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Arttu Perttula

Other affiliations: Fuji Xerox
Bio: Arttu Perttula is an academic researcher from Tampere University of Technology. The author has contributed to research in topics: Mobile device & User experience design. The author has an hindex of 7, co-authored 22 publications receiving 291 citations. Previous affiliations of Arttu Perttula include Fuji Xerox.

Papers
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Journal ArticleDOI
TL;DR: It is argued that research on flow should focus on the specific aspects related to the very nature of serious games that combine enjoyment and learning, and new methods to measure flow and analyse the data need to be developed and studied.
Abstract: The entertaining elements implemented in a serious game are key factors in determining whether a player will be engaged in a play-learn process and able to achieve the desired learning outcomes. Thus, optimization of subjective playing experience is a crucial part of a game design process. Flow theory can be adopted for measuring user experience and analyzing the quality of serious game designs. In addition, flow seems to have a positive influence on performance enhancement, learning and engagement. The focus of this review is especially on examining the meaning of flow in the context of serious games as well as exploring the relationship between flow and learning, factors that influence occurrence of flow and how flow is operationalized. The review revealed that there are mainly conceptual considerations about flow in serious games, but no robust empirical evidence about the meaning of flow. This is in line with other studies. We argue that research on flow should focus on the specific aspects related to the very nature of serious games that combine enjoyment and learning. Furthermore, new methods to measure flow and analyse the data need to be developed and studied.

78 citations

Patent
23 Jan 2009
TL;DR: In this paper, a method for improving navigation using mobile devices by adding previously captured media to navigation maps provided by mobile devices is presented, where still images and video clips are added.
Abstract: Method, apparatus and system for improving navigation using mobile devices by adding previously captured media to navigation maps provided by mobile device. Added media include still images and video clips. Media captured at the same location using various camera orientations are available in an image database. Images in database include metadata indicating location, orientation and other parameters associated with each image. User location and pose are matched against metadata indicating location and camera orientation of captured images. User motion may also be matched to metadata indicating camera motion of stored video clips. Other parameters like lighting, seasonal factors, and tasks of walking, biking or driving may also be matched. User pose may be derived from an accelerometer embedded in the mobile device. Some or all of user parameters desired by user may be directly input to mobile device by user instead of being automatically detected by mobile device.

63 citations

Journal ArticleDOI
TL;DR: It is argued that game-based assessment can create a more complete picture of mathematical knowledge than simply measuring students' accuracy, providing indicators of student misconceptions and conceptual change processes.
Abstract: One problem with most education systems is that learning and (summative) assessment are generally treated as quite separate things in schools. We argue that video games can provide an opportunity to combine these processes in an engaging and effective way. The present study focuses on investigating the effectiveness and the assessment power of two different mathematics video games, Semideus and Wuzzit Trouble. In the current study, we validated the Semideus game as a rational number test instrument. We used it as a pre- and a post-test for a three-hour intervention in which we studied the effectiveness of Wuzzit Trouble, a game built on whole number arithmetic and designed to enhance mathematical thinking and problem solving skills. The results showed that (1) games can be used to assess mathematical knowledge validly, and (2) even short game-based interventions can be very effective. Based on the results, we argue that game-based assessment can create a more complete picture of mathematical knowledge than simply measuring students' accuracy, providing indicators of student misconceptions and conceptual change processes

61 citations

Journal ArticleDOI
TL;DR: The results of a game design process in which two prototypes of a collaborative exergame were studied showed that flow experience can be used to evaluate the overall quality of the gameplay and it provides a structured approach to consider the quality of it.
Abstract: The measurement of the subjective playing experience is important part of the game development process. The enjoyment level that a serious game offers is a key factor in determining whether a player will be engaged in the gameplay and achieve the objectives of the game. In this paper we report the results of a game design process in which two prototypes of a collaborative exergame were studied. The main aim of the paper is to explore to what extend the measurement of flow experience can facilitate the game evaluation and design process. Alltogether 102 junior high school students participated in two user experience studies and played collaborative exergames designed to teach soft skills. Playing experience was measured with a flow questionnaire, playing behavior was observed and some of the players were interviewed. The results showed that flow experience can be used to evaluate the overall quality of the gameplay and it provides a structured approach to consider the quality of the game. However, flow does not provide detailed information about the shortages of the game and thus complementary methods is needed to identify the causes. The results also indicated that flow experience was independent of gender that supports its use in quality measurement.

25 citations

Book ChapterDOI
01 Jan 2013

18 citations


Cited by
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Journal Article
TL;DR: One of the books that can be recommended for new readers is experience and education as mentioned in this paper, which is not kind of difficult book to read and can be read and understand by the new readers.
Abstract: Preparing the books to read every day is enjoyable for many people. However, there are still many people who also don't like reading. This is a problem. But, when you can support others to start reading, it will be better. One of the books that can be recommended for new readers is experience and education. This book is not kind of difficult book to read. It can be read and understand by the new readers.

5,478 citations

01 Jan 2016
TL;DR: The flow the psychology of optimal experience is universally compatible with any devices to read as mentioned in this paper and is available in our digital library an online access to it is set as public so you can get it instantly.
Abstract: Thank you very much for downloading flow the psychology of optimal experience. As you may know, people have search numerous times for their chosen readings like this flow the psychology of optimal experience, but end up in infectious downloads. Rather than reading a good book with a cup of tea in the afternoon, instead they juggled with some harmful bugs inside their desktop computer. flow the psychology of optimal experience is available in our digital library an online access to it is set as public so you can get it instantly. Our digital library saves in multiple countries, allowing you to get the most less latency time to download any of our books like this one. Merely said, the flow the psychology of optimal experience is universally compatible with any devices to read.

1,993 citations

Journal ArticleDOI

885 citations