Publications
Below you can find Prof. Laine’s publications in chronological order. If you fail to open a link, please send a paper copy request by email (teemu at ubilife dot net).
2024
Hasanov, A., Laine, T.H., Kim, J., Chung, T.-S. (2024). Lightlore: An Adaptation Framework for Design and Development of xAPI-Based Adaptive Context-Aware Learning Environments, Electronics, vol. 13, no. 13, 2498. [link]
Laine, T.H. and Suk, H.J. (2024). Investigating User Experience of an Immersive Virtual Reality Simulation Based on Gesture-Based User Interface, Applied Sciences, vol. 14, no. 11, 4935. [link]
Jingili, N., Oyelere, S.S., Malmström Berghem, S., Brännström, R., Laine, T.H. Lindqvist, A.-K. and Rutberg, S. (2024). A two-stage co-design process of Battleship-AST persuasive game for active school transportation in northern Sweden, International Journal of Human-Computer Interaction. [link]
Havukainen, M., Laine, T.H., Kontkanen, S., Järvikylä, J. and Sutinen, E. (2024). Co-designing digital games across the boundary of childhood and youth, International Journal of Human-Computer Interaction. [link]
Dirin, A. and Laine, T.H. (2024). Examining the Utilization of Artificial Intelligence Tools by Students in Software Engineering Projects, 16th International Conference on Computer Supported Education (CSEDU), Angers, France. [link]
Kim, E., Laine, T.H., Suk, H.J. and Jo, Y.W. (2024). Using immersive virtual reality in testing empathy type for adolescents, Current Psychology. [link]
2023
Jingili, N., Oyelere, S.S., Malmström Berghem, S., Brännström, R., Laine, T.H. and Balogun, O.S. (2023). Adolescents’ perceptions of active school transport in northern Sweden, Heliyon, vol. 9, no. 10. [link]
Laine, T.H. and Lee, W. (2023). Collaborative Virtual Reality in Higher Education: Students’ Perceptions on Presence, Challenges, Affordances, and Potential, IEEE Transactions on Learning Technologies, vol. 17, pp. 280-293. [link]
Dirin, A., Oliver, I. and Laine, T.H. (2023). A Security Framework for Increasing Data and Device Integrity in Internet of Things Systems, Sensors, vol. 23, 7532. [link]
Dirin, A. and Laine T.H. (2023). The Influence of Virtual Character Design on Emotional Engagement in Immersive Virtual Reality: The Case of Feelings of Being, Electronics. 12(10), 2321. [link]
Jeon, H., Jun, Y., Laine, T.H. and Kim, E. (2023). Immersive virtual reality game for cognitive-empathy education: Implementation and formative evaluation, Education and Information Technologies. [link]
Dirin, A., Nieminen, M., Laine, T.H., Nieminen, L. and Ghalabani, L. (2023). Emotional Contagion in Collaborative Virtual Reality Learning Experiences: An eSports Approach, Education and Information Technologies, vol. 28, pp. 15317–15363. [link]
Suk, H. and Laine, T.H. (2023). Influence of Avatar Facial Appearance on Users’ Perceived Embodiment and Presence in Immersive Virtual Reality, Electronics, 12(3). [link]
Kim, H., You, G. and Laine, T.H. (2023). School Adaptation Virtual Reality Simulation for Preschoolers: Implementation and Formative Evaluation, the 7th International Conference on Virtual and Augmented reality Simulations, Sydney, Australia, pp. 14-20. [link]
2022
Dirin, A., Nieminen, M. and Laine T.H. (2022). Feelings of Being for Mobile User Experience Design, International Journal of Human-Computer Interaction, vol. 39, no. 20, pp. 4059-4079. [link]
Moon, J., Jeong, M., Oh, S., Laine, T.H. and Seo, J. (2022). Data Collection Framework for Context-Aware Virtual Reality Application Development in Unity: Case of Avatar Embodiment, Sensors, vol. 22, 4623. [link]
