Raine A. Kajastila

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This paper describes our efforts in developing a novel augmented climbing wall. Our system combines projected graphics on an artificial climbing wall and body tracking using computer vision technology. The system is intended for accelerating motor skill learning or to make monotonous parts of the training fun by adding relevant goals and encouraging social(More)
Auditory interfaces can overcome visual interfaces when a primary task, such as driving, competes for the attention of a user controlling a device, such as radio. In emerging interfaces enabled by camera tracking, auditory displays may also provide viable alternatives to visual displays. This paper presents a user study of interoperable auditory and visual(More)
A novel interaction method for eyes-free control of a mobile phone or a media player is introduced. The method utilizes acceleration sensors along three axes to sense input gestures, such as pointing and tilting. A spherical auditory menu and feedback are provided using speech and 3D sound. A gestural pointing interface, multiple menu configurations, and(More)
Video games can empower their players beyond reality, giving them extraordinary abilities. We investigate a novel class of games that provide empowerment in both the real and the virtual world, in this case using a trampoline as part of the human-computer interface. We studied whether novice trampoline jumpers can learn trampolining skills while playing a(More)
This work in progress -paper describes our efforts in developing trampoline training games using computer vision technology. The study is part of a project about developing digitally augmented exercise environments for faster, safer and more engaging sports training. We describe four initial prototypes and the feedback obtained from testing them both with(More)
This paper seeks to expand the understanding of gravity as a powerful but underexplored design resource for movement-based games and play. We examine how gravity has been utilized and manipulated in digital, physical, and mixed reality games and sports, considering five central and gravity-related facets of user experience: realism, affect, challenge,(More)
The past decade has brought about interesting developments in combining video games, sports, and exercise. Motion games, also known as exergames or active video games, have become mainstream thanks to technologies like Microsoft Kinect, PlayStation Move, and Nintendo Wii. Unfortunately, commercial games are often optimized for an average customer facing a(More)
We present the design and evaluation of the Augmented Climbing Wall (ACW). The system combines computer vision and interactive projected graphics for motivating and instructing indoor wall climbing. We have installed the system in a commercial climbing center, where it has been successfully used by hundreds of climbers, including both children and adults.(More)
Virtual camera design is an important but tricky part of creating virtual reality experiences; interaction can feel awkward if the camera is not placed exactly at the user's eyes, but on the other hand a 3rd person perspective (3PP) can provide a better view of the environment and/or the avatar. To inform camera design, we contribute the first study that(More)
The video showcase describes our efforts in developing a novel augmented climbing wall illustrated. Our system combines projected graphics on an artificial climbing wall and body tracking using computer vision technology. The system is intended for accelerating motor skill learning or to make monotonous parts of the training fun by adding relevant goals and(More)
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