Perttu Hämäläinen

Orcid: 0000-0001-7764-3459

According to our database1, Perttu Hämäläinen authored at least 79 papers between 2002 and 2024.

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

Timeline

Legend:

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Bibliography

2024
Generating Role-Playing Game Quests With GPT Language Models.
IEEE Trans. Games, March, 2024

2023
"An Adapt-or-Die Type of Situation": Perception, Adoption, and Use of Text-to-Image-Generation AI by Game Industry Professionals.
Proc. ACM Hum. Comput. Interact., 2023

"I Feel My Abs": Exploring Non-standing VR Locomotion.
Proc. ACM Hum. Comput. Interact., 2023

Gender, Age, and Technology Education Influence the Adoption and Appropriation of LLMs.
CoRR, 2023

Discovering Fatigued Movements for Virtual Character Animation.
Proceedings of the SIGGRAPH Asia 2023 Conference Papers, 2023

Technology, Movement, and Play Is Hampering and Boosting Interactive Play.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Evaluating Large Language Models in Generating Synthetic HCI Research Data: a Case Study.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Visualizing Movement Control Optimization Landscapes.
IEEE Trans. Vis. Comput. Graph., 2022

Learning Task-Agnostic Action Spaces for Movement Optimization.
IEEE Trans. Vis. Comput. Graph., 2022

Cine-AI: Generating Video Game Cutscenes in the Style of Human Directors.
Proc. ACM Hum. Comput. Interact., 2022

Personalized Game Difficulty Prediction Using Factorization Machines.
Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology, 2022

Breathing Life Into Biomechanical User Models.
Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology, 2022

Learning High-Risk High-Precision Motion Control.
Proceedings of the MIG '22: ACM SIGGRAPH Conference on Motion, Interaction and Games, Guanajuato, Mexico, November 3, 2022

Language Models Can Generate Human-Like Self-Reports of Emotion.
Proceedings of the IUI 2022: 27th International Conference on Intelligent User Interfaces, Helsinki, Finland, March 22 - 25, 2022, 2022

Neural Language Models as What If? -Engines for HCI Research.
Proceedings of the IUI 2022: 27th International Conference on Intelligent User Interfaces, Helsinki, Finland, March 22 - 25, 2022, 2022

Move to Design: Tactics and Challenges of Playful Movement-based Interaction Designers' Experiences during the Covid-19 Pandemic.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Vibing Together: Dance Experiences in Social Virtual Reality.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

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

Embodied online dance learning objectives of CAROUSEL+.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Automatic Recognition of Playful Physical Activity Opportunities of the Urban Environment.
Proceedings of the Mindtrek '21: Academic Mindtrek 2021, 2021

Special Interest Group: The Present and Future of Esports in HCI.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Deep Residual Mixture Models.
CoRR, 2020

Converting Biomechanical Models from OpenSim to MuJoCo.
CoRR, 2020

Automated Excavator Based on Reinforcement Learning and Multibody System Dynamics.
IEEE Access, 2020

PPO-CMA: Proximal Policy Optimization with Covariance Matrix Adaptation.
Proceedings of the 30th IEEE International Workshop on Machine Learning for Signal Processing, 2020

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

3PP-R: Enabling Natural Movement in 3rd Person Virtual Reality.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

Predicting Mid-Air Interaction Movements and Fatigue Using Deep Reinforcement Learning.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

2019
Continuous Control Monte Carlo Tree Search Informed by Multiple Experts.
IEEE Trans. Vis. Comput. Graph., 2019

Visualizing Movement Control Optimization Landscapes.
CoRR, 2019

Self-Imitation Learning of Locomotion Movements through Termination Curriculum.
Proceedings of the Motion, Interaction and Games, 2019

A Reinforcement Learning Approach To Synthesizing Climbing Movements.
Proceedings of the IEEE Conference on Games, 2019

Recognizing Emotional Expression in Game Streams.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Movement Empowerment in a Multiplayer Mixed-Reality Trampoline Game.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Social Play in an Exergame: How the Need to Belong Predicts Adherence.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Learning Physically Based Humanoid Climbing Movements.
Comput. Graph. Forum, 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

Intelligent Middle-Level Game Control.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

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

Fair and Encouraging - Developing an Automatic Assessment System in Aalto Drawing.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Plusminus: Augmenting Physics to Promote Emergent Gameplay.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 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

Regularizing Sampled Differential Dynamic Programming.
Proceedings of the 2018 Annual American Control Conference, 2018

2017
Discovering and synthesizing humanoid climbing movements.
ACM Trans. Graph., 2017

An Iterative Closest Points Approach to Neural Generative Models.
CoRR, 2017

Improving 3D Character Posing with a Gestural Interface.
IEEE Computer Graphics and Applications, 2017

Augmenting sampling based controllers with machine learning.
Proceedings of the ACM SIGGRAPH / Eurographics Symposium on Computer Animation, 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

2016
Virtual ball catching performance in different camera views.
Proceedings of the 20th International Academic Mindtrek Conference, 2016

Sampled differential dynamic programming.
Proceedings of the 2016 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2016

The Augmented Climbing Wall: High-Exertion Proximity Interaction on a Wall-Sized Interactive Surface.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Online control of simulated humanoids using particle belief propagation.
ACM Trans. Graph., 2015

Motion games in real sports environments.
Interactions, 2015

RT-RRT*: a real-time path planning algorithm based on RRT.
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games, 2015

Utilizing Gravity in Movement-Based Games and Play.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

2014
Online motion synthesis using sequential Monte Carlo.
ACM Trans. Graph., 2014

Empowering the Exercise: a Body-Controlled Trampoline Training Game.
Int. J. Comput. Sci. Sport, 2014

Augmented climbing: interacting with projected graphics on a climbing wall.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Augmented climbing: testing prototypes in wizard of oz experiment.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 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

Body-controlled trampoline training games based on computer vision.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Immersive 3D modeling with Blender and off-the-shelf hardware.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2013

2008
Voluntary pupil size change as control in eyes only interaction.
Proceedings of the Eye Tracking Research & Application Symposium, 2008

2007
Using heart rate to control an interactive game.
Proceedings of the 2007 Conference on Human Factors in Computing Systems, 2007

2006
The Augmented Djembe Drum - Sculpting Rhythms.
Proceedings of the New Interfaces for Musical Expression, 2006

2005
Children's intuitive gestures in vision-based action games.
Commun. ACM, 2005

Martial arts in artificial reality.
Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005

2004
Shadow boxer: a physically interactive fitness game.
Proceedings of the Third Nordic Conference on Human-Computer Interaction 2004, 2004

Interactive video mirrors for sports training.
Proceedings of the Third Nordic Conference on Human-Computer Interaction 2004, 2004

Latency Tolerance for Gesture Controlled Continuous Sound Instrument without Tactile Feedback.
Proceedings of the 2004 International Computer Music Conference, 2004

Animaatiokone: an installation for creating clay animation.
Proceedings of the 2004 Conference on Human Factors in Computing Systems, 2004

Wizard of Oz prototyping of computer vision based action games for children.
Proceedings of the Interaction Design and Children, 2004

2003
Using peer tutoring in evaluating the usability of a physically interactive computer game with children.
Interact. Comput., 2003

Who is afraid of spiders?: two perceptive computer games for children.
Proceedings of the Interaction Design and Children, 2003

2002
A Computer Vision and Hearing Based User Interface for a Computer Game for Children.
Proceedings of the Universal Access: Theoretical Perspectives, 2002


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