Tag Archives: digital culture

Cognitive engineering of mixed reality

  In the 1970s and 1980s the concept ‘cognitive engineering’ was used in the industry labs to describe an approach trying to apply cognitive science lessons to the design and engineering fields. There were people like Donald A. Norman, who wanted to devise systems that are not only easy, or powerful, but most importantly pleasant … Continue reading ”Cognitive engineering of mixed reality”

CFP: Digital Humanities in the Nordic Countries 2018

Digital Humanities in the Nordic Countries calls for submissions for its 2018 conference in Helsinki, Finland, 7–9 March 2018. http://heldig.fi/dhn-2018/ Keynote speakers Kathryn Eccles, University of Oxford, https://www.oii.ox.ac.uk/people/kathryn-eccles/ – Academic Programme Manager for Digital Humanities and Research Fellow at Oxford Internet Institute with interest in the impact of new technologies on Humanities scholarship, and the … Continue reading ”CFP: Digital Humanities in the Nordic Countries 2018”

Special Issue: Reflecting and Evaluating Game Studies – Games & Culture

This is now published: Games & Culture: Volume 12, Issue 6, September 2017 Special Issue: Reflecting and Evaluating Game Studies (http://journals.sagepub.com/toc/gaca/12/6) Guest Editors: Frans Mäyrä and Olli Sotamaa Articles Need for Perspective: Introducing the Special Issue “Reflecting and Evaluating Game Studies” by Frans Mäyrä & Olli Sotamaa (Free Access: http://journals.sagepub.com/doi/pdf/10.1177/1555412016672780) The Game Definition Game: A … Continue reading ”Special Issue: Reflecting and Evaluating Game Studies – Games & Culture”

LARP: Art not worthy?

Worldcon 75 in Helsinki has generally been an excellent event with multiple cultures, diverse forms of art and innumerable communities of fandom coming together. However, what left bit of a bad taste to the mouth was the organizers’ decision yesterday to cancel a LARP (live action role-play), dealing with old people and dementia. The decision … Continue reading ”LARP: Art not worthy?”

Keynote, EDEN 2017 – Diversity Matters!

Next week, I will take part in EDEN 2017 – the annual conference of the European Distance and E-Learning Network – in Jönköping, Sweden. I am proud to present an invited keynote in the first conference day, 14th June. Titled “Multidimensional Ludic Literacy: Diversity in Game Cultures” my talk is aimed to build bridges between … Continue reading ”Keynote, EDEN 2017 – Diversity Matters!”

Thunderbolt 3, eGPUs

(This is the first post in a planned series, focusing on various aspects of contemporary information and communication technologies.) The contemporary computing is all about flow of information: be it a personal computer, a mainframe server, a mobile device or even an embedded system in a vehicle, for example, the computers of today are not isolated. … Continue reading ”Thunderbolt 3, eGPUs”

Tietokone, henk.koht. (On personal computers)

[Note in Finnish about the use and evolution of personal computers] Henkilökohtaiset tietokoneet ovat verrattain nuori ilmiö, ja ajatus yhden ihmisen käyttöön suunnitellusta ja hankitusta tietokoneesta olisi ollut vielä 1950- ja 60-luvuilla lähes käsittämätön. Tietotekniikan hinta on kuitenkin alentunut, ja samalla ajatus tietokoneesta on ihmiskeskeistynyt. Kalliit tieteelliset ja taloushallinnon laskimet ovat mukautuneet ja mukautettu ihmisten … Continue reading ”Tietokone, henk.koht. (On personal computers)”

Future of interfaces: AirPods

I am a regular user of headphones of various kinds, both wired and wireless, closed and open, with noise cancellation, and without. The latest piece of this technology I invested in are the “AirPods” by Apple. Externally, these things are almost comically similar to the standard “EarPods” they provide with, or as the upgrade option … Continue reading ”Future of interfaces: AirPods”

Pokémon GO Plus: The challenge of casual pervasive gaming?

Our research projects have explored the directions of pervasive gaming and more general ludification trends in culture and society. One of the success stories of last year was Pokémon GO, the location-based mobile by Niantic (a Google spin-off) and Pokémon Company. When winter came, the player numbers dropped: at least in Finnish winter is became … Continue reading ”Pokémon GO Plus: The challenge of casual pervasive gaming?”

Retrospect, 2016, 2006, 1996, and beyond

I am not particularly good in remembering things, which makes annually returning cycles of breaks and opportunities for reflection challenging, yet also very useful. Year 2016 was exceptionally burdersome year for many reasons, but among much sadness and strain, there were also many happy things, and quiet progress that is important, but that will most … Continue reading ”Retrospect, 2016, 2006, 1996, and beyond”