Satakunta University of Applied science is a university of applied science located in the Satakunta region of Finland. The university is headquartered in Pori, but offers additional instruction in Huittinen, Kankaanpää and Rauma.At the beginning of 2013, Satakunta University of Applied science will adopt a matrix organisation. Wikipedia.
Shuaib D.,Tampere University of Technology |
Ukkonen L.,Tampere University of Technology |
Virkki J.,Tampere University of Technology |
Merilampi S.,Satakunta University of Applied Sciences
2017 IEEE 5th International Conference on Serious Games and Applications for Health, SeGAH 2017 | Year: 2017
Moisture measurements of the body can be used for healthcare purposes as well as for helping in exercising. In this paper, the suitability of passive UHF RFID technology for moisture sensing is investigated. The technology has a great potential in wearable, comfortable, and wireless moisture sensing systems, although it is not originally used for sensing purposes. In our study, the tag antenna outlines are embroidered on a fabric substrate, the tag ICs are attached by embroidery or with conductive glue, and the tag performance as a moisture sensor is evaluated by wireless measurements. All tags attained peak read ranges of about 7-8 meters, which is well enough for wireless moisture sensors. The effects of moisture on the tag response were noticeable through a frequency range of 900-980 MHz and the tag performance was excellent also when wet. Thus, the achieved results indicate high potential of passive UHF RFID textile tags in moisture sensing and embroidery as a textile tag antenna and antenna-IC interconnection fabrication method. © 2017 IEEE.
Ihamaki P.,Satakunta University of Applied Sciences |
Heljakka K.,University of Turku
CEUR Workshop Proceedings | Year: 2017
Location-based game experiences such as geocaching in combination with art represent a new way of delivering socially sharable, playful and engaging experiences within urban spaces, which may contribute to mental, physical and social well-being. This study investigates the well-being effects gained by geocachers who have experienced the Sigrid-Secrets Art Experience-a geocaching trail enhanced with visual artworks based in the cityscape of Pori, Finland. The primary goal of our study is to gather information on how the users of the Sigrid-Secrets geocaching trail evaluate the gamified art experience and its potential effects on their own mental, physical and social well-being. Secondly, our aim is to investigate how these effects correlate with the general well-being effects associated with geocaching, experienced and reported by the members of the Finnish geocaching community, who participated in our survey.
Heljakka K.,University of Turku |
Ihamaki P.,Satakunta University of Applied Sciences
IDC 2017 - Proceedings of the 2017 ACM Conference on Interaction Design and Children | Year: 2017
This presentation highlights a study on the interactive design and implications of a playful co-creation tool, Comicubes, which combines a two-dimensional blank cardboard canvas with a three-dimensional, openended toy medium: the cube. In our study, we tested the concept's functionality as an ideation tool suitable for different target and age groups, as well as its potential as a creative physical platform that encourages design thinking, allows for playful manipulation, and invites interaction. In workshops designed for preschool-aged children, participants were asked to create a plaything of their choice by applying various art supplies to blank cardboard cubes. The workshop findings indicate that the children in our test group, as digital natives, were able to use the Comicubes platform to co-design and create a physical plaything and develop associated play patterns and open-ended (toy) or rule-based (game) ideas for its use. © 2017 Copyright is held by the owner/author(s).
Agency: European Commission | Branch: FP7 | Program: CP-FP | Phase: TPT.2013-1. | Award Amount: 3.22M | Year: 2013
Within the aeronautical industry it is critical to have safe and reliable operations in order to prevent accidents and mistakes which can potentially cause a huge loss of life and destruction. In this respect, the aeronautical industry has led the way in terms of understanding and implementing tools, methodologies and systems to combat human error within a system. One such principle which has been highlighted as being particularly successful is the integration and adoption of resilience engineering principles. Resilience engineering within the aeronautical industry has been very useful on board aircraft where the number of accidents and incidents have been shown to decrease through the utilisation of resilience engineering. In order to achieve successful transfer and implementation of the proven resilience engineering concepts and tools from the aeronautical industry to marine transport, a systematic approach needs to be adopted. Therefore, within the SEAHORSE project it is our aim to TRANSFER the effective and successful safety concepts utilised in the aeronautical industry, adapting and tailoring them to the unique needs of marine transport in the following manner: Firstly, the best practices in aeronautical industry with regard to managing errors and non-standard practices will be identified. Then, the current practices in marine transport will be assessed and gap analysis in order to identify any potential gaps that may affect the successful implementation of safety management will be conducted. Finally, a Multi-level Resilient Marine Transport Framework will be developed through the adaptation of the identified resilience engineering principles of the aeronautical industry to the unique needs of marine transport. Through the concepts of the SEAHORSE project it is envisaged that more resilient and safer shipping operations will be achieved.
Ketamo H.,Satakunta University of Applied Sciences |
Ketamo H.,Eedu Ltd
7th European Conference on Games Based Learning, ECGBL 2013 | Year: 2013
This paper focuses on learning analytics framework behind Math Elements mathematics game. The game, was introduced at ECGBL 2012. The novelty value of this design study is in development process of visualizing and data mining technologies behind the learning analytics. The analytic tools provide 1) easy access to follow progress and 2) real time analysis on the learning process. The analytics gives fast and easy to understand view into learning process, still supporting the story, the game play and motivation towards game play. In this paper we show the user centered development process, the improvements done according to user feedback and open the future research focuses.