Laine, T. H., Duong, N., Lindvall, H., Oyelere, S. S., Rutberg, S. and Lindqvist, A-K. (2022). A Reusable Multiplayer Game for Promoting Active School Transport: Development Study, JMIR Serious Games, vol. 10, no. 1. [link]
Oyelere, S. S., Malmström Berghem, S., Brännström, R., Rutberg, S., Laine, T. H., and Lindqvist, A-K. (2022). Initial Design and Testing of Multiplayer Cooperative Game to Support Physical Activity in Schools, Education Sciences, vol. 12, no. 2: 100. [link]
2021
Kim, S. J., Laine, T. H. and Suk, H. J. (2021). Presence Effects in Virtual Reality Based on User Characteristics: Attention, Enjoyment, and Memory, Electronics, vol. 10, no. 9. [link]
Agbo, F. J., Oyelere, S. S., Suhonen, J. and Laine, T. H. (2021). Co-design of mini games for learning computational thinking in an online environment, Education and Information Technologies, vol. 26, no. 5, pp. 5815-5849. [link]
Laato, S., Islam, A.K.M.N., Laine, T.H. (2021). Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players, Behaviour and Information Technology. [link]
Kim, J.C., Laine, T.H. and Åhlund, C. (2021). Multimodal Interaction Systems based on Internet of Things and Augmented Reality: A Systematic Literature Review, Applied Sciences, vol. 11, no. 4. [link]
Lindblom, A., Laine, T. H. and Souza Rossi, H. (2021). Investigating Network Performance of a Multi-user Virtual Reality Environment for Mining Education, International Conference on Ubiquitous Information Management and Communication, Seoul, Republic of Korea. [link]
Laato, S., Rauti, S., Laato, A., Laine, T.H. and Sutinen, E. (2021). Learning History with Location-based Applications: An Architecture for Points of Interest in Multiple Layers, Sensors, vol. 21, no. 1. [link]
2020
Seo, J., Laine, T.H. Oh, G., Sohn, K.-A. (2020). EEG-Based Emotion Classification for Alzheimer’s Disease Patients Using Conventional Machine Learning and Recurrent Neural Network Models, Sensors, vol. 20, 7212. [link]
Laine, T.H., Normark, J., Lindvall, H., Lindqvist, A.-K. and Rutberg, S. (2020). A Distributed Multiplayer Game to Promote Active Transport at Workplaces: User-Centred Design, Implementation and Lessons Learned, IEEE Transactions on Games, vol. 12, no. 4, pp. 386-397. [link]
Laine, T.H. and Lindberg, R. (2020). Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles, IEEE Transactions on Learning Technologies, vol. 13, no. 4, pp. 804-821 [link]
Laato, S., Islam, A.K.M.N., Laine, T.H. (2020). Did Location-based Game Motivate Players to Socialise During COVID-19? Telematics and Informatics, vol. 54. [link]
Laato, S., Laine, T.H., Islam, A.K.M.N. (2020). Location-Based Games and the COVID-19 Pandemic: An Analysis of Responses from Game Developers and Players, Multimodal Technologies and Interaction, vol. 4, no. 2. [link]
Laato, S., Lindberg, R., Laine, T.H., Bui, P., Brezovsky, B., De Troyer, O. and Lehtinen, E. (2020). Evaluation of the Pedagogical Quality of Mobile Math Games in App Marketplaces, IEEE International Conference on Engineering, Technology and Innovation (ICE).
Havukainen, M., Laine, T.H., Martikainen, T. and Sutinen, E. (2020). A case study on co-designing digital games with older adults and children: game elements, assets, and challenges, The Computer Games Journal, vol. 9, no. 2, pp. 163–188.
Kalkofen, D., Mori, S., Ladinig, T., Daling, L. Abdelrazeq, A., Ebner, M., Orgega, M., Feiel, S., Gabl, S., Shepel, T., Tibbett, J., Laine, T.H., Hitch, M., Drebenstedt, C. and Moser, P. (2020). Tools for Teaching Mining Students in Virtual Reality based on 360 Video Experiences, 2020 IEEE Conference on Virtual Reality and 3D User Interfaces, Atlanta, pp. 455-459.
