VHEX Empathy Education VR Games
Education
Type: A suite of immersive virtual reality games for improving empathy skills
Purpose: Help players develop their empathy skills based on different empathy types in a fun and immersive way.
Place: South Korea
Technologies: Unity, Oculus Quest 2
Period: 2022-2023
Contributors: Prof. Haejung Suk, Prof. Eunha Kim, Prof. Woojin Chang, Prof. Teemu H. Laine + lab students
Purpose: Help players develop their empathy skills based on different empathy types in a fun and immersive way.
Place: South Korea
Technologies: Unity, Oculus Quest 2
Period: 2022-2023
Contributors: Prof. Haejung Suk, Prof. Eunha Kim, Prof. Woojin Chang, Prof. Teemu H. Laine + lab students
VHEX Empathy Type Diagnosis in Virtual Reality
Wellbeing
Type: An immersive virtual reality simulation for detecting empathy type
Purpose: Provide an engaging and accurate method for testing a Korean adolescent's empathy type in an immersive environment
Place: South Korea
Technologies: Unity, HTC Vive Pro Eye, sensors (motion tracking, respiration, pulse, GSR, eye tracking, EEG, facial tracking), Spring Framework
Period: 2021-2023
Contributors: Prof. Haejung Suk, Prof. Kim Eunha, Prof. Teemu H. Laine + lab students.
Purpose: Provide an engaging and accurate method for testing a Korean adolescent's empathy type in an immersive environment
Place: South Korea
Technologies: Unity, HTC Vive Pro Eye, sensors (motion tracking, respiration, pulse, GSR, eye tracking, EEG, facial tracking), Spring Framework
Period: 2021-2023
Contributors: Prof. Haejung Suk, Prof. Kim Eunha, Prof. Teemu H. Laine + lab students.
Welcome to School VR: An Immersive School Adaptation Game for Preschoolers
Education
Type: An immersive virtual reality game for preschoolers
Purpose: Simulate various activities in an elementary school classroom for preschoolers to become familiar with the new educational environment.
Place: South Korea
Technologies: Unity, Oculus Quest 2, Naver Clova text-to-speech
Period: 2022
Contributors: Hwinyeon Kim, Gaeun You, Teemu H. Laine
Purpose: Simulate various activities in an elementary school classroom for preschoolers to become familiar with the new educational environment.
Place: South Korea
Technologies: Unity, Oculus Quest 2, Naver Clova text-to-speech
Period: 2022
Contributors: Hwinyeon Kim, Gaeun You, Teemu H. Laine
Tales & Fractions (2018-2019)
Education
Type: A story-based augmented reality game for learning fractions
Purpose: Motivate children to learn and practice fractions with a story on two leopards and a fraction rods manipulation environment implemented with augmented reality
Place: Sweden
Technologies: Unity 3D, Vuforia SDK
Period: 2018-2019
Contributors: Joochan Kim, Emelie Smith, Renny Lindberg, Teemu H. Laine, Håkan Vallin, Ewa-Charlotte Faarinen, Eeva Nygren, Jonas Hansson, Andreas Hedlund, Ludvig Riemertzon, and Emil Sundström.
Purpose: Motivate children to learn and practice fractions with a story on two leopards and a fraction rods manipulation environment implemented with augmented reality
Place: Sweden
Technologies: Unity 3D, Vuforia SDK
Period: 2018-2019
Contributors: Joochan Kim, Emelie Smith, Renny Lindberg, Teemu H. Laine, Håkan Vallin, Ewa-Charlotte Faarinen, Eeva Nygren, Jonas Hansson, Andreas Hedlund, Ludvig Riemertzon, and Emil Sundström.
Pythory (2017)
Education
Type: A story-based mobile game for learning the basics programming concepts
Purpose: Teach the basic programming concepts in Python through an interactive visual novel that incorporates Kolb's experiential learning cycle.