Costello J.T.,Queensland University of Technology |
Donnelly A.E.,University of Limerick |
Karki A.,Satakunta University of Applied Sciences |
Selfe J.,University of Central Lancashire
International Journal of Sports Medicine | Year: 2014
This study sought to a) compare and contrast the effect of 2 commonly used cryotherapy treatments, 4 min of -110°C whole body cryotherapy and 8°C cold water immersion, on knee skin temperature and b) establish whether either protocol was capable of achieving a skin temperature (<13°C) believed to be required for analgesic purposes. After ethics committee approval and written informed consent was obtained, 10 healthy males (26.5±4.9 yr, 183.5±6.0 cm, 90.7±19.9 kg, 26.8±5.0 kg/m2, 23.0±9.3% body fat; mean±SD) participated in this randomised controlled crossover study. Skin temperature around the patellar region was assessed in both knees via non-contact, infrared thermal imaging and recorded pre-, immediately post-treatment and every 10 min thereafter for 60 min. Compared to baseline, average, minimum and maximum skin temperatures were significantly reduced (p<0.001) immediately post-treatment and at 10, 20, 30, 40, 50 and 60 min after both cooling modalities. Average and minimum skin temperatures were lower (p<0.05) immediately after whole body cryotherapy (19.0±0.9°C) compared to cold water immersion (20.5±0.6°C) . However, from 10 to 60 min post, the average, minimum and maximum skin temperatures were lower (p<0.05) following the cold water treatment. Finally, neither protocol achieved a skin temperature believed to be required to elicit an analgesic effect. © Georg Thieme Verlag KG Stuttgart - New York.
Sallinen M.,Satakunta University of Applied Sciences |
Kukkurainen M.L.,Rheumatism Foundation Hospital in Heinola |
Peltokallio L.,University of Jyväskylä
Patient Education and Counseling | Year: 2011
Objective: The aim of the present study was to analyse how experiences of peer support were described and reflected upon several years after a group rehabilitation intervention. Moreover, we wanted to learn more about what meanings were ascribed to peer support in the narratives of women with a long history of fibromyalgia. Method: This was a qualitative study in which narrative life story interviews of 20 women with fibromyalgia were collected and analysed to elicit the impact of peer support in their lives. Results: We identified four main domains of experienced peer support; permission to talk, need of information, reciprocity and self-evaluation through comparison. The meanings ascribed to peer support were mainly positive, although the participants also expressed thoughts about fear of future, hopelessness and mental health issues. Conclusions: Long-term fibromyalgia patients saw peer support as an impetus to an ongoing process of reconstruction of identity, illness acceptance and coping with fibromyalgia. Practice implications: In addition to up-dating their knowledge about fibromyalgia and its treatment, long term patients may need arenas where they can share and compare their experiences to those of other patients with a long history of fibromyalgia. © 2011 Elsevier Ireland Ltd.
Ketamo H.,Satakunta University of Applied Sciences
Proceedings of the European Computing Conference, ECC '11 | Year: 2011
User generated media highlights sharing: Sharing videos, images and texts in social media, as well as sharing character outfits and maps in games. However, behavior is one of the aspects that are not shared. The aim of this study is to show how user generated behaviors can be shared in different types of games. The game genres for this study are educational games and fighting (sports) games. The examples about sport games and educational games are based on MindFarm AI technology that enables end users to construct human-like behavior by only teaching. MindFarm emulates the human way to learn: According to cognitive psychology of learning, our thinking is based on conceptual representations of our experiences and complex relations between these concepts and experiences. Phenomena when the mental structure change is called learning. In the near future user-generated behaviors can be developed and shared, as all other user-generated content. According to examples on this study, game developers can design extensions that enable users to easily construct behaviors. From a game consumer point of view, the most interesting part is in developing behaviors, sharing them and finally playing with them, or against them.
Ketamo H.,Satakunta University of Applied Sciences |
Suominen M.,Tampere University of Technology
Journal of Interactive Learning Research | Year: 2010
This article summarizes the pedagogical design, product development, and empirical evaluations of the game series, Animal Class, in terms of design study. The design phases, as well as the evaluation phases (N=2718), were carried out between the years of 2005-2007. The pedagogical idea of Animal Class is to place a learner in the role of teacher in a virtual world. The game encourages a learner to think reflectively, leading, in a best-case scenario, to conceptual changes in the learner's mental conceptual structure. The evaluation phase showed that the main strengths of these learning-by-teaching types of games are good learning outcomes and positive user experiences.
Kyngas J.,Satakunta University of Applied Sciences |
Nurmi K.,Satakunta University of Applied Sciences
International Journal of Innovative Computing and Applications | Year: 2011
Staff scheduling has become increasingly important for both public sector and private companies. Good rosters have many benefits for an organisation, such as lower costs, more effective utilisation of resources and fairer workloads and shifts. The construction of optimised days-off for the personnel is an important part of the process. This paper presents a successfulway to schedule days-off for the staff of a Finnish bus transportation company. The algorithm is a variation of the cooperative local search method. The generated software is currently in use in the company. In the paper, we also present the first collection of artificial test instances for the days-off scheduling. © 2011 Inderscience Enterprises Ltd.