Samuli Laato

Orcid: 0000-0003-4285-0073

According to our database1, Samuli Laato authored at least 83 papers between 2017 and 2024.

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

Timeline

Legend:

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Bibliography

2024
Machine Learning System Development in Information Systems Development Praxis.
Commun. Assoc. Inf. Syst., 2024

Making Sense of Reality: A Mapping of Terminology Related to Virtual Reality, Augmented Reality, Mixed Reality, XR and the Metaverse.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

2023
Gender disparities in esports - An explanatory mixed-methods approach.
Comput. Hum. Behav., December, 2023

The Impacts of Covid-19 on Players of <i>Pokémon GO</i>.
ACM Trans. Comput. Hum. Interact., August, 2023

Into the Unown: Improving location-based gamified crowdsourcing solutions for geo data gathering.
Entertain. Comput., May, 2023

Trends and Trajectories in the Software Industry: implications for the future of work.
Inf. Syst. Frontiers, April, 2023

Exploring the Relationship Between Offline Cultural Environments and Toxic Behavior Tendencies in Multiplayer Online Games.
ACM Trans. Soc. Comput., 2023

How Location-Based Games Incentivize Moving About: A Study in the Context of Nature-Going.
Proc. ACM Hum. Comput. Interact., 2023

The Cycle of Toxicity: Exploring Relationships between Personality and Player Roles in Toxic Behavior in Multiplayer Online Battle Arena Games.
Proc. ACM Hum. Comput. Interact., 2023

Privacy in Popular Children's Mobile Applications: A Network Traffic Analysis.
Proceedings of the 46th MIPRO ICT and Electronics Convention, 2023

Composing Music Through Tile-based Games.
Proceedings of the IEEE International Symposium on Multimedia, 2023

AI-Assisted Learning with ChatGPT and Large Language Models: Implications for Higher Education.
Proceedings of the IEEE International Conference on Advanced Learning Technologies, 2023

Understanding Software Obfuscation and Diversification as Defensive Measures for the Cybersecurity of Internet of Things.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

How Location-based Gaming Affects Players' Nature and Forest Experiences.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

Dark Desires? Using the Theory of Basic Desires to Better Understand Toxic Behavior in Multiplayer Online Games.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

What drives gamer toxicity? Essays from players.
Proceedings of the 7th International GamiFIN Conference, 2023

When to Set Goals that Hold? Longitudinal Evidence from Information System-Supported Smoking Cessation.
Proceedings of the 31st European Conference on Information Systems, 2023

Longing to be the Mountain: A Scoping Review about Nature-Centric, Health-Minded Technologies.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Resemblance of religion and pervasive games: A study among church employees and gamers.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
How to explain AI systems to end users: a systematic literature review and research agenda.
Internet Res., 2022

Territorial or nomadic? Geo-social determinants of location-based IT use: a study in Pokémon GO.
Internet Res., 2022

Adverse consequences of emotional support seeking through social network sites in coping with stress from a global pandemic.
Int. J. Inf. Manag., 2022

Pokémon GO to Pokémon STAY: How Covid-19 Affected Pokémon GO Players.
CoRR, 2022

Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players.
Behav. Inf. Technol., 2022

Virtually (re)constructed reality: the representation of physical space in commercial location-based games.
Proceedings of the 25th International Academic Mindtrek conference, 2022

Striving for platform independence in the e-learning landscape: a study on a flexible exercise creation system.
Proceedings of the International Conference on Advanced Learning Technologies, 2022

Comparing Social Media Reactions to Early Game Songs and Final Boss Music in Single Player Adventure Games.
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022

Understanding toxicity in multiplayer online games: The roles of national culture and demographic variables.
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022

Gamification of forest-going: Opportunities for players, landowners and the forest industry.
Proceedings of the 6th International GamiFIN Conference, Tampere, Finland, April 26-29, 2022, 2022