Place: South Korea
Technologies: Unity 3D
Period: 2017
Contributors: Joochan Kim, Haejung Suk, Teemu H. Laine
Purpose: Teach the basic programming concepts in Python through an interactive visual novel that incorporates Kolb's experiential learning cycle.
Place: South Korea
Technologies: Unity 3D
Period: 2017
Contributors: Joochan Kim, Haejung Suk, Teemu H. Laine
P:Recipe (2016-2017)
Education
Type: Visual programming learning environment for Python (and other languages).
Purpose: Support programming education for non-engineer students using a visual approach. P:Recipe generates Python code that can be executed as a separate program.
Place: Any education levels
Technologies: Python, PyQt
Period: 2016-
Contributors: Hyunmo Bae, Hohyong Kim, Jaehong Yu, Jiwon Jeon, Daewoo Kim and Teemu H. Laine
Purpose: Support programming education for non-engineer students using a visual approach. P:Recipe generates Python code that can be executed as a separate program.
Place: Any education levels
Technologies: Python, PyQt
Period: 2016-
Contributors: Hyunmo Bae, Hohyong Kim, Jaehong Yu, Jiwon Jeon, Daewoo Kim and Teemu H. Laine
Minerva (2016-)
Education
Type: Adaptive programming education 2D game
Purpose: Provide an efficient and fun way to learn basic programming concepts through a 2D spaceship crawler game that adapts gameplay and content to the play style and learning style of the player.
Place: Elementary schools
Technologies: Unity 3D, Spring Framework
Period: 2016-
Contributors: Renny Lindberg, Seungchan Jung, Dohee Kang, Woojeong Kim, Wonjun Jin, Jonghyeon Park, Joochan Kim and Teemu H. Laine
Purpose: Provide an efficient and fun way to learn basic programming concepts through a 2D spaceship crawler game that adapts gameplay and content to the play style and learning style of the player.
Place: Elementary schools
Technologies: Unity 3D, Spring Framework
Period: 2016-
Contributors: Renny Lindberg, Seungchan Jung, Dohee Kang, Woojeong Kim, Wonjun Jin, Jonghyeon Park, Joochan Kim and Teemu H. Laine
Context-Aware Nurse Assistant (CANA) (2015-)
Wellbeing
Type: Context-aware healthcare tool
Purpose: Facilitate nurses' daily work activities through context-aware service provision
Place: Elderly houses, hospitals in Finland
Technologies: Mobile and web technologies
Period: 2015-
Contributors: Nathaniel Ham, Michael Dayen, Raphael Sculati, Patrick Alaspää, Marie Monkam, Tsegai Kbreab, Amir Dirin, Mitra Dirin and Teemu H. Laine
Purpose: Facilitate nurses' daily work activities through context-aware service provision
Place: Elderly houses, hospitals in Finland
Technologies: Mobile and web technologies
Period: 2015-
Contributors: Nathaniel Ham, Michael Dayen, Raphael Sculati, Patrick Alaspää, Marie Monkam, Tsegai Kbreab, Amir Dirin, Mitra Dirin and Teemu H. Laine
ManySense (2014-)
Wellbeing
Type: Context-aware middleware for Android
Purpose: to provide application developers with 1) uniform access to heterogeneous context sources; 2) a mechanism to control and query context sources; 3) a way to add new context sources; and 4) access to refined context data (e.g. user's activity)
Place: anywhere (Ajou University)
Technologies: Android, a variety of internal and external sensors, external context data sources.
Period: 2014-
Contributors: Joonas Westlin and Teemu H. Laine
Purpose: to provide application developers with 1) uniform access to heterogeneous context sources; 2) a mechanism to control and query context sources; 3) a way to add new context sources; and 4) access to refined context data (e.g. user's activity)
Place: anywhere (Ajou University)
Technologies: Android, a variety of internal and external sensors, external context data sources.
Period: 2014-
Contributors: Joonas Westlin and Teemu H. Laine
Leometry (2014-)
Education
Type: Story-based geometry learning game based on the ScienceSpots AR platform.
