During the last few years, there have been debates over what is context and how computers should act upon it. Two disparate camps of thought can be recognized. First, Realism, hav...
Antti Oulasvirta, Sakari Tamminen, Kristina Hö...
In traditional computer games, it is not uncommon for the game world to be inhabited by numerous computergenerated characters, Non-Player Characters (NPCs). In pervasive games, pl...
This paper addresses design agendas in Human-Computer Interaction and neighbouring fields motivated by the mixing of areas that were mostly kept separate until recently, such as m...
Carlo Jacucci, Giulio Jacucci, Ina Wagner, Thomas ...
Baran and Sweezy’s 1966 study of U.S. capitalism [2] argued that its fundamental problem is not “diminishing returns” but “the tendency of surplus to rise” – from whic...
This paper describes an ongoing design experience conducted in the Neonatal Intensive Care Unit for Premature Newborns. The specificity and the delicateness of such a setting prov...
Critical computing should include a concern for the everyday work practice of IT professionals. We explain our ‘micro-ethical view’, which shifts focus towards everyday work c...
Learning management systems (LMSs) are receiving much attention in Nordic education. While they undoubtedly provide opportunities for educational innovations and can efficiently f...
While affective computing explicitly challenges the primacy of rationality in cognitivist accounts of human activity, at a deeper level it relies on and reproduces the same inform...