Jari Takatalo

According to our database1, Jari Takatalo authored at least 25 papers between 2004 and 2021.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2021
Predicting Game Difficulty and Engagement Using AI Players.
Proc. ACM Hum. Comput. Interact., 2021

Predicting Game Engagement and Difficulty Using AI Players.
CoRR, 2021

2020
Predicting Game Difficulty and Churn Without Players.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

2018
Computer-Aided Imagery in Sport and Exercise: A Case Study of Indoor Wall Climbing.
Proceedings of the 44th Graphics Interface Conference, Toronto, Canada, May 8-11, 2018., 2018

Neural Network Based Facial Expression Analysis of GameEvents: A Cautionary Tale.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Exaggeration of Avatar Flexibility in Virtual Reality.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Review of Intrinsic Motivation in Simulation-based Game Testing.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Towards Computer-Aided Imagery in Sport and Exercise.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Predictive Physics Simulation in Game Mechanics.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

2015
Understanding Presence, Involvement, and Flow in Digital Games.
Proceedings of the Game User Experience Evaluation, 2015

High-Speed Hand Tracking for Studying Human-Computer Interaction.
Proceedings of the Image Analysis - 19th Scandinavian Conference, 2015

2014
Profiling user experience in digital games with the flow model.
Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, 2014

Predicting the metascore with a subjective user experience data.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

2013
Enhancing Spatial Perception and User Experience in Video Games with Volumetric Shadows.
Proceedings of the Computer-Human Interaction. Cognitive Effects of Spatial Interaction, Learning, and Ability, 2013

Experience, Engagement, and Shikake.
Proceedings of the Shikakeology: Designing Triggers for Behavior Change, 2013

2012
Subjective experiences of watching stereoscopic Avatar and U2 3D in a cinema.
J. Electronic Imaging, 2012

2010
Presence, Involvement, and Flow in Digital Games.
Proceedings of the Evaluating User Experience in Games - Concepts and Methods, 2010

2009
The movement patterns and the experiential components of virtual environments.
Int. J. Hum. Comput. Stud., 2009

2008
Components of human experience in virtual environments.
Comput. Hum. Behav., 2008

Psychologically structured approach to user experience in games.
Proceedings of the 5th Nordic Conference on Human-Computer Interaction 2008, 2008

2006
Involvement and presence in digital gaming.
Proceedings of the 4th Nordic Conference on Human-Computer Interaction 2006, Oslo, 2006

The impact of the display type and content to a game adaptation.
Proceedings of the 8th Conference on Human-Computer Interaction with Mobile Devices and Services, 2006

Simulator sickness in virtual display gaming: a comparison of stereoscopic and non-stereoscopic situations.
Proceedings of the 8th Conference on Human-Computer Interaction with Mobile Devices and Services, 2006

2004
Attitudes to new technology and experiential dimensions of two different digital games.
Proceedings of the Third Nordic Conference on Human-Computer Interaction 2004, 2004

Learning virtual project work.
Proceedings of the Computer Supported Activity Coordination, 2004


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