Roope Raisamo
Biographic Data
| ID | 4603060 |
|---|---|
| NAME | Roope Raisamo |
| GIVEN NAMES | Roope |
| FAMILY NAME | Raisamo |
| SIGNATURE | RAISAMO R |
| AFFILIATIONS | Tampere University |
| ORCID | 0000-0003-3276-7866 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 9 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2006 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Playing with augmented bodies. Dystopian and protopian experiences of human augmentation in digital games
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
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
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
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
Gaze Interaction With Vibrotactile Feedback
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
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
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
No prominent works on this page.
Video as Input
Emerging application areas and challenges of automatic face analysis
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
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
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
Interpersonal Haptic Communication
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
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
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
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)