Demo Data from SIGIR 2026 / reviewers in the wild / expert
Kai Kuikkaniemi
dblp:40/4595
· DBLP profile ↗
11ranked-venue papers
4as first author
1since 2021 · last 2025
0000-0001-8095-1807ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 9 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorComputer networks · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
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 |
Wearable and physiological sensing · 53% Games and playful interaction · 47% | |
| Computer networks
1 paper |
Edge and fog computing · 77% Wireless networking · 23% |
Topics — the 5 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Wearable and physiological sensing › physiological computing
biofeedback |
0.3 | 1 | 2018 | Heart-rate sonification biofeedback for poker · Int. J. Hum. Comput. Stud. 2018 |
Games and playful interaction › serious games
biofeedback game |
0.1 | 1 | 2010 | The influence of implicit and explicit biofeedback in first-person shooter games · CHI 2010 |
Games and playful interaction › game genre
first-person shooter games |
0.1 | 1 | 2010 | The influence of implicit and explicit biofeedback in first-person shooter games · CHI 2010 |
Wireless networking
WLAN |
0.0 | 1 | 2013 | Spaceify: a client-edge-server ecosystem for mobile computing in smart spaces · MobiCom 2013 |
Wearable and physiological sensing › physiological signal analysis
psychophysiological measures |
0.0 | 1 | 2010 | The influence of implicit and explicit biofeedback in first-person shooter games · CHI 2010 |
Methods — techniques the papers use, named apart from their topics
sonification · 0.3psychophysiological measurement · 0.1controlled experiment · 0.1biofeedback · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 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 |
I4CS | 4 |
| 2018 | Heart-rate sonification biofeedback for poker
Ilkka Kosunen, Jussi Palomäki, Michael Laakasuo, Kai Kuikkaniemi, Niklas Ravaja, Giulio Jacucci |
Int. J. Hum. Comput. Stud. | 4 |
| 2016 | Live Participation: Augmenting Events with Audience-Performer Interaction SystemsabstractTools for supporting performer-audience interaction have been gaining increasing interest in HCI community recently. They encompass a wide range of systems from simple polls to live tweeting and backchannel chats. However, a lack of unifying conceptual framework hampers their efficient development and deployment in events. In this paper, we develop a notion of live participation and present a live participation system that aims to capture performer-audience interaction systems' salient design-relevant characteristics. With user studies, we identify central characteristics of live participation (RQ1) and explore the diversity of types of live participation situations (RQ2). The identified concepts-extended performance, integration work, and episodes-provide the groundwork for further design of live participation systems and more engaging audience interactions. Matti Nelimarkka, Kai Kuikkaniemi, Antti Salovaara, Giulio Jacucci |
Conference on Designing Interactive Systems | 2 |
| 2014 | Lost lab of professor millennium: creating a pervasive adventure with augmented reality-based guidanceabstractThis 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 Entertainment | 1 |
| 2014 | A Field Trial of an Anonymous Backchannel Among Primary School PupilsabstractBackchannels are tools that allow participants to discuss during a performance, such as lecture or presentation, without interrupting it. They are used in higher education and conferences to facilitate audience participation. This study examines backchannels in a Finnish primary school with a class of 12-13-year-old pupils. Backchannels can allow anonymous participation and this feature has been found practical in higher education. In this study, we observed that primary school pupils posted relevant messages at the same level as reported prior studies conducted in higher education. The pupils also appreciated the anonymity as it provided additional safety for self-expression. Matti Nelimarkka, Kai Kuikkaniemi, Giulio Jacucci |
GROUP | 2 |
| 2014 | Designing for presenters at public walk-up-and-use displaysabstractInteractive walk-up-and-use displays are spreading in a variety of settings where stand presentation situations are common. We contribute by characterizing a presentation situation and investigating specific design implications for presenters in this situation. We also introduce interface system that utilizes physics-modeled spherical content widgets for information browsing. The system includes dedicated features we developed to support presenters in content production and visualization. To investigate stand presentations and their support, we organized a field trial at an exhibition, collecting observational data from video analysis, interviews with presenters, and questionnaires from the audience and presenters. The field study confirms the importance of the presentation use case for public walk-up-and-use screens and points to dedicated design implications for simultaneous support for presenters and visitors, management of presentation territories, and personalization. Kai Kuikkaniemi, Vilma Lehtinen, Matti Nelimarkka, Max Vilkki, Jouni Ojala, Giulio Jacucci |
TEI | 1 |
| 2013 | Spaceify: a client-edge-server ecosystem for mobile computing in smart spacesabstractSpaceify 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 |
MobiCom | 4 |
| 2013 | BubblesDial: exploring large display content graphs on small devicesabstractLarge interfaces are fixed to a certain use context, for example to a physical smart space. Mobile counterparts of public interfaces can allow user to continue interacting with the content also when leaving the space. However, wall applications make use of a large display surface and fitting the same user interface to the constraints of a mobile screen is challenging. Starting with Bubble Wall -- an information exploration application for multitouch walls -- we developed interfaces for browsing the same content graphs on mobile devices. A comparison study in exploration and navigation tasks was conducted with two mobile interfaces reproducing the large screen interactions: BubbleSpace with a more faithful redesign and BubblesDial reducing the interactions for better fit to a small screen. The BubblesDial scored significantly better in usability and performance evaluation, especially when priming with use of the Bubble Wall. We also present implications for the redesign of these large content graph interactions for mobile use. Joanna Bergström, Tommy Eklund, Antti Jylhä, Kai Kuikkaniemi, Chao An, Giulio Jacucci |
MUM | 4 |
| 2010 | The influence of implicit and explicit biofeedback in first-person shooter gamesabstractTo 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 |
CHI | 1 |
| 2009 | Playability and Player Experience Research [Panel Abstracts]
Lennart E. Nacke, Anders Drachen, Kai Kuikkaniemi, Jörg Niesenhaus, Hannu Korhonen, Wouter van den Hoogen, Karolien Poels, Wijnand A. IJsselsteijn, Yvonne de Kort |
DiGRA Conference | 3 |
| 2006 | Toolkit for user-created augmented reality gamesabstractIn 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 |
MUM | 1 |