Publications by authors named "Teemu H Laine"

Active school transport (AST) refers to using active means of transport such as walking, cycling, or riding a non-motorised scooter to school. It can help improve adolescents' physical activity levels and create a more sustainable environment. The study involved 70 adolescents (45 boys and 25 girls) aged 13 to 14 from one school in Skellefteå, in Northern Sweden.

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The trustworthiness of a system is not just about proving the identity or integrity of the hardware but also extends to the data, control, and management planes of communication between devices and the software they are running. This trust in data and device integrity is desirable for Internet of Things (IoT) systems, especially in critical environments. In this study, we developed a security framework, IoTAttest, for building IoT systems that leverage the Trusted Platform Module 2.

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Virtual Reality (VR) has been adopted as a leading technology for the metaverse, yet most previous VR systems provide one-size-fits-all experiences to users. Context-awareness in VR enables personalized experiences in the metaverse, such as improved embodiment and deeper integration of the real world and virtual worlds. Personalization requires context data from diverse sources.

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Background: Most children and adolescents in Sweden do not meet the recommended daily physical activity levels of the World Health Organization. Active school transport (AST) and gamification are potential methods for increasing children's daily physical activity. We previously developed a game named Tic-Tac-Training for promoting active transport at workplaces; however, the game has not been applied to AST.

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Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow down the spreading of the virus. The major LBG developers reacted by making in-game adjustments that allow playing from home, while still maintaining some incentives for players to go outdoors and socialise.

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Understanding the principles of computational thinking (CT), e.g., problem abstraction, decomposition, and recursion, is vital for computer science (CS) students.

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Location-based applications (LBAs) capture the user's physical location via satellite navigation sensors and integrate it as part of the digital application. Because of this connection, the real-world environment needs to be accounted for in LBA design. In this work, we focused on creating a database of geographically distributed points of interest (PoIs) that is optimal for learning local history.

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As the number of patients with Alzheimer's disease (AD) increases, the effort needed to care for these patients increases as well. At the same time, advances in information and sensor technologies have reduced caring costs, providing a potential pathway for developing healthcare services for AD patients. For instance, if a virtual reality (VR) system can provide emotion-adaptive content, the time that AD patients spend interacting with VR content is expected to be extended, allowing caregivers to focus on other tasks.

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In recent years, affective computing has been actively researched to provide a higher level of emotion-awareness. Numerous studies have been conducted to detect the user's emotions from physiological data. Among a myriad of target emotions, boredom, in particular, has been suggested to cause not only medical issues but also challenges in various facets of daily life.

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