Pirita Ihamäki

Orcid: 0000-0002-3303-8895

According to our database1, Pirita Ihamäki authored at least 18 papers between 2009 and 2024.

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

2024
Robot Pets as "Serious Toys"- Activating Social and Emotional Experiences of Elderly People.
Inf. Syst. Frontiers, February, 2024

2021
Robot Dog Intervention with the Golden Pup: Activating Social and Empathy Experiences of Elderly People as Part of Intergenerational Interaction.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

Developing Interactive Company Presentations in the 3D Glue Virtual Reality Environment: A Collaborative Educational Approach.
Proceedings of the Advances in Usability, User Experience, Wearable and Assistive Technology, 2021

2020
Playing with the Opposite of Uncanny: Empathic Responses to Learning with a Companion-Technology Robot Dog vs. Real Dog.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Smart toys, smart tangibles, robots and other smart things for children.
Proceedings of the Extended Abstracts Proceedings of the 19th ACM International Conference on Interaction Design and Children, 2020

2019
Ready, Steady, Move! Coding Toys, Preschoolers, and Mobile Playful Learning.
Proceedings of the Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration, 2019

The internet of art as a site for learning and fun - Playful experiences through augmented geocaching.
Proceedings of the 3rd International GamiFIN Conference, Levi, Finland, April 8-10, 2019., 2019

Out of the Box, into the Cubes: Envisioning User Experiences Through a Tool for Gamification, Toyification and Playification.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2019

2017
Geocacher's co-creation to sharing their own playful treasure hunt video experiences around the world.
Int. J. Netw. Virtual Organisations, 2017

Workshop on the internet of toys: character toys with digital dimensions and connections.
Proceedings of the 21st International Academic Mindtrek Conference, AcademicMindtrek 2017, Tampere, Finland, September 20, 2017

The Sigrid-Secrets Geocaching Trail: Influencing Well-being through a Gamified Art Experience.
Proceedings of the 1st International GamiFIN Conference, Pori, Finland, May 9-10, 2017., 2017

Digital Natives and Cardboard Cubes: Co-Creating a Physical Play(ful) Ideation Tool with Preschool Children.
Proceedings of the 2017 Conference on Interaction Design and Children, 2017

2015
Design 'the Pori hidden beauties geocaching series': computer-supported collaborative web-based learning and sharing experiences.
Int. J. Web Based Communities, 2015

Social tribe culture case study: geocaching game.
Int. J. Web Based Communities, 2015

2014
GameFlow experience model: understanding player enjoyment in pervasive adventure geocaching game.
Int. J. Wirel. Mob. Comput., 2014

User experiences in the Official WikiLeaks Forum.
Int. J. Inf. Commun. Technol., 2014

2009
User expectations for mobile mixed reality services: an initial user study.
Proceedings of the ECCE 2009 - Designing beyond the Product - Understanding Activity and User Experience in Ubiquitous Environments, European Conference on Cognitive Ergonomics 2009, Helsinki, Finland, September 30, 2009

Understanding 21st Century's Mobile Device-Based Games within Boundaries.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009


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