{"title":"The 5C categorization of social media tools","authors":"Vilma Vuori, J. Jussila","doi":"10.1145/2994310.2994367","DOIUrl":"https://doi.org/10.1145/2994310.2994367","url":null,"abstract":"Social media can offer potential business benefits in the company context. However, successful social media initiative calls for careful strategic planning and approaching social media tools as enablers for reaching a purpose. A categorization of social media tools is called for to help the strategic choices and evaluation between the tools. To date, no coherent classification exists, and those suggested approach social media tools from a substantival perspective of what a tool is. From strategical planning viewpoint it is more practical to take the functional perspective of what a tool does. In this paper, we present a framework for categorizing social media tools by the actions they enable. The 5C categorization is based on the action s enabled by the social media tools: communicating, collaborating, connecting, completing, and combining. In order to demonstrate how the 5C categorization can be used as a framework to assess social media tools we conducted an empirical study of social media based crowdsourcing platforms in business-to-business setting. The 5C categorization can be utilized in planning a social media strategy as it forwards the understanding of which tools are suitable for certain purpose and provides a scheme to evaluate and compare different social media tools and applications.","PeriodicalId":404127,"journal":{"name":"Proceedings of the 20th International Academic Mindtrek Conference","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125674256","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jussi Myllärniemi, Nina Helander, P. Hellsten, Ilona Ilvonen
{"title":"Co-design, co-teaching and co-learning in technology hands-on university tuition","authors":"Jussi Myllärniemi, Nina Helander, P. Hellsten, Ilona Ilvonen","doi":"10.1145/2994310.2994329","DOIUrl":"https://doi.org/10.1145/2994310.2994329","url":null,"abstract":"Real practice-oriented co-learning is built through co-design and co-teaching phases carried out in cooperation between a university, students, and industrial partners. Interaction between universities and students has been studied a great deal, but the role of an industrial partner in co-learning and the cooperation between these three actors has not received as much attention. We point out the opportunities and challenges this kind of setting creates through an empirical case of a hands-on university technology course that is based on interactions between these equal actors. The results are promising. The case bridges the gap between students' competencies and the needs of business life. Based on the study, the course offers a way to learn about technology in a refreshing and motivating manner. The learning results are laudable.","PeriodicalId":404127,"journal":{"name":"Proceedings of the 20th International Academic Mindtrek Conference","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127464918","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Felipe Marjalizo Alonso, Raine A. Kajastila, Tuukka M. Takala, Mikael Matveinen, Mikko Kytö, Perttu Hämäläinen
{"title":"Virtual ball catching performance in different camera views","authors":"Felipe Marjalizo Alonso, Raine A. Kajastila, Tuukka M. Takala, Mikael Matveinen, Mikko Kytö, Perttu Hämäläinen","doi":"10.1145/2994310.2994335","DOIUrl":"https://doi.org/10.1145/2994310.2994335","url":null,"abstract":"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 systematically explores and quantifies how interaction difficulty changes when the camera is moved between a natural 1st person perspective (1PP) and a typical 3PP where the camera is behind and above the user. In our experiment, 24 participants catched flying virtual balls in seven different camera views. Catching performance degraded almost linearly as a function of camera distance from 1PP, and adaptation to non-1PP was slow or non-existent after a quick initial and partial adaptation. Our result suggest that natural 1PP should be used whenever possible, and transitions between views should be minimized to minimize the user constantly struggling to adapt. We also discuss how our results can be explained by the relation of camera perspective and retinal optical flow, and what interaction techniques can mitigate 3PP interaction problems.","PeriodicalId":404127,"journal":{"name":"Proceedings of the 20th International Academic Mindtrek Conference","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116919249","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Interactive visual music education software for children","authors":"Yin Ling","doi":"10.1145/2994310.2994323","DOIUrl":"https://doi.org/10.1145/2994310.2994323","url":null,"abstract":"This paper presents our designed interactive visual music tool applied in music study for children. Integrated with multiple learning style model and association between music and vision, the design of this interactive visual music education software involving scale, interval and harmony, is provided. The visual interface design follows the properties of interaction product for children at different ages via the analysis of user characteristics. The prototype of designed visual music interface is developed by applying Max/MSP/Jitter. The designed evaluation method with six usability test criteria is interpreted in this paper. This product can be used as aesthetics pedagogical tool which enables children to increase their music knowledge and develop their music perception and comprehension.","PeriodicalId":404127,"journal":{"name":"Proceedings of the 20th International Academic Mindtrek Conference","volume":"87 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122083042","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Current status and the future directions of open data: perceptions from the finnish industry","authors":"Antti Herala, Jussi Kasurinen, Erno Vanhala","doi":"10.1145/2994310.2994312","DOIUrl":"https://doi.org/10.1145/2994310.2994312","url":null,"abstract":"Open data has been a hot topic of the decade, as even the president of the United States has given input to the deployment of open data practices. Besides politics, open data has been discussed in the scientific literature. So far the big breakthrough has not happened, although several cases have proved that the open data concept works, and provides positive results in several ways. In this article, we study and discuss the perceptions towards open data in business. Our data consisted of 45 survey responses gathered from various Finnish companies. The results indicate that companies want to use open data in different ways --- ranging from application development to process efficiency --- but at the moment open data in Finland