Laato, S., Hyrynsalmi, S., Rauti, S., Islam, A.K.M.N., Laine, T.H. (2020). Location-based games as exergames – from Pokémon to the Wizarding World, International Journal of Serious Games, vol. 7, no. 1, pp. 79-95.
Dirin, A., Laine, T.H. and Nieminen, M. (2020). Facets of Mobile Life-long Learning Services, 12th International Conference on Computer Supported Education, Prague, Czech Republic (online).
2019
Kim, J.C., Lindberg, R.S.N., Laine, T.H., Faarinen, E.-C., De Troyer, O. and Nygren, E. (2019). Multidisciplinary Development Process of a Story-based Mobile Augmented Reality Game for Learning Math, 17th International Conference on Emerging eLearning Technologies and Applications, Vysoké Tatry, Slovakia.
Seo, J., Laine, T.H. and Sohn, K-A. (2019). An exploration of machine learning methods for robust boredom classification using EEG and GSR data, Sensors, vol. 19, no. 20. [link]
Laato, S., Laine. T.H. and Sutinen, E. (2019). Affordances of music composing software for learning mathematics at primary schools, ALT-J Research in Learning Technology, vol. 29. [link]
Hasanov, A., Laine, T.H. and Chung, T.-S. (2019). A survey of adaptive context-aware learning environments, Journal of Ambient Intelligence and Smart Environments, vol. 11, no. 5, pp. 403-428. [link]
Laato, S., Pietarinen, T., Rauti, S. and Laine, T.H. (2019). Analysis of the Quality of Points of Interests in the Most Popular Location-based Games, In Proceedings of the 20th International Conference on Computer Systems and Technologies, Ruse, Bulgaria, pp. 153-160 (Best paper award). [link]
Laine, T.H. and Suk, H. (2019). Designing Educational Mobile Augmented Reality Games Using Motivators and Disturbance Factors, in Geroimenko, V. (Ed.). Augmented Reality Games II: The Gamification of Education, Medicine and Art, Springer, Cham, pp. 33-56. [link]
Seo, J, Laine, T.H. and Sohn, K-A. (2019). Machine learning approaches for boredom classification using EEG, Journal of Ambient Intelligence and Humanized Computing, vol. 10, pp. 3831–3846. [link]
2018
Seo, J. and Laine T.H. (2018). Accurate position and orientation independent step counting algorithm for smartphones, Journal of Ambient Intelligence and Smart Environments, vol. 10, no. 6, pp. 481-495. [link]
Lindberg, R., Laine, T.H. and Haaranen, L. (2018). Gamifying Programming Education in K-12: A Review of Programming Curricula in Seven Countries and Programming Games, British Journal of Educational Technology, vol. 50, no. 4, pp. 1979-1995. [link]
Lindberg, R. and Laine, T.H. (2018). Formative evaluation of an adaptive game for engaging learners of programming concepts in K-12, International Journal of Serious Games, vol. 5, no.2, pp. 3-26. [link]
Kim, J., Seo, J. and Laine T.H. (2018). Detecting Boredom from Eye Gaze and EEG, Biomedical Signal Processing and Control, vol. 46, September 2018, pp. 302-313. [link]
Dirin, A. and Laine, T.H. (2018). User Experience in Mobile Augmented Reality: Emotions, Challenges, Opportunities, and Best Practices, Computers, vol. 7, no. 2. [link]
Nygren, E., Laine, T.H. and Sutinen, E. (2018). Dynamics between disturbances and motivations in educational mobile games, International Journal of Interactive Mobile Technologies (iJIM), vol. 12, no. 3. [link]
Laine, T.H. (2018). Educational Mobile Augmented Reality Games: A Systematic Literature Review and Two Case Studies, Computers, vol. 7, no. 1. [link]
Dirin. A., Laine. T.H. and Alamäki, A. (2018). Managing Emotional Requirements in a Context-Aware Mobile Application for Tourists, International Journal of Interactive Mobile Technologies (I-JIM), vol. 12, no. 2, pp. 177-196. [link]
Dirin, A. and Laine, T.H. (2018). Towards an Adaptive Study Management Platform: Freedom through Personalization, in Proceedings of the International Conference on Computer Supported Education, Funchal (Madeira), Portugal, pp. 432-439.
