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Marko Turpeinen

dblp:13/5258 · DBLP profile ↗
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12ranked-venue papers
0as first author
1since 2021 · last 2025
0000-0003-1774-4527ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 7Graphics, computer vision, multimedia, augmented reality and games · 5Applied, interdisciplinary, general and emerging computing · 3 · 1 since 2021Computer networks · 1Databases, data management, data science and information retrieval · 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
Games and playful interaction · 87% Wearable and physiological sensing · 13%
Computer networks
1 paper
Edge and fog computing · 77% Wireless networking · 23%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › serious games
biofeedback game
0.112010
The influence of implicit and explicit biofeedback in first-person shooter games · CHI 2010
Games and playful interaction › game genre
first-person shooter games
0.112010
The influence of implicit and explicit biofeedback in first-person shooter games · CHI 2010
Wireless networking
WLAN
0.012013
Spaceify: a client-edge-server ecosystem for mobile computing in smart spaces · MobiCom 2013
Wearable and physiological sensing › physiological signal analysis
psychophysiological measures
0.012010
The influence of implicit and explicit biofeedback in first-person shooter games · CHI 2010

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

psychophysiological measurement · 0.1controlled experiment · 0.1biofeedback · 0.1
YearPublicationVenuePosition
2025 Data Mesh and Data Space: A Comparative Analysis with a Focus on Governance
Attila Papp, Udo Bub, Viivi Lähteenoja, Kai Kuikkaniemi, Marko Turpeinen, Sami Jokela
I4CS5
2014 Lost lab of professor millennium: creating a pervasive adventure with augmented reality-based guidance
abstract
This paper presents a pervasive adventure production called Lost Lab of Professor Millennium that experimented with different kinds of interaction techniques evaluating how they affected the adventure experience. The paper further reflects on the practical organization of the production targeted for schools and students between 12 and 15 years of age. Groups of up to four teenagers navigated through thirteen different kinds of pervasive computing experiences in checkpoints sharing a device providing augmented reality (AR) (MapLens) on a physical map and an adaptive marker-based AR guidance. Based on a Professor who lost her technologies, the story of the adventure provided a unifying narrative also through her fish Linus guiding groups through a variety of tasks in the checkpoints. The production was evaluated with direct observations, different kinds of video recordings, interviews and questionnaires. The evaluation revealed how groups shared the devices and performed collaborative interactions with the devices. The production received positive feedback from all stakeholders, but in terms of feasibility had some drawbacks. The evaluation indicated that the marker-based AR guidance techniques is practical, reliable and easy-to-use, and can be also used as a storytelling or story enhancing technique.
Kai Kuikkaniemi, Andrés Lucero, Valeria Orso, Giulio Jacucci, Marko Turpeinen
Advances in Computer Entertainment5
2013 Spaceify: a client-edge-server ecosystem for mobile computing in smart spaces
abstract
Spaceify is a novel edge architecture and an ecosystem for smart spaces --- a technology that extends the mobile user view of today's common space services (e.g., WiFi) to a richer portfolio of space-centric, localized services and space-interactive applications.
Petri Savolainen, Abdelsalam Helal, Jukka Reitmaa, Kai Kuikkaniemi, Giulio Jacucci, Mikko Rinne, Marko Turpeinen, Sasu Tarkoma
MobiCom7
2010 The influence of implicit and explicit biofeedback in first-person shooter games
abstract
To understand how implicit and explicit biofeedback work in games, we developed a first-person shooter (FPS) game to experiment with different biofeedback techniques. While this area has seen plenty of discussion, there is little rigorous experimentation addressing how biofeedback can enhance human-computer interaction. In our two-part study, (N=36) subjects first played eight different game stages with two implicit biofeedback conditions, with two simulation-based comparison and repetition rounds, then repeated the two biofeedback stages when given explicit information on the biofeedback. The biofeedback conditions were respiration and skin-conductance (EDA) adaptations. Adaptation targets were four balanced player avatar attributes. We collected data with psycho¬physiological measures (electromyography, respiration, and EDA), a game experience questionnaire, and game-play measures.
