Kirsikka Kaipainen

Orcid: 0000-0002-7261-8868

According to our database1, Kirsikka Kaipainen authored at least 27 papers between 2009 and 2023.

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

Timeline

Legend:

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PhD thesis 
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Bibliography

2023
Supporting Remote Social Robot Design Collaboration with Online Canvases: Lessons Learned from Facilitators' and Participants' Experiences.
Int. J. Soc. Robotics, February, 2023

Benefits, Challenges and Research Recommendations for Social Robots in Education and Learning: A Meta-Review.
Proceedings of the 32nd IEEE International Conference on Robot and Human Interactive Communication, 2023

Hands-On Workshop on Tabletop Role-Playing for Inclusive Design: Imagining Sustainable Futures for 'Older Adults'.
Proceedings of the 26th International Academic Mindtrek Conference, 2023

Developing A Conversational Interface for an ACT-based Online Program: Understanding Adolescents' Expectations of Conversational Style.
Proceedings of the 5th International Conference on Conversational User Interfaces, 2023

2022
Exploring factors influencing the acceptance of social robots among early adopters and mass market representatives.
Robotics Auton. Syst., 2022

Identifying Opportunities for Social Robots in Youth Services: A Case Study of a Youth Guidance Center.
Proceedings of the Social Robots in Social Institutions, 2022

Physical appearance drives design: Insights from co-designing a citizens' initiative robot with high school students.
Proceedings of the Mensch und Computer 2022 - Workshopband, Darmstadt, Germany, September 4, 2022

User Experience and Social Interaction with Robots.
Proceedings of the Mensch und Computer 2022 - Workshopband, Darmstadt, Germany, September 4, 2022

Adolescents' Perceptions of the Role of Social Robots in Civic Participation: An Exploratory Study.
Proceedings of the ACM/IEEE International Conference on Human-Robot Interaction, 2022

2020
Persuading Youth in Civic Participation with Social Robots: What Is Appropriate?
Proceedings of the Culturally Sustainable Social Robotics, 2020

The "Social" of the Socially Interactive Robot: Rethinking Human-Robot Interaction Through Ethnomethodology.
Proceedings of the Culturally Sustainable Social Robotics, 2020

Learning and Teaching Experiences with a Persuasive Social Robot in Primary School - Findings and Implications from a 4-Month Field Study.
Proceedings of the Persuasive Technology. Designing for Future Change, 2020

Local foodie: experience design of a mobile augmented reality application for tourists to encourage local food consumption.
Proceedings of the 23rd Academic Mindtrek Conference, 2020

"The superhero of the university": experience-driven design and field study of the university guidance robot.
Proceedings of the 23rd Academic Mindtrek Conference, 2020

Color game: a collaborative social robotic game for icebreaking; towards the design of robotic ambiences as part of smart building services.
Proceedings of the 23rd Academic Mindtrek Conference, 2020

2018
Designing for experiences with socially interactive robots.
Proceedings of the 10th Nordic Conference on Human-Computer Interaction, Oslo, 2018

Nice surprise, more present than a machine: Experiences evoked by a social robot for guidance and edutainment at a city service point.
Proceedings of the 22nd International Academic Mindtrek Conference, 2018

2015
The use of crowdsourcing for dietary self-monitoring: crowdsourced ratings of food pictures are comparable to ratings by trained observers.
J. Am. Medical Informatics Assoc., 2015

2014
Design and evaluation of online and mobile applications for stress management and healthy eating.
PhD thesis, 2014

Learning healthy habits with a mobile self-intervention.
Proceedings of the 8th International Conference on Pervasive Computing Technologies for Healthcare, 2014

Habit change as a learning process: Design framework for mobile interventions.
Proceedings of IEEE-EMBS International Conference on Biomedical and Health Informatics, 2014

2012
What influences users' decisions to take apps into use?: a framework for evaluating persuasive and engaging design in mobile Apps for well-being.
Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia, 2012

Persuasive Design in Mobile Applications for Mental Well-Being: Multidisciplinary Expert Review.
Proceedings of the Wireless Mobile Communication and Healthcare, 2012

2011
At Least Nine Ways to Play: Approaching Gamer Mentalities.
Games Cult., 2011

Personalized behavior change support for disease prevention.
Proceedings of the 33rd Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2011

2010
Facilitation of Goal-Setting and Follow-Up in an Internet Intervention for Health and Wellness.
Proceedings of the Persuasive Technology, 5th International Conference, 2010

2009
P4Well concept to empower self-management of psychophysiological wellbeing and load recovery.
Proceedings of the 3rd International Conference on Pervasive Computing Technologies for Healthcare, 2009


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