Purpose: Learn geometry in a fun way through a story-based adventure game featuring animal characters (leopards, dung beetle), intriguing challenges and augmented reality.
Place: anywhere
Technologies: Client: Android, GPS, Vuforia AR SDK; server: J2EE servlet, MySQL; sensors.
Period: 2014-
Contributors: Contributors: Teemu H. Laine, Hae Jung Suk, Eeva Nygren, Amir Dirin, Dae Hwan Kim, Renny Lindberg, Nina Hytönen and Joonas Westlin.
Purpose: Learn geometry in a fun way through a story-based adventure game featuring animal characters (leopards, dung beetle), intriguing challenges and augmented reality.
Place: anywhere
Technologies: Client: Android, GPS, Vuforia AR SDK; server: J2EE servlet, MySQL; sensors.
Period: 2014-
Contributors: Contributors: Teemu H. Laine, Hae Jung Suk, Eeva Nygren, Amir Dirin, Dae Hwan Kim, Renny Lindberg, Nina Hytönen and Joonas Westlin.
ScienceSpots AR (2014-)
Education
Type: Platform for story-based science learning games utilizing augmented reality and context-awareness
Purpose: Provide educators and learners an easy way to create, deploy and share context-aware learning games that leverage the power of augmented reality and the ManySense middleware.
Place: anywhere (Ajou University)
Technologies: Client: Android, GPS, Vuforia AR SDK; server: J2EE servlet, MySQL; sensors
Period: 2014-
Contributors: Teemu H. Laine, Hae Jung Suk, Eeva Nygren, Amir Dirin, Dae Hwan Kim, Renny Lindberg, Nina Hytönen and Joonas Westlin.
Purpose: Provide educators and learners an easy way to create, deploy and share context-aware learning games that leverage the power of augmented reality and the ManySense middleware.
Place: anywhere (Ajou University)
Technologies: Client: Android, GPS, Vuforia AR SDK; server: J2EE servlet, MySQL; sensors
Period: 2014-
Contributors: Teemu H. Laine, Hae Jung Suk, Eeva Nygren, Amir Dirin, Dae Hwan Kim, Renny Lindberg, Nina Hytönen and Joonas Westlin.
Running Othello (2012-)
Wellbeing
Type: distributed pervasive exergame based on the Othello boardgame
Purpose: encourage children to do exercise by challenging other players around the world for a match of fast-paced strategy game with physical missions
Place: anywhere (Ajou University)
Technologies: Client: Android, NFC, onboard sensors; Server: J2EE servlet, MySQL
Period: 2012-
Contributors: Teemu H. Laine, Carolina Islas Sedano, Hochul Yang, Kwangsu Kook, Dao Thanh Chung, Xiaolei Du and Zhao Yang
Purpose: encourage children to do exercise by challenging other players around the world for a match of fast-paced strategy game with physical missions
Place: anywhere (Ajou University)
Technologies: Client: Android, NFC, onboard sensors; Server: J2EE servlet, MySQL
Period: 2012-
Contributors: Teemu H. Laine, Carolina Islas Sedano, Hochul Yang, Kwangsu Kook, Dao Thanh Chung, Xiaolei Du and Zhao Yang
Calory Battle AR (2012-)
Wellbeing
Type: context-aware exergame with augmented reality
Purpose: encourage children to do physical exercise through augmented reality treasure hunt in real world
Place: anywhere (Ajou University)
Technologies: Client: Android, GPS, Vuforia AR SDK; server: J2EE servlet, MySQL; wearable sensors such as smartwatch and heart rate monitor.
Period: 2012-
Contributors: Teemu H. Laine, Joonas Westlin, Hae Jung Suk, Jeong Hwa Kang, Sung Lae Kim and Jun Mo Jung.
Purpose: encourage children to do physical exercise through augmented reality treasure hunt in real world
Place: anywhere (Ajou University)
Technologies: Client: Android, GPS, Vuforia AR SDK; server: J2EE servlet, MySQL; wearable sensors such as smartwatch and heart rate monitor.
