Hasanov, A., Laine, T.H., Kim, J., Chung, T.-S. (2024). Lightlore: An Adaptation Framework for Design and Development of xAPI-Based Adaptive Context-Aware Learning Environments, Electronics, vol. 13, no. 13, 2498.
Laine, T.H. and Suk, H.J. (2024). Investigating User Experience of an Immersive Virtual Reality Simulation Based on Gesture-Based User Interface, Applied Sciences, vol. 14, no. 11, 4935.
Jingili, N., Oyelere, S.S., Malmström Berghem, S., Brännström, R., Laine, T.H. Lindqvist, A.-K. and Rutberg, S. (2024). A two-stage co-design process of Battleship-AST persuasive game for active school transportation in northern Sweden, International Journal of Human-Computer Interaction.
Havukainen, M., Laine, T.H., Kontkanen, S., Järvikylä, J. and Sutinen, E. (2024). Co-designing digital games across the boundary of childhood and youth, International Journal of Human-Computer Interaction.
Kim, E., Laine, T.H., Suk, H.J. and Jo, Y.W. (2024). Using immersive virtual reality in testing empathy type for adolescents, Current Psychology.
Jingili, N., Oyelere, S.S., Malmström Berghem, S., Brännström, R., Laine, T.H. and Balogun, O.S. (2023). Adolescents’ perceptions of active school transport in northern Sweden, Heliyon, vol. 9, no. 10.
Laine, T.H. and Lee, W. (2023). Collaborative Virtual Reality in Higher Education: Students’ Perceptions on Presence, Challenges, Affordances, and Potential, IEEE Transactions on Learning Technologies, vol. 17, pp. 280-293.
Dirin, A., Oliver, I. and Laine, T.H. (2023). A Security Framework for Increasing Data and Device Integrity in Internet of Things Systems, Sensors, vol. 23, 7532.
Dirin, A. and Laine T.H. (2023). The Influence of Virtual Character Design on Emotional Engagement in Immersive Virtual Reality: The Case of Feelings of Being, Electronics. 12(10), 2321.
Jeon, H., Jun, Y., Laine, T.H. and Kim, E. (2023). Immersive virtual reality game for cognitive-empathy education: Implementation and formative evaluation, Education and Information Technologies.
Dirin, A., Nieminen, M., Laine, T.H., Nieminen, L. and Ghalabani, L. (2023). Emotional Contagion in Collaborative Virtual Reality Learning Experiences: An eSports Approach, Education and Information Technologies, vol. 28, pp. 15317–15363.
Suk, H. and Laine, T.H. (2023). Influence of Avatar Facial Appearance on Users’ Perceived Embodiment and Presence in Immersive Virtual Reality, Electronics, 12(3).
Dirin, A., Nieminen, M. and Laine T.H. (2022). Feelings of Being for Mobile User Experience Design, International Journal of Human-Computer Interaction, vol. 39, no. 20, pp. 4059-4079.
Moon, J., Jeong, M., Oh, S., Laine, T.H. and Seo, J. (2022). Data Collection Framework for Context-Aware Virtual Reality Application Development in Unity: Case of Avatar Embodiment, Sensors, vol. 22, 4623.
Laine, T. H., Duong, N., Lindvall, H., Oyelere, S. S., Rutberg, S. and Lindqvist, A-K. (2022). A Reusable Multiplayer Game for Promoting Active School Transport: Development Study, JMIR Serious Games, vol. 10, no. 1.
Oyelere, S. S., Malmström Berghem, S., Brännström, R., Rutberg, S., Laine, T. H., and Lindqvist, A-K. (2022). Initial Design and Testing of Multiplayer Cooperative Game to Support Physical Activity in Schools, Education Sciences, vol. 12, no. 2: 100.
Kim, S. J., Laine, T. H. and Suk, H. J. (2021). Presence Effects in Virtual Reality Based on User Characteristics: Attention, Enjoyment, and Memory, Electronics, vol. 10, no. 9.
Agbo, F. J., Oyelere, S. S., Suhonen, J. and Laine, T. H. (2021). Co-design of mini games for learning computational thinking in an online environment, Education and Information Technologies, vol. 26, no. 5, pp. 5815-5849.
Laato, S., Islam, A.K.M.N., Laine, T.H. (2021). Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players, Behaviour and Information Technology.
Kim, J.C., Laine, T.H. and Åhlund, C. (2021). Multimodal Interaction Systems based on Internet of Things and Augmented Reality: A Systematic Literature Review, Applied Sciences, vol. 11, no. 4.
Laato, S., Rauti, S., Laato, A., Laine, T.H. and Sutinen, E. (2021). Learning History with Location-based Applications: An Architecture for Points of Interest in Multiple Layers, Sensors, vol. 21, no. 1.
