomela, Eero Räsänen, Ari Koivisto, Jouka Mattila
ICEC1
2003 The evolution of perspective view in WalkMap
Riku Suomela, Kimmo Roimela, Juha Lehikoinen
Pers. Ubiquitous Comput.1
2002 Accessing Context in Wearable Computers
Juha Lehikoinen, Riku Suomela
Pers. Ubiquitous Comput.2
1998 Curvature scale space for robust image corner detection
abstract
This paper describes a new method for image corner detection based on the curvature scale space (CSS) representation. The first step is to extract edges from the original image using a Canny detector. The corner points of an image are defined as points where image edges have their maxima of absolute curvature. The corner points are detected at a high scale of the CSS image and the locations are tracked through multiple lower scales to improve localization. The CSS corner detector is very robust to noise and performed better than three other detectors it was compared to.
Farzin Mokhtarian, Riku Suomela
ICPR2
1998 Robust Image Corner Detection Through Curvature Scale Space
abstract
This paper describes a novel method for image corner detection based on the curvature scale-space (CSS) representation. The first step is to extract edges from the original image using a Canny detector (1986). The corner points of an image are defined as points where image edges have their maxima of absolute curvature. The corner points are detected at a high scale of the CSS and tracked through multiple lower scales to improve localization. This method is very robust to noise, and we believe that it performs better than the existing corner detectors An improvement to Canny edge detector's response to 45/spl deg/ and 135/spl deg/ edges is also proposed. Furthermore, the CSS detector can provide additional point features (curvature zero-crossings of image edge contours) in addition to the traditional corners.
Farzin Mokhtarian, Riku Suomela
IEEE Trans. Pattern Anal. Mach. Intell.2