Integrating Machine Learning with Software Development Lifecycles: Insights from Experts.
Proceedings of the 30th European Conference on Information Systems, 2022

Balancing the Augmented Experience: Design Tensions in the Location-based Game Pikmin Bloom.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

AI governance in the system development life cycle: insights on responsible machine learning engineering.
Proceedings of the 1st International Conference on AI Engineering: Software Engineering for AI, 2022

Exploring the Dark Side of Multiplayer Online Games: The Relationship between contact experiences and sexism.
Proceedings of the 28th Americas Conference on Information Systems, 2022

2021
Convergence between the real and the augmented: Experiences and perceptions in location-based games.
Telematics Informatics, 2021

Learning History with Location-Based Applications: An Architecture for Points of Interest in Multiple Layers.
Sensors, 2021

Continued use intention of wearable health technologies among the elderly: an enablers and inhibitors perspective.
Internet Res., 2021

Group polarisation among location-based game players: an analysis of use and attitudes towards game slang.
Internet Res., 2021

Why playing augmented reality games feels meaningful to players? The roles of imagination and social experience.
Comput. Hum. Behav., 2021

Filters that Fight Back Revisited: Conceptualization and Future Agenda.
Proceedings of the Trends and Applications in Information Systems and Technologies, 2021

Hunter-Gatherer Approach to Math Education - Everyday Mathematics in a San Community and Implications on Technology Design.
Proceedings of the Trends and Applications in Information Systems and Technologies, 2021

When Player Communities Revolt Against the Developer: A Study of Pokémon GO and Diablo Immortal.
Proceedings of the Software Business - 12th International Conference, 2021

Digital Transformation of Software Development: Implications for the Future of Work.
Proceedings of the Responsible AI and Analytics for an Ethical and Inclusive Digitized Society, 2021

Central Themes of the Pokémon Franchise and why they Appeal to Humans.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

Landlords of the Digital World: How Territoriality and Social Identity Predict Playing Intensity in Location-based Games.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

Architecture of Belonging - A Social Identity-based Design Theory of Community Identification in Multiplayer Video Games.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

Video games and religion: Lutheran Church employees' perspectives on similarities between virtual and spiritual worlds.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

Technical cheating prevention in location-based games.
Proceedings of the CompSysTech '21: International Conference on Computer Systems and Technologies '21, 2021

2020
Did location-based games motivate players to socialize during COVID-19?
Telematics Informatics, 2020

Location-Based Games and the COVID-19 Pandemic: An Analysis of Responses from Game Developers and Players.
Multimodal Technol. Interact., 2020

Location-based Games as Exergames - From Pokémon To The Wizarding World.
Int. J. Serious Games, 2020

What drives unverified information sharing and cyberchondria during the COVID-19 pandemic?
Eur. J. Inf. Syst., 2020

Why do People Share Misinformation during the COVID-19 Pandemic?
CoRR, 2020

Location-Based Games as Interfaces for Collecting User Data.
Proceedings of the Trends and Innovations in Information Systems and Technologies, 2020

Improving Synchrony in Small Group Asynchronous Online Discussions.
Proceedings of the Trends and Innovations in Information Systems and Technologies, 2020

Augmented Reality to Enhance Visitors' Experience at Archaeological Sites.
Proceedings of the Trends and Innovations in Information Systems and Technologies, 2020

Implicit Learning in Video Games - Intergroup Contact and Multicultural Competencies.
Proceedings of the Entwicklungen, 2020

Is Simulating Casino Environments in Video Games Worse than Gambling with Loot Boxes? The Case of the Removed Pokémon Game Corner.
Proceedings of the Conference on Technology Ethics, Tethics 2020, 2020

Man-in-the-Browser Attacks Against IoT Devices: A Study of Smart Homes.
Proceedings of the 12th International Conference on Soft Computing and Pattern Recognition (SoCPaR 2020), 2020