Seo, J., Laine, T.H. Oh, G., Sohn, K.-A. (2020). EEG-Based Emotion Classification for Alzheimer’s Disease Patients Using Conventional Machine Learning and Recurrent Neural Network Models, Sensors, vol. 20, 7212.
Laine, T.H., Normark, J., Lindvall, H., Lindqvist, A.-K. and Rutberg, S. (2020). A Distributed Multiplayer Game to Promote Active Transport at Workplaces: User-Centred Design, Implementation and Lessons Learned, IEEE Transactions on Games, vol. 12, no. 4, pp. 386-397.
Laine, T.H. and Lindberg, R. (2020). Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles, IEEE Transactions on Learning Technologies, vol. 13, no. 4, pp. 804-821
Laato, S., Islam, A.K.M.N., Laine, T.H. (2020). Did Location-based Game Motivate Players to Socialise During COVID-19? Telematics and Informatics, vol. 54.
Laato, S., Laine, T.H., Islam, A.K.M.N. (2020). Location-Based Games and the COVID-19 Pandemic: An Analysis of Responses from Game Developers and Players, Multimodal Technologies and Interaction, vol. 4, no. 2.
Havukainen, M., Laine, T.H., Martikainen, T. and Sutinen, E. (2020). A case study on co-designing digital games with older adults and children: game elements, assets, and challenges, The Computer Games Journal, vol. 9, no. 2, pp. 163–188.
Laato, S., Hyrynsalmi, S., Rauti, S., Islam, A.K.M.N., Laine, T.H. (2020). Location-based games as exergames – from Pokémon to the Wizarding World, International Journal of Serious Games, vol. 7, no. 1, pp. 79-95.
Seo, J., Laine, T.H. and Sohn, K-A. (2019). An exploration of machine learning methods for robust boredom classification using EEG and GSR data, Sensors, vol. 19, no. 20.
Laato, S., Laine. T.H. and Sutinen, E. (2019). Affordances of music composing software for learning mathematics at primary schools, ALT-J Research in Learning Technology, vol. 29.
Hasanov, A., Laine, T.H. and Chung, T.-S. (2019). A survey of adaptive context-aware learning environments, Journal of Ambient Intelligence and Smart Environments, vol. 11, no. 5, pp. 403-428.
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국제학술논문지
Dirin, A. and Laine, T.H. (2024). Examining the Utilization of Artificial Intelligence Tools by Students in Software Engineering Projects, 16th International Conference of Computer Supported Education (CSEDU), Angers, France.
Kim, H., You, G. and Laine, T.H. (2023). School Adaptation Virtual Reality Simulation for Preschoolers: Implementation and Formative Evaluation, the 7th International Conference on Virtual and Augmented reality Simulations, Sydney, Australia, pp. 14-20.
Lindblom, A., Laine, T. H. and Souza Rossi, H. (2021). Investigating Network Performance of a Multi-user Virtual Reality Environment for Mining Education, International Conference on Ubiquitous Information Management and Communication, Seoul, Republic of Korea.
Laato, S., Lindberg, R., Laine, T.H., Bui, P., Brezovsky, B., De Troyer, O. and Lehtinen, E. (2020). Evaluation of the Pedagogical Quality of Mobile Math Games in App Marketplaces, IEEE International Conference on Engineering, Technology and Innovation (ICE).
Kalkofen, D., Mori, S., Ladinig, T., Daling, L. Abdelrazeq, A., Ebner, M., Orgega, M., Feiel, S., Gabl, S., Shepel, T., Tibbett, J., Laine, T.H., Hitch, M., Drebenstedt, C. and Moser, P. (2020). Tools for Teaching Mining Students in Virtual Reality based on 360 Video Experiences, 2020 IEEE Conference on Virtual Reality and 3D User Interfaces, Atlanta, pp. 455-459.
Dirin, A., Laine, T.H. and Nieminen, M. (2020). Facets of Mobile Life-long Learning Services, 12th International Conference on Computer Supported Education, Prague, Czech Republic (online).
Kim, J.C., Lindberg, R.S.N., Laine, T.H., Faarinen, E.-C., De Troyer, O. and Nygren, E. (2019). Multidisciplinary Development Process of a Story-based Mobile Augmented Reality Game for Learning Math, 17th International Conference on Emerging eLearning Technologies and Applications, Vysoké Tatry, Slovakia.
Laato, S., Pietarinen, T., Rauti, S. and Laine, T.H. (2019). Analysis of the Quality of Points of Interests in the Most Popular Location-based Games, In Proceedings of the 20th International Conference on Computer Systems and Technologies, Ruse, Bulgaria, pp. 153-160.