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Roope Raisamo

Biographic Data

ID4603060
NAMERoope Raisamo
GIVEN NAMESRoope
FAMILY NAMERaisamo
SIGNATURERAISAMO R
AFFILIATIONSTampere University
ORCID0000-0003-3276-7866
VERIFIEDYes
TOTAL WORKS9
TOTAL CITATIONS0
WORKS AS AUTHOR9
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2006
LATEST PUBLICATION YEAR2025
H-INDEX0
  • Playing with augmented bodies. Dystopian and protopian experiences of human augmentation in digital games

    Open Access•Aska Mayer, Roope Raisamo et al.•ARTICLE•Convergence The International…•2025•References: 35

    In this paper, we will present the horror game SOMA and the artistic game Morphogenic Angels: Chapter 1 as exemplary cases within science fiction for the expression and experience of cultural understandings of technologically augmented beings and environments. Locating contemporary cultural myths of technology within both games, we will show the protopian and dystopian function of both cases and locate them in a broad socio-cultural context of te…

  • Meat- and plant-based products induced similar satiation which was not affected by multimodal augmentation

    Open Access•Saara P Pentikäinen, Jenni Lappi et al.•ARTICLE•Appetite•2024•References: 33

    Little is known about how plant-based products influence satiation compared to corresponding meat-based products. As augmented reality (AR) intensifies sensory experiences, it was hypothesized to improve satiation. This study compared satiation between intake of meatballs and plant-based balls and plant-based balls intensified with AR for visual, olfactory, and haptic sensory properties. Intake order of the meatballs, plant-based balls, and augme…

  • Interpersonal Haptic Communication

    Open Access•Roope Raisamo, Katri Salminen et al.•ARTICLE•International Journal of…•2022

    Touch between people is an integral part of human life. Touch is used to convey information, emotions, and other social cues. Still, everyday remote communication remains mainly auditive or audio-visual. The theme of this article, interpersonal haptic communication, refers to any communication system that supports mediation of touch between two or more persons. We first present a scoping review of the state of the art in interpersonal haptic comm…

  • Measures and modalities in restorative virtual natural environments

    Open Access•Tomi Nukarinen, Jussi Rantala et al.•ARTICLE•Computers in Human Behavior•2022

    Decades of research in environmental psychology have shown that contact with natural environments has restorative, stress-ameliorating effects. At present, researchers in the emerging field of virtual natural environments are studying whether these restorative health effects can be reproduced with simulated environments, raising new possibilities for preventive healthcare and therapy. This paper aims to synthesize earlier research on restoration …

  • Evaluation of haptic virtual reality user interfaces for medical marking on 3D models

    Open Access•Zhenxing Li, Maria Kiiveri et al.•ARTICLE•International Journal of…•2021

  • Gaze Interaction With Vibrotactile Feedback

    Jussi Rantala, Päivi Majaranta et al.•ARTICLE•Human-Computer Interaction•2017

    Vibrotactile feedback is widely used in mobile devices because it provides a discreet and private feedback channel. Gaze-based interaction, on the other hand, is useful in various applications due to its unique capability to convey the focus of interest. Gaze input is naturally available as people typically look at things they operate, but feedback from eye movements is primarily visual. Gaze interaction and the use of vibrotactile feedback have …

  • Demo hour

    Open Access•Jutta Fortmann, Heiko Müller et al.•ARTICLE•interactions•2015

    NordiCHI'14 conference attendees got hands-on experience with a number of great new interactive systems. Among the accepted poster, video, and demo submissions, we selected the following four prototypes to illustrate the high-quality design research displayed during the conference, which was held in Helsinki, Finland, October 26--30, 2014. Mikael Wiberg, Lily Diaz-Kommonen, and Anna Kolehmainen, NordiCHI'14 Poster, Video, and Demo Chairs

  • Emerging application areas and challenges of automatic face analysis

    Yulia Gizatdinova, Veikko Surakka et al.•ARTICLE•Continuum•2013

    In the future world of ubiquitous computing, various computing devices will be thoroughly and invisibly embedded into different environments of our daily living. These smart machines will not only actively perceive and respond to human presence and behaviour, but also support friendly intelligent interaction with a user – interaction that resembles mechanisms of human–human communication. This vision of the future and the fact that the face is on…

  • Video as Input

    Tatiana V Evreinova, Tatiana Evreinova et al.•CHAPTER•Computer and Information Sciences…•2006

No prominent works on this page.