Scambaiting as a Form of Online Video Entertainment: An Exploratory Study.
Proceedings of the 12th International Conference on Soft Computing and Pattern Recognition (SoCPaR 2020), 2020

Evaluation of the Pedagogical Quality of Mobile Math Games in App Marketplaces.
Proceedings of the 2020 IEEE International Conference on Engineering, 2020

Increasing Customer Awareness on Food Waste at University Cafeteria with a Sensor-Based Intelligent Self-Serve Lunch Line.
Proceedings of the 2020 IEEE International Conference on Engineering, 2020

The Role of Music in 21st Century Education-Comparing Programming and Music Composing.
Proceedings of the 20th IEEE International Conference on Advanced Learning Technologies, 2020

AI in Cybersecurity Education- A Systematic Literature Review of Studies on Cybersecurity MOOCs.
Proceedings of the 20th IEEE International Conference on Advanced Learning Technologies, 2020

The Effect of Team Choice in Ingress and Pokémon GO for Players' Social Circles and Attitudes Towards Game Slang.
Proceedings of the 53rd Hawaii International Conference on System Sciences, 2020

The Effects Playing Pokémon GO has on Physical Activity -A Systematic Literature Review.
Proceedings of the 53rd Hawaii International Conference on System Sciences, 2020

Do primal instincts explain engagement in location-based games? A hypothesis-forming focus group study on territorial behavior.
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020, 2020

Propagating AI Knowledge Across University Disciplines- The Design of A Multidisciplinary AI Study Module.
Proceedings of the IEEE Frontiers in Education Conference, 2020

Integrating Theological Aspects to Engineering Education.
Proceedings of the IEEE Frontiers in Education Conference, 2020

Learning Social Skills and Acquiring Social Capital through Pervasive Gaming.
Proceedings of DELbA 2020, 2020

Designing Community identification - a Multi-method Approach.
Proceedings of the 28th European Conference on Information Systems, 2020

Children in 2077: Designing Children's Technologies in the Age of Transhumanism.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

2019
Identifying Factors for Integrating Math and Music Education at Primary Schools in Namibia.
Proceedings of the IEEE International Conference on Engineering, Technology and Education, 2019

Solving Diversity Issues in University Staff Training with UNIPS Pedagogical Online Courses.
Proceedings of the 2019 IEEE Learning With MOOCS, 2019

Online Multiplayer Games for Crowdsourcing the Development of Digital Assets - The Case of Ingress.
Proceedings of the Software Business - 10th International Conference, 2019

A Lightweight Co-Construction Activity for Teaching 21st Century Skills at Primary Schools.
Proceedings of the 52nd Hawaii International Conference on System Sciences, 2019

Retention of University Teachers and Doctoral Students in UNIPS Pedagogical Online Courses.
Proceedings of the Computer Supported Education - 11th International Conference, 2019

Potential Benefits of Playing Location-Based Games: An Analysis of Game Mechanics.
Proceedings of the Computer Supported Education - 11th International Conference, 2019

A Review of Location-based Games: Do They All Support Exercise, Social Interaction and Cartographical Training?
Proceedings of the 11th International Conference on Computer Supported Education, 2019

Minimizing the Number of Dropouts in University Pedagogy Online Courses.
Proceedings of the 11th International Conference on Computer Supported Education, 2019

Analysis of the Quality of Points of Interest in the Most Popular Location-based Games.
Proceedings of the 20th International Conference on Computer Systems and Technologies, 2019

2018
Co-creative engineering curriculum design - Case East Africa.
Proceedings of the IEEE Frontiers in Education Conference, 2018

Development of an Online Learning Platform for University Pedagogical Studies-Case Study.
Proceedings of the 10th International Conference on Computer Supported Education, 2018

2017
Designing a Game for Learning Math by Composing: A Finnish Primary School Case.
Proceedings of the 17th IEEE International Conference on Advanced Learning Technologies, 2017


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