2017
Oyelere, S.S., Suhonen, J., and Laine, T.H. (2017). Integrating Parson’s Programming Puzzles into a Game-Based Mobile Learning Application, in Proceedings of the Koli Calling International Conference on Computing Education Research, Koli, Finland.
Laato, S., Laine, T.H., Seo, J., Ko, W. and Sutinen, E. (2017). Designing a Game for Learning Math by Composing: A Finnish Primary School Case, in Proceedings of the IEEE 17th International Conference on Advanced Learning Technologies, Timisoara, Romania, pp. 136-138. [link] [accepted]
Lindberg, R.S.N. and Laine, T.H. (2017). Approaches to Detecting and Utilizing Play and Learning Styles in Adaptive Educational Games, , Vol. 739, pp. 336-358. [link]
Lindberg, R.S.N., Hasanov, A. and Laine, T.H. (2017). Improving Play and Learning Style Adaptation in a Programming Education Game, in Proceedings of the International Conference on Computer Supported Education – Volume 1, Porto, Portugal, pp. 450-457.
Hasanov, A. and Laine, T.H. (2017). A survey of context-awareness in learning environments in 2010-2016, in Proceedings of the International Conference on Computer Supported Education – Volume 1, Porto, Portugal, pp. 234-241.
Dirin, A., Laine, T.H. and Nieminen, M. (2017). Sustainable usage through emotional engagement: a user experience analysis of an adaptive driving school application, Cognition, Technology & Work, vol. 19, no. 2–3, pp 303–313. [link] [read online]
2016
Ham, N., Dirin, A. and Laine, T.H. (2016). Machine Learning and Dynamic User Interfaces in a Context Aware Nurse Application Environment, Journal of Ambient Intelligence and Humanized Computing, vol. 8, no. 2, pp. 259–271. [link] [accepted]
Laine, T.H. and Nygren E. (2016). Active and passive technology integration: a novel approach for managing technology’s influence on learning experiences in context-aware learning spaces. Technology, Pedagogy and Education, vol. 25, no.1, pp. 19-37. [link]
Laine, T.H. and Suk, H.J. (2016). Designing mobile augmented reality exergames, Games & Culture, vol. 11, no. 5, pp. 548-580. [link]
Havukainen, M., Gupta, K., Wolhuter, C., Sutinen, E. and Laine T.H. (2016). Inter-Contextual Design: a New Model for Learning Technologies, In Proceedings of EdMedia: World Conference on Educational Media and Technology 2016, Vancouver, Canada, pp. 331-340.
Lindberg, R.S.N, Seo, J.R. and Laine, T.H. (2016). Enhancing Physical Education with Exergames and Wearable Technology, IEEE Transactions on Learning Technologies, vol. 9, no. 4, pp. 328-341. [link]
Lindberg, R.S.N. and Laine, T.H. (2016). Detecting Play and Learning Styles for Adaptive Educational Games, in Proceedings of the 8th International Conference of Computer Supported Education, Rome, Italy, pp. 181-189. [link]
Laine, T.H., Nygren E., Dirin, A. and Suk, H.J. (2016). Science Spots AR: a Platform for Science Learning Games with Augmented Reality, Educational Technology Research and Development, vol. 64, no. 3, pp. 507-531. [link]
2015
Seo, J.R., Chiang, Y.T., Laine, T.H. and Khan, A. (2015). Step counting on smartphones using advanced zero-crossing and linear regression, in Proceedings of the International Conference on Ubiquitous Information Management and Communication (ICUIMC), Bali, Indonesia. [link]
Dirin, M., Dirin, A. and Laine, T.H. (2015). User-Centered Design of a Context-Aware Nurse Assistant (CANA) at Finnish Elderly Houses, International Conference on Ubiquitous Information Management and Communication (ICUIMC), Bali, Indonesia. [link]