Period: 2012-
Contributors: Teemu H. Laine, Joonas Westlin, Hae Jung Suk, Jeong Hwa Kang, Sung Lae Kim and Jun Mo Jung.
U-Healthcare system (2008)
Wellbeing
Type: ubiquitous healthcare system
Purpose: mobile gateway to enable vital sign collection, processing and remote monitoring from a heteroneneous body area network
Place: Multimedia Networking Lab, Ajou University
Technologies: Client: Java on Nokia N810, Bluetooth; server: PHP, MySQL; ZigBee wireless sensor network
Period: 2008
Contributors: Teemu H. Laine, Sejin Oh and Chaewoo Lee
Purpose: mobile gateway to enable vital sign collection, processing and remote monitoring from a heteroneneous body area network
Place: Multimedia Networking Lab, Ajou University
Technologies: Client: Java on Nokia N810, Bluetooth; server: PHP, MySQL; ZigBee wireless sensor network
Period: 2008
Contributors: Teemu H. Laine, Sejin Oh and Chaewoo Lee
TekGuide & TekGame (2011-)
Education
Type: pervasive mobile museum guide and game
Purpose: engage and motivate museum visitors to explore the museum exhibition and learn about history of technology
Place: Museum of Technology, Helsinki, Finland
Technologies: Client: J2ME, 2D barcodes; server: Java, PHP, MySQL
Period: 2011-
Contributors: Ubium Oy, Museum of Technology and Sanna Laakkonen.
Purpose: engage and motivate museum visitors to explore the museum exhibition and learn about history of technology
Place: Museum of Technology, Helsinki, Finland
Technologies: Client: J2ME, 2D barcodes; server: Java, PHP, MySQL
Period: 2011-
Contributors: Ubium Oy, Museum of Technology and Sanna Laakkonen.
EntVenture (2012-)
Education
Type: story-based pervasive mobile game
Purpose: raise awareness and interest towards forestry among school children in rural Kenyan areas.
Place: Eldoret, Kenya
Technologies: Android, onboard sensors
Period: 2012-
Contributors: Teemu H. Laine, Marcus Duveskog, Javier Arevalo, Ville Räisänen, Moses Wakanyi, Sammy Mwirotsi, Kevin Kiptoo, Andrew Orina, Tabby Mungai and others.
Purpose: raise awareness and interest towards forestry among school children in rural Kenyan areas.
Place: Eldoret, Kenya
Technologies: Android, onboard sensors
Period: 2012-
Contributors: Teemu H. Laine, Marcus Duveskog, Javier Arevalo, Ville Räisänen, Moses Wakanyi, Sammy Mwirotsi, Kevin Kiptoo, Andrew Orina, Tabby Mungai and others.
Bagamoyo Caravan (2010)
Education
Type: story-based pervasive mobile game
Purpose: learn about history of slavery in Tanzania through a story and minigames that connect to museum objects
Place: Catholic Museum, Bagamoyo, Tanzania
Technologies: Android, onboard sensors
Period: 2010
Contributors: Teemu H. Laine, Ville Räisänen, Jussi Ratilainen, Panu Parviainen, Frank Malela, Fadhili Ng'unda and Marcus Duveskog
Purpose: learn about history of slavery in Tanzania through a story and minigames that connect to museum objects
Place: Catholic Museum, Bagamoyo, Tanzania
Technologies: Android, onboard sensors
Period: 2010
Contributors: Teemu H. Laine, Ville Räisänen, Jussi Ratilainen, Panu Parviainen, Frank Malela, Fadhili Ng'unda and Marcus Duveskog
Heroes of Koskenniska (2009)
Education
Type: pervasive mobile adventure game
Purpose: increase environmental and cultural awareness through wireless sensor enhanced learning environment
Place: North Karelian Biosphere Reserve, Finland
Technologies: Client: J2ME; server: Java, MySQL; ZigBee wireless sensor network
Period: 2009
Contributors: Ubium Oy, Kitak Yong, Jinchul Choi, Anna Gimbitskaya and Ewa Kowalik
Purpose: increase environmental and cultural awareness through wireless sensor enhanced learning environment
Place: North Karelian Biosphere Reserve, Finland