is scattered and most of the companies do not find what they need. These findings are in line with the previous research executed on the field and argue that open data still needs more positive examples of application, but the potential is real, and companies consider it as a useful concept.","PeriodicalId":404127,"journal":{"name":"Proceedings of the 20th International Academic Mindtrek Conference","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117082393","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The effects of mobile banking application user satisfaction and system usage on bank-customer relationships","authors":"A. Shaikh, Heikki Karjaluoto","doi":"10.1145/2994310.2994330","DOIUrl":"https://doi.org/10.1145/2994310.2994330","url":null,"abstract":"This study examines mobile banking (m-banking) application usage in Finland by linking it with customer-bank relationship development. Specifically, we examine how usage is related to relationship commitment, overall satisfaction, intention to recommend the bank and future intentions to remain with the bank. A survey was used to collect data from experienced m-banking application users. In total, 273 valid responses were received. The results support the hypotheses and reveal that user satisfaction with m-banking application usage has a strong positive association with usage of m-banking applications. Usage, in turn, was positively related to all examined bank-customer relationship related variables. The results have both theoretical and practical implications for m-banking usage and its effects on bank-customer relationships.","PeriodicalId":404127,"journal":{"name":"Proceedings of the 20th International Academic Mindtrek Conference","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129478076","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: Enhancing work in socio-technological environments","authors":"J. Okkonen","doi":"10.1145/3275116.3287219","DOIUrl":"https://doi.org/10.1145/3275116.3287219","url":null,"abstract":"","PeriodicalId":404127,"journal":{"name":"Proceedings of the 20th International Academic Mindtrek Conference","volume":"96 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127320722","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: Game experience","authors":"Janne Paavilainen","doi":"10.1145/3248654","DOIUrl":"https://doi.org/10.1145/3248654","url":null,"abstract":"","PeriodicalId":404127,"journal":{"name":"Proceedings of the 20th International Academic Mindtrek Conference","volume":"143 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127147521","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Game vaporware as design fictions","authors":"P. Coulton, Joseph Lindley","doi":"10.1145/2994310.2994313","DOIUrl":"https://doi.org/10.1145/2994310.2994313","url":null,"abstract":"In this research we examine games, and games hardware, that can be classed as 'Vaporware'. More specifically software that was never written, or hardware that was never built, and consequently games no one ever played. In particular we are considering such vaporware as examples of 'Design Fiction' as they once represented speculative visions of the future based on emerging technology. Vaporware is a term generally used to describe products that are announced to the general public but are never actually manufactured. Whereas design fiction is a term used to describe plausible 'diegetic prototypes' that are built, or suggested, to create an opportunity for discourse about possible technological futures. Whilst it could be argued vaporware games are simply failed products that were justifiably scrapped before joining the long lists of come-to-nothing games and consoles, by reviewing examples we offer an alternative view that they can serve as objects of discourse for exposing the potential futures of video games and thus could be considered in terms of design fiction. To add further weight to this argument we then consider \"Game of Drones\", an example of a design fiction that pivots around a game element, to illustrate how the deliberate use of design fiction can stimulate discourse around game futures (in this case the growing promotion of 'gamified' services as means of engaging users). Whilst the notion of designing games that will never be built may seem paradoxical in relation to the Games industry's predominantly commercial aims, we believe that the deliberate adoption of design fiction as a practice within game design would facilitate the emergence of meaningful discussions around future gaming without the frustrations induced by vaporware.","PeriodicalId":404127,"journal":{"name":"Proceedings of the 20th International Academic Mindtrek Conference","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114226748","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A comparison of head-mounted and hand-held displays for 360° videos with focus on attitude and behavior change","authors":"Diana Fonseca, M. Kraus","doi":"10.1145/2994310.2994334","DOIUrl":"https://doi.org/10.1145/2994310.2994334","url":null,"abstract":"The present study is designed to test how immersion, presence, and narrative content (with a focus on emotional immersion) can affect one's pro-environmental attitude and behavior with specific interest in 360° videos and meat consumption as a non pro-environmental behavior. This research describes a between-group design experiment that compares two systems with different levels of immersion and two types of narratives, one with and one without emotional content. In the immersive video (IV) condition (high immersion), 21 participants used a Head-Mounted Display (HMD) to watch an emotional 360° video about meat consumption and its effects on the environment; another 21 participants experienced the tablet condition (low immersion) where they viewed the same video but with a 10.1 inch tablet; 22 participants in the control condition viewed a non emotional video about submarines with an HMD. The purpose of the experiment was to test the effect of presence and emotional impact on pro-environmental attitude and behavior. In a questionnaire, self-reported measurements were used to address presence, emotional impact and pro-environmental attitude, while an unobtrusive method evaluated pro-environmental behavior. The results showed that both immersion and emotional impact enhance self-reported presence; higher immersion and emotional impact enhanced pro-environmental attitude; narrative content and emotional immersion (i.e., personal attachment to the characters) enhanced pro-environmental behavior. Higher immersion appeared to increase pro-environmental behavior but not significantly.","PeriodicalId":404127,"journal":{"name":"Proceedings of the 20th International Academic Mindtrek Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132622606","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}