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Sami Pietinen

dblp:91/6161 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2014
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 3 · 1 first-authorSoftware engineering, systems software and programming languages · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorApplied, 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 · 90% Immersive interaction · 10%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
computer-mediated communication
0.112011
Bidirectional gaze in remote computer mediated collaboration: setup and initial results from pair-programming · CSCW 2011
Collaborative and social computing › awareness
gaze awareness
0.112011
Bidirectional gaze in remote computer mediated collaboration: setup and initial results from pair-programming · CSCW 2011
Collaborative and social computing › computer-supported cooperative work › developer collaboration
pair programming
0.012011
Bidirectional gaze in remote computer mediated collaboration: setup and initial results from pair-programming · CSCW 2011
Collaborative and social computing
remote collaboration
0.012011
Bidirectional gaze in remote computer mediated collaboration: setup and initial results from pair-programming · CSCW 2011

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

eye-tracking analysis · 0.1controlled experiment · 0.1
YearPublicationVenuePosition
2014 Developing Mobile Services to Support Informal Learning through Automatic Content Delivery in Religious Contexts: A Design Research Approach
abstract
The use of mobile technology among churches, congregations and other Christian communities is still in its infancy. However, there are lot of opportunities for educational technology solutions to support informal learning also in religious contexts. We have successfully applied a design research framework to build a cross-platform mobile application that allows easy content sharing and community building in religious learning environments where mobile technology is rarely exploited to enhance learning.
Ilkka Jormanainen, Sami Pietinen, Markku Tukiainen, Tapani Innanen, Eveliina Ojala
ICALT2
2011 Bidirectional gaze in remote computer mediated collaboration: setup and initial results from pair-programming
abstract
We investigate the role of gaze in communication and collaboration between humans in computerised environments. In this paper we describe a software solution to a multidirectional gaze display in shared-display collaborative tasks and we report on initial results of an experiment in which the system was applied to allow gaze display in a remote pair-programming lecture. Remotely, an expert was explaining two algorithms to a novice who then attempted to apply the algorithm on an unseen problem. We report on an analysis of data from the conditions when there was a gaze transmitted and displayed to the peer with the no-gaze condition. The remote gaze display reliably affected the variability of novices visual attention patterns and they were better able to focus on the information presented. Without the experts gaze display their strategies contained greater variety.
Roman Bednarik, Andrey Shipilov, Sami Pietinen
CSCW3
2008 A method to study visual attention aspects of collaboration: eye-tracking pair programmers simultaneously
abstract
The previous research of visual attention has mostly considered the situations in which a single person performs a task. The current eye-tracking devices and software support this research situation. Applications of eye-tracking in the research of collaborative tasks have been rare to date. We present a methodological framework of a research in which visual attention of pair programmers with a single display has been studied. We discuss the challenges of such research when conducted in real-world settings and the requirements on the eye-tracking setups. The hardware setups and software solutions to the problems of acquisition and synchronization of streams of eye-tracking data are presented. We outline the methodological questions of future visual attention research of collaborative tasks.
Sami Pietinen, Roman Bednarik, Tatiana Glotova, Vesa Tenhunen, Markku Tukiainen
ETRA1
2008 Productivity of Pair Programming in a Distributed Environment - Results from Two Controlled Case Studies
Sami Pietinen, Vesa Tenhunen, Markku Tukiainen
EuroSPI1