Institution
Tampere University of Technology
About: Tampere University of Technology is a based out in . It is known for research contribution in the topics: Laser & Context (language use). The organization has 6802 authors who have published 19787 publications receiving 431793 citations. The organization is also known as: Tampereen teknillinen yliopisto.
Papers published on a yearly basis
Papers
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TL;DR: The results from this study demonstrate that the dental cell sources exhibit comparable surface marker and bone-associated marker profiles parallel to those of other mesenchymal stem cell sources, yet distinct from the buccal mucosa fibroblasts.
213 citations
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01 Oct 2017-International Journal of Human-computer Studies \/ International Journal of Man-machine Studies
TL;DR: This work provides a conceptual framework for gamified crowdsourcing systems in order to understand and conceptualize the key aspects of the phenomenon and indicates that gamification has been an effective approach for increasing crowdsourcing participation and the quality of the crowdsourced work.
Abstract: Two parallel phenomena are gaining attention in human–computer interaction research: gamification and crowdsourcing Because crowdsourcing's success depends on a mass of motivated crowdsourcees, crowdsourcing platforms have increasingly been imbued with motivational design features borrowed from games; a practice often called gamification While the body of literature and knowledge of the phenomenon have begun to accumulate, we still lack a comprehensive and systematic understanding of conceptual foundations, knowledge of how gamification is used in crowdsourcing, and whether it is effective We first provide a conceptual framework for gamified crowdsourcing systems in order to understand and conceptualize the key aspects of the phenomenon The paper's main contributions are derived through a systematic literature review that investigates how gamification has been examined in different types of crowdsourcing in a variety of domains This meticulous mapping, which focuses on all aspects in our framework, enables us to infer what kinds of gamification efforts are effective in different crowdsourcing approaches as well as to point to a number of research gaps and lay out future research directions for gamified crowdsourcing systems Overall, the results indicate that gamification has been an effective approach for increasing crowdsourcing participation and the quality of the crowdsourced work; however, differences exist between different types of crowdsourcing: the research conducted in the context of crowdsourcing of homogenous tasks has most commonly used simple gamification implementations, such as points and leaderboards, whereas crowdsourcing implementations that seek diverse and creative contributions employ gamification with a richer set of mechanics
212 citations
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TL;DR: This paper develops a detailed method for engineering of gamified software based on the gathered knowledge and design principles and delivers a comprehensive overview of gamification guidelines and shed novel insights into the nature ofgamification development and design discourse.
Abstract: Context Since its inception around 2010, gamification has become one of the top technology and software trends. However, gamification has also been regarded as one of the most challenging areas of software engineering. Beyond traditional software design requirements, designing gamification requires the command of disciplines such as (motivational/behavioral) psychology, game design, and narratology, making the development of gamified software a challenge for traditional software developers. Gamification software inhabits a finely tuned niche of software engineering that seeks for both high functionality and engagement; beyond technical flawlessness, gamification has to motivate and affect users. Consequently, it has also been projected that most gamified software is doomed to fail. Objective This paper seeks to advance the understanding of designing gamification and to provide a comprehensive method for developing gamified software. Method We approach the research problem via a design science research approach; firstly, by synthesizing the current body of literature on gamification design methods and by interviewing 25 gamification experts, producing a comprehensive list of design principles for developing gamified software. Secondly, and more importantly, we develop a detailed method for engineering of gamified software based on the gathered knowledge and design principles. Finally, we conduct an evaluation of the artifacts via interviews of ten gamification experts and implementation of the engineering method in a gamification project. Results As results of the study, we present the method and key design principles for engineering gamified software. Based on the empirical and expert evaluation, the developed method was deemed as comprehensive, implementable, complete, and useful. We deliver a comprehensive overview of gamification guidelines and shed novel insights into the nature of gamification development and design discourse. Conclusion This paper takes first steps towards a comprehensive method for gamified software engineering.
212 citations
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03 Aug 2018TL;DR: These technologies are among the most studied in audio signal processing today and bear a critical role in the success of hearing aids, hands-free phones, voice command and other noise-robust audio analysis systems, and music post-production software.
Abstract: Audio source separation and speech enhancement aim to extract one or more source signals of interest from an audio recording involving several sound sources. These technologies are among the most studied in audio signal processing today and bear a critical role in the success of hearing aids, hands-free phones, voice command and other noise-robust audio analysis systems, and music post-production software.
212 citations
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TL;DR: A realistic heat exchanger-continuous stirred tank reactor system is studied as a test case and the fault detection and diagnosis is based on the classification of process measurements and the classification is carried out using neural networks.
211 citations
Authors
Showing all 6802 results
Name | H-index | Papers | Citations |
---|---|---|---|
Terho Lehtimäki | 142 | 1304 | 106981 |
Prashant V. Kamat | 140 | 725 | 79259 |
Ian F. Akyildiz | 117 | 612 | 99653 |
Shunichi Fukuzumi | 111 | 1256 | 52764 |
Tetsuo Nagano | 96 | 490 | 34267 |
Andreas Hirsch | 90 | 778 | 36173 |
Ralf Metzler | 86 | 511 | 34793 |
Teuvo L.J. Tammela | 84 | 630 | 32847 |
Hiroshi Imahori | 79 | 472 | 24047 |
Yasuteru Urano | 79 | 356 | 24884 |
Jiri Matas | 78 | 345 | 44739 |
Piet N.L. Lens | 77 | 633 | 23367 |
Nail Akhmediev | 76 | 469 | 24205 |
Luis Echegoyen | 74 | 576 | 20094 |
Ilpo Vattulainen | 73 | 325 | 16445 |