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John Mäkelä

dblp:242/4146 · DBLP profile ↗
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3ranked-venue papers
0as first author
1since 2021 · last 2025
0000-0002-1284-5698ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
2 papers
Immersive interaction · 40% Human-robot interaction · 26% Wearable and physiological sensing · 13%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 56% Visualization and visual analytics · 44%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction › automated vehicles
trust in automated vehicles
0.912025
Trust and Visual Focus in Automated Vehicles: A Comparative Study of Beginner and Experienced Drivers · CHI 2025
Usability and user experience research › evaluation methodology
AR evaluation
0.412020
Utilizing VR and Gaze Tracking to Develop AR Solutions for Industrial Maintenance · CHI 2020
Immersive interaction
augmented reality
0.412020
Utilizing VR and Gaze Tracking to Develop AR Solutions for Industrial Maintenance · CHI 2020
Immersive interaction › augmented reality
augmented reality simulation
0.412020
Utilizing VR and Gaze Tracking to Develop AR Solutions for Industrial Maintenance · CHI 2020
Wearable and physiological sensing
eye tracking
0.412020
Utilizing VR and Gaze Tracking to Develop AR Solutions for Industrial Maintenance · CHI 2020
Immersive interaction
virtual reality
0.412020
Utilizing VR and Gaze Tracking to Develop AR Solutions for Industrial Maintenance · CHI 2020
Virtual and augmented reality
immersive interaction
0.412019
The Effect of Camera Height, Actor Behavior, and Viewer Position on the User Experience of 360° Videos · VR 2019
Visualization and visual analytics
usability and user experience research
0.412019
The Effect of Camera Height, Actor Behavior, and Viewer Position on the User Experience of 360° Videos · VR 2019
Virtual and augmented reality › immersive display
head-mounted display
0.112019
The Effect of Camera Height, Actor Behavior, and Viewer Position on the User Experience of 360° Videos · VR 2019

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

eye tracking · 0.9driving simulation · 0.9survey · 0.4iterative design · 0.4user study · 0.4
YearPublicationVenuePosition
2025 Trust and Visual Focus in Automated Vehicles: A Comparative Study of Beginner and Experienced Drivers
abstract
This study investigated the relationship between trust in automation, gaze behavior, and driving performance in beginner and experienced drivers during a simulated driving session. Twenty participants completed a 17-minute drive across three conditions: manual driving, non-critical automated driving, and critical automated driving, with a non-driving-related task (NDRT) introduced between conditions to assess visual attention. Driving performance was evaluated using the Standard Deviation of Lateral Position (SDLP), and eye-tracking data in terms of mean gaze duration (MGD). While both groups demonstrated increased trust in the automated system post-session, beginners showed greater lateral position variability in critical conditions, suggesting over-reliance on automation. Eye-tracking analysis revealed significant changes in glance behavior across driving conditions, particularly in response to critical events. These findings highlight how driver experience shapes interactions with automated systems, emphasizing the importance of trust calibration in automated driving scenarios.
Mounia Ziat, Oleg Spakov, John Mäkelä, Veikko Surakka, Roope Raisamo
CHI4
2020 Utilizing VR and Gaze Tracking to Develop AR Solutions for Industrial Maintenance
abstract
Augmented reality (AR) presents a variety of possibilities for industrial maintenance. However, the development of real-world AR solutions has been limited due to the technological capabilities and uncertainty with respect to safety at deployment. We introduce the approach of using AR simulation in virtual reality (VR) coupled with gaze tracking to enable resource-efficient AR development. We tested in-field AR guidance and safety awareness features in an iterative development-evaluation process with experts from the elevator maintenance industry. We further conducted a survey, utilizing actual gaze data from the evaluation to elicit comments from industry experts on the usefulness of AR simulation and gaze tracking. Our results show the potential of AR within VR approach combined with gaze tracking. With this framework, AR solutions can be iteratively and safely tested without actual implementation, while gaze data provide advanced objective means to evaluate the designed AR content, documentation usage, and safety awareness.
Alisa Burova, John Mäkelä, Jaakko Hakulinen, Tuuli Keskinen, Hanna Heinonen, Sanni Siltanen, Markku Turunen
CHI2
2019 The Effect of Camera Height, Actor Behavior, and Viewer Position on the User Experience of 360° Videos
abstract
360° videos can be viewed in an immersive manner with a head-mounted display (HMD). However, it is unclear how the viewing experience is affected by basic properties of 360° videos, such as how high they are recorded from, and whether there are people close to the camera. We conducted a 24-participant user study where we explored whether the viewing experience is affected by A) camera height, B) the proximity and actions of people appearing in the videos, and C) viewer position (standing/sitting). The results, surprisingly, suggest that the viewer's own height has little to no effect on the preferred camera height and the experience. The most optimal camera height situates at around 150 centimeters, which hits the comfortable height range for both sitting and standing viewers. Moreover, in some cases, people being close to the camera, or the camera being very low, has a negative effect on the experience. Our work contributes to understanding and designing immersive 360° experiences.
Tuuli Keskinen, Ville Mäkelä, Pekka Kallionierni, Jaakko Hakulinen, Jussi Karhu, Kimmo Ronkainen, John Mäkelä, Markku Turunen
VR7