  • Video as Input

    Tatiana V Evreinova, Tatiana Evreinova et al.•CHAPTER•Computer and Information Sciences…•2006

  • Emerging application areas and challenges of automatic face analysis

    Yulia Gizatdinova, Veikko Surakka et al.•ARTICLE•Continuum•2013

    In the future world of ubiquitous computing, various computing devices will be thoroughly and invisibly embedded into different environments of our daily living. These smart machines will not only actively perceive and respond to human presence and behaviour, but also support friendly intelligent interaction with a user – interaction that resembles mechanisms of human–human communication. This vision of the future and the fact that the face is on…

  • Demo hour

    Open Access•Jutta Fortmann, Heiko Müller et al.•ARTICLE•interactions•2015

    NordiCHI'14 conference attendees got hands-on experience with a number of great new interactive systems. Among the accepted poster, video, and demo submissions, we selected the following four prototypes to illustrate the high-quality design research displayed during the conference, which was held in Helsinki, Finland, October 26--30, 2014. Mikael Wiberg, Lily Diaz-Kommonen, and Anna Kolehmainen, NordiCHI'14 Poster, Video, and Demo Chairs

  • Gaze Interaction With Vibrotactile Feedback

    Jussi Rantala, Päivi Majaranta et al.•ARTICLE•Human-Computer Interaction•2017

    Vibrotactile feedback is widely used in mobile devices because it provides a discreet and private feedback channel. Gaze-based interaction, on the other hand, is useful in various applications due to its unique capability to convey the focus of interest. Gaze input is naturally available as people typically look at things they operate, but feedback from eye movements is primarily visual. Gaze interaction and the use of vibrotactile feedback have …

  • Evaluation of haptic virtual reality user interfaces for medical marking on 3D models

    Open Access•Zhenxing Li, Maria Kiiveri et al.•ARTICLE•International Journal of…•2021

  • Interpersonal Haptic Communication

    Open Access•Roope Raisamo, Katri Salminen et al.•ARTICLE•International Journal of…•2022

    Touch between people is an integral part of human life. Touch is used to convey information, emotions, and other social cues. Still, everyday remote communication remains mainly auditive or audio-visual. The theme of this article, interpersonal haptic communication, refers to any communication system that supports mediation of touch between two or more persons. We first present a scoping review of the state of the art in interpersonal haptic comm…

  • Measures and modalities in restorative virtual natural environments

    Open Access•Tomi Nukarinen, Jussi Rantala et al.•ARTICLE•Computers in Human Behavior•2022

    Decades of research in environmental psychology have shown that contact with natural environments has restorative, stress-ameliorating effects. At present, researchers in the emerging field of virtual natural environments are studying whether these restorative health effects can be reproduced with simulated environments, raising new possibilities for preventive healthcare and therapy. This paper aims to synthesize earlier research on restoration …

  • Meat- and plant-based products induced similar satiation which was not affected by multimodal augmentation

    Open Access•Saara P Pentikäinen, Jenni Lappi et al.•ARTICLE•Appetite•2024•References: 33

    Little is known about how plant-based products influence satiation compared to corresponding meat-based products. As augmented reality (AR) intensifies sensory experiences, it was hypothesized to improve satiation. This study compared satiation between intake of meatballs and plant-based balls and plant-based balls intensified with AR for visual, olfactory, and haptic sensory properties. Intake order of the meatballs, plant-based balls, and augme…

  • Playing with augmented bodies. Dystopian and protopian experiences of human augmentation in digital games

    Open Access•Aska Mayer, Roope Raisamo et al.•ARTICLE•Convergence The International…•2025•References: 35

    In this paper, we will present the horror game SOMA and the artistic game Morphogenic Angels: Chapter 1 as exemplary cases within science fiction for the expression and experience of cultural understandings of technologically augmented beings and environments. Locating contemporary cultural myths of technology within both games, we will show the protopian and dystopian function of both cases and locate them in a broad socio-cultural context of te…

Computer Science (8 works) · Human–computer interaction (4 works) · Psychology (4 works) · Artificial Intelligence (3 works) · Engineering (3 works) · Haptic technology (3 works) · Simulation (3 works) · Sociology (3 works) · Tactile and Sensory Interactions (3 works) · Biology (2 works)

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