Laine, T.H. and Nygren, E. (2015). Technology integration in next generation mobile learning. In: Traxler, J. and Kukulska-Hulme, A. (Eds.). Mobile Learning: The Next Generation, New York: Routledge. [link]
Laine, T.H. and Islas Sedano, C. (2015). Distributed Pervasive Worlds: The Case of Exergames, Educational Technology & Society, vol. 18, no. 1, pp. 50-66. [link]
2014
Westlin, J. and Laine, T.H. (2014). ManySense: an extensible and accessible middleware for consumer-oriented heterogeneous body sensor networks, International Journal of Distributed Sensor Networks, vol. 10, no. 7. [link]
Laine, T.H., Lee, C.W. and Suk, H.J. (2014). Mobile gateway for ubiquitous health care system using ZigBee and Bluetooth, in Proceedings of the 8th International Conference on Innovative Mobile and Internet Services in Ubiquitous Computing, Birmingham, UK. [link]
Khan, A.M., Tufail, A., Khattak, A.M. and Laine, T.H. (2014). Activity Recognition on Smartphones via Sensor-Fusion and KDA-Based SVMs, International Journal of Distributed Sensor Networks, vol. 10, no. 5. [link]
Westlin, J. and Laine, T.H. (2014). Short paper: Calory Battle AR: An Extensible Mobile Augmented Reality Exergame Platform. Proceedings of the IEEE World Forum on Internet of Things, Seoul, Korea. [link]
Kim, S.L., Laine, T.H., Suk. H.J., Westlin, J., Kang, J.H. and Jung, J.M. (2014). Using Unity 3D to Facilitate Mobile Augmented Reality Game Development. Proceedings of the IEEE World Forum on Internet of Things, Seoul, Korea. [link]
2013
Duveskog, M., Laine, T.H., Arevalo, J. Räisänen, V., Kirongo, B. and Orina, A. (2013). EntVenture – From Binary Trees to Kenyan Forests: an Android Game Designed by Students. Proceedings of IST-Africa 2013 Conference, Nairobi, Kenya, pp. 1-11. [link]
Laine, T.H., Lee, J-Y., Lee, D-Y., Choi, J-C. and Lee, C-W. (2013). Analytic approaches for the optimal clustering in multi-hop wireless sensor networks. Proceedings of Proceedings of the International Conference on Ubiquitous Information Management and Communication (ICUIMC), Kuala Lumpur, Malaysia. [link]
2012
Nygren, E., Sutinen, E., Blignaut, A.S., Laine, T.H. and Els, C.J. (2012). The UFractions Mobile Manipulative Game: Opportunities for South African Grade 8 Learners, International Journal of Ubiquitous Computing, vol. 2, no. 1, pp. 1-18. [link]
Islas Sedano, C., Sutinen, E., Vinni, M. and Laine, T.H. (2012). Designing Hypercontextualized Games: a Case Study with LieksaMyst. Educational Technology & Society, vol. 15, no. 2, pp. 257-270. [link]
Nygren, E., Sutinen, E., Blignaut, S., Laine, T.H. and Els, C.J. (2012). Motivations for play in the UFractions mobile game in three countries, International Journal of Mobile and Blended Learning, vol. 4, no. 2, pp. 30-48. [link]
Khaydarov, Z., Laine, T.H., Gaiani, S., Choi, J-C. and Lee, C-W. (2012). Context-Aware Agriculture Organizer, Proceedings of the ACM ICUIMC 2012 Conference, Kuala Lumpur, Malaysia. [link]
2011
Laine, T.H. (2011). Technology integration in context-aware learning spaces. Doctoral thesis, School of Computing, University of Eastern Finland. [link]
Laine, T.H., Sutinen, E., Joy, M. and Nygren, E. (2011). Active and passive technology integration in context-aware learning spaces. In Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2011 (pp. 719-728). Chesapeake, VA: AACE. [link]
Laine, T.H. and Sutinen, E. (2011). Refreshing Contextualised IT Curriculum with a Pervasive Game Project in Tanzania. In Proceedings of the 11th Koli Calling International Conference on Computing Education Research, Koli, Finland, pp. 66 – 75. [link]