Technologies: Client: J2ME; server: Java, MySQL; ZigBee wireless sensor network
Period: 2009
Contributors: Ubium Oy, Kitak Yong, Jinchul Choi, Anna Gimbitskaya and Ewa Kowalik
UFractions
Education
Type: pervasive mobile storytelling game
Purpose: motivate children to become motivated in learning mathematics through a story-based adventure on African savannah with mother leopard and her cub
Place: South Africa, Finland and Mozambique
Technologies: Client: J2ME; server: Java, PHP, MySQL; wooden fraction rods
Period: 2009-
Contributors: Eeva Nygren and Ubium Oy
Purpose: motivate children to become motivated in learning mathematics through a story-based adventure on African savannah with mother leopard and her cub
Place: South Africa, Finland and Mozambique
Technologies: Client: J2ME; server: Java, PHP, MySQL; wooden fraction rods
Period: 2009-
Contributors: Eeva Nygren and Ubium Oy
LieksaMyst (2008-)
Education
Type: pervasive mobile storytelling game
Purpose: travel back in time to meet and interact with characters from the past to learn history through their stories
Place: Pielinen Museum, Lieksa, Finland
Technologies: Client: J2ME; server: Java, PHP, MySQL
Period: 2008-
Contributors: Ubium Oy, Pielinen Museum and Sie Expressions (character design)
Purpose: travel back in time to meet and interact with characters from the past to learn history through their stories
Place: Pielinen Museum, Lieksa, Finland
Technologies: Client: J2ME; server: Java, PHP, MySQL
Period: 2008-
Contributors: Ubium Oy, Pielinen Museum and Sie Expressions (character design)
EdTechMyst (2008-)
Education
Type: pervasive mobile quiz game
Purpose: disseminate information about the Educational Technology research group at School of Computing, University of Eastern Finland
Place: University of Eastern Finland, Joensuu, Finland
Technologies: Client: J2ME, 2D barcodes; server: Java, PHP, MySQL
Period: 2008-
Contributors: Ubium Oy
Purpose: disseminate information about the Educational Technology research group at School of Computing, University of Eastern Finland
Place: University of Eastern Finland, Joensuu, Finland
Technologies: Client: J2ME, 2D barcodes; server: Java, PHP, MySQL
Period: 2008-
Contributors: Ubium Oy
TekMyst (2008)
Education
Type: pervasive mobile quiz game
Purpose: engage and motivate museum visitors to explore the museum exhibition and learn about history of technology
Place: Museum of Technology, Helsinki, Finland
Technologies: Client: J2ME, 2d barcodes; server: Java, PHP, MySQL
Period: 2008
Contributors: Ubium Oy, Museum of Technology and Sie Expressions (character design)
Purpose: engage and motivate museum visitors to explore the museum exhibition and learn about history of technology
Place: Museum of Technology, Helsinki, Finland
Technologies: Client: J2ME, 2d barcodes; server: Java, PHP, MySQL
Period: 2008
Contributors: Ubium Oy, Museum of Technology and Sie Expressions (character design)
SciMyst (2007-2009)
Education
Type: pervasive mobile quiz game
Purpose: engage and motivate festival visitors to explore the festival environment and learn about science
Place: SciFest science festival, Joensuu, Finland
Technologies: Client: J2ME, 2D barcodes; server: Java, PHP, MySQL.
Period: 2007-2009
Contributors: Ubium Oy, group of undergraduate students and Sie Expressions (graphic design)
Purpose: engage and motivate festival visitors to explore the festival environment and learn about science
Place: SciFest science festival, Joensuu, Finland
Technologies: Client: J2ME, 2D barcodes; server: Java, PHP, MySQL.
Period: 2007-2009
Contributors: Ubium Oy, group of undergraduate students and Sie Expressions (graphic design)