Kai Kuikkaniemi, Toni Laitinen, Marko Turpeinen, Timo Saari, Ilkka Kosunen, Niklas Ravaja
CHI3
2009 Climate persuasive services: changing behavior towards low-carbon lifestyles
abstract
ICT has reshaped our society, and with the current accelerating development of technology, and its wider distribution throughout the globe, they will continue doing so even more. These changes in society are important for sustainability. They affect the physical way the society and the environment interact, but they also affect the way people think, learn and behave.We suggest that the persuasive power of ICT can be oriented towards change. For this purpose we define the concept of climate persuasive services as ICT applications that change personal attitudes regarding change and/or change behavior towards reducing greenhouse gases emissions. We consider mobile phones, pervasive sensors and social media as three key technological drivers for the development of persuasion applications.We have analyzed the use of persuasion principles in existing web and mobile applications forming three clusters: tracking carbon footprints, sharing goals and making green behavior easier. Based on this analysis, we suggest a more planned use of persuasive principles, and propose six different opportunities for improvement.
Jorge Luis Zapico, Marko Turpeinen, Nils Brandt
PERSUASIVE2
2006 Toolkit for user-created augmented reality games
abstract
In this paper we present MAR (Mobile Augmented Reality) Toolkit as an easy-to-use augmented reality toolset for building multi-user mobile phone games. It is built on top of MUPE - Nokia-developed open source mobile platform based on Java - which considers the special qualities of mobile technology. MAR Toolkit contains four components, map interface (MAP), physical object tagger (POT), public display (PUD) and silent communicator (SIC).We have successfully demonstrated MAR Toolkit by implementing a game named as Mupeland Yard based on classical board game Scotland Yard. In user testing we found that common usability issues related to mobile technology and MUPE-platform troubled the tests. However, especially POT component raised interest among developers. We found that using graphical 2D-tags for providing location information for augmented reality games is a simple and robust alternative for more technology intensive GPS and cell-ID information.
Kai Kuikkaniemi, Marko Turpeinen, Antti Salovaara, Timo Saari, Janne Vuorenmaa
MUM2
2005 Towards Emotionally Adapted Games based on User Controlled Emotion Knobs
Timo Saari, Niklas Ravaja, Jari Laarni, Marko Turpeinen
DiGRA Conference4
2005 Persuasive Games and Simulations for Personal Health Management
Timo Saari, Niklas Ravaja, Jari Laarni, Marko Turpeinen
DiGRA Conference4
2005 Legal and Organizational Issues in Collaborative User-Created Content
Risto Sarvas, Marko Turpeinen, Perttu Virtanen, Herkko Hietanen, Fernando Herrera
DiGRA Conference2
2004 Psychologically targeted persuasive advertising and product information in e-commerce
abstract
In this paper, we describe a framework for a personalization system to systematically induce desired emotion and attention related states and promote information processing in viewers of online advertising and e-commerce product information. Psychological Customization entails personalization of the way of presenting information (user interface, visual layouts, modalities, structures) per user to create desired transient psychological effects and states, such as emotion, attention, involvement, presence, persuasion and learning. Conceptual foundations and empiric evidence for the approach are presented.
Timo Saari, Niklas Ravaja, Jari Laarni, Marko Turpeinen, Kari Kallinen
ICEC4
2004 Emotionally Loaded Mobile Multimedia Messaging
Timo Saari, Marko Turpeinen, Jari Laarni, Niklas Ravaja, Kari Kallinen
ICEC2
1997 Logical structure of a hypermedia newspaper
Janne Saarela, Marko Turpeinen, T. Puskala, Mari Korkea-aho, Reijo Sulonen
Inf. Process. Manag.2