Laine, T.H., Sutinen, E., Joy, M.S. and Nygren, E. (2011). Rapid improvement of technology integration in context-aware learning spaces. In Proceedings of the IEEE Africon 2011 Conference, Livingstone, Zambia, pp. 1 – 6. [link]
Islas Sedano, C., Pawlowski, J., Sutinen, E., Vinni, M. and Laine, T.H. (2011). From global games to re-contextualized games: The design process of TekMyst. In Ma, M. Oikonomou, A., Jain, L. (Eds). Serious Games and Edutainment Applications. Springer-Verlag, UK. pp. 197-223. [link]
Arendarenko, E. and Laine, T.H. (2011). Smart Tagging Technologies in Pervasive Learning Environments, Proceedings of the IADIS E-learning 2011 Conference, Roma, Italy, pp. 235-242. [link]
Smith, A.C. and Laine, T.H. (2011). An Intelligent Fractions Learning System: Implementation, Proceedings of the IST Africa 2011, Gaborone, Botswana. [link]
Laine, T.H., Duveskog, M. and Sutinen, E. (2011). Bagamoyo Caravan: pervasive learning game for a Tanzanian museum, Proceedings of the IST Africa 2011, Gaborone, Botswana. [link]
Yang, S., Joy, M. and Laine, T.H. (2011). An Educational Services Architecture to Share E-Learning Resources, Proceedings of the 3rd International Conference on Computer Supported Education, Noordwijkerhout, Netherland, pp. 372-375. [link]
Laine, T.H., Nygren, E., Sutinen, E., Islas Sedano, C., Joy, M.S. and Blignaut, S. (2011). Ubiquitous Mathematics from South Africa to Finland: Does Reverse Transfer Work? In: Chen, I. and Kidd, T. (eds.), Ubiquitous Learning: Strategies for Pedagogy, Course Design and Technology, Information Age Publishing, Charlotte, NC, pp. 249-282. [link]
Laine T.H., Gimbitskaya, A., Sutinen, E., Choi, J-C., Yong, K-T. and Lee, C-W. (2011). Environmental sensor network for a pervasive learning space in a Finnish biosphere reserve, Proceedings of the 5th International Conference on Ubiquitous Information Management and Communication (ICUIMC), Seoul, South Korea, pp. 88:1–88:6. [link]
2010
Laine, T.H., Islas Sedano, C., Sutinen, E. and Joy, M. (2010). Viable and portable architecture for pervasive learning spaces, Proceedings of the 9th International Conference on Mobile and Ubiquitous Multimedia, Limassol, Cyprus. [link]
Laine, T.H., Islas Sedano, C., Joy, M. and Sutinen, E. (2010). Critical factors for technology integration in game-based pervasive learning spaces, IEEE Transactions on Learning Technologies, vol 3, no 4, pp. 294 – 306. [link]
Moreno, A., Sutinen, E., Laine, T., Herselman, M., Isaac, J., Botha, A., and Foko, T. (2010). Planning a Multi-Institutional Information for Development Study Centre, Proceedings of the IST Africa 2010 Conference, Durban, South Africa. [link]
Islas Sedano, C., Pawlowski, J., Sutinen, E., Naumanen, M., Vinni, M. and Laine, T.H. (2010). Involvement of non-technical individuals in the design of successful digital games, IEEE Multidisciplinary Engineering Education Magazine, vol. 5, no. 3., pp. 10 – 18. [link]
Laine, T.H., Smith, A.C. and Foko, T. (2010). An intelligent fractions learning system: conceptual design, Proceedings of Technology for Innovation and Education in Developing Countries (TEDC 2010). [link]
Laine, T.H., Vinni, M., Islas Sedano, C. and Joy, M. (2010). On designing a pervasive mobile learning platform, ALT-J Research in Learning Technology, vol 18, no 1, pp. 3 – 17. [link]
2009
Laine, T.H., Islas Sedano, C., Sutinen, E., Yong, K-T., Woo, H-J., Lee, C-W. and Jaakkola, T. (2009). Heroes of Koskenniska and Self: Application of Body and Exercise Monitoring to a Pervasive Educational Game, poster session on the 3rd International Symposium on Learning and Teaching of Motor Skills, Jyväskylä, Finland.
Turtiainen, E., Blignaut, S., Els, C., Laine, T.H. and Sutinen, E. (2009). Story-based UFractions Mobile Game in South Africa: Contextualization Process and Multidimensional Playing Experiences, Proceedings of the Second Workshop of Story Telling and Educational Games (STEG 2009). [link]
Laine, T.H., Islas Sedano, C., Vinni, M. and Joy, M. (2009). Characteristics of pervasive learning environments in museum contexts, Proceedings of the 8th World Conference on Mobile and Contextual Learning, pp. 26 – 34. [link]
Laine, T.H., Islas Sedano, C., Vinni, M. and Sutinen, E. (2009). Uncovering the richness of an authentic living museum through pervasive learning environment, Proceedings of the IEEE International Conference on Advanced Learning Technologies, pp. 655 – 657. [link]
Laine T.H. and Joy, M. (2009). Survey on Context-Aware Pervasive Learning Environments, International Journal of Interactive Mobile Technologies (I-JIM), vol. 3, no. 1. [link]
2008
Laine T.H. and Joy, M. (2008). Survey on Context-Aware Pervasive Learning Environments, Proceedings of the 8th World Conference on Mobile and Contextual Learning, Telford, UK. [link]
Young, K.T., Laine, T.H. and Lee, C.W. (2008). Database Designs for U-Healthcare System and Magi Network Traffic Management System, Journal of the Institute of Electronics Engineers in Korea – Computer and Information, vol. 45, no. 3. [link]
Laine, T.H. and Suhonen, J. (2008). Establishing a mobile blog system in a distance education environment, International Journal of Mobile Learning and Organisation: Special Issue on ‘Current Mobile Learning Technologies and Applications’, vol. 2, no. 2, pp. 149-165. [link]
2007
Laine, T.H., Islas-Sedano, C., Vinni, M., and Sutinen, E. (2007). Engagement, Motivation and Inspiration: The SciMyst Framework in Museums, The Fourth International Conference on New Exploratory Technologies (NEXT 2007). [link]
Islas-Sedano, C., Laine, T.H., Vinni, M., and Sutinen, E. (2007). Where is the answer? – The importance of curiosity in pervasive mobile games, Proceedings of the 2007 conference on Future Play, pp. 46-53. [link]
Laine, T.H. (2007). Mobile Blogs in Education: Case of ViSCoS Mobile, Master’s Thesis, University of Joensuu, Finland. [link]
2006
Buter, R.K., Noyons, E.C.M., Van Mackelenbergh, M. and Laine, T. (2006). Combining concept maps and bibliometric maps: First explorations, Scientometrics, vol. 66, no. 2, p: 377-387, Springer. [link]
Hämäläinen, W., Laine, T.H. and Sutinen, E. (2006). Data mining in personalizing distance education courses. In: Romero, C. and Ventura, S. (Eds.) Data Mining in E-Learning, WIT Press, Southampton, UK, pp.157–171. [link]
2005
Laine, T.H., Myller, N. and Suhonen, J. (2005). ViSCoS Mobile: Learning Computer Science on the Road, In Proceedings of the 11th Koli Calling International Conference on Computing Education Research, Koli, Finland. [link]
2004
Buter, R., Noyons, E., Van Raan, A., Laine, T., Sutinen, E., Van Mackelenbergh, M. and Kommers, P. (2004). Monitoring Environment and Health R&D in Relation to Socio-economic Problems: A New Approach to Impact Assessment, Report to the European Commission. [link]
Nuutinen, J., Laine, T., Sutinen, E., Buter, R. and Noyons, E. (2004). Problem and Content Development to Support Evaluation of Science, The World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, Washington, DC, pp. 144-151. [link]