Paula Alavesa

Dr. Paula Alavesa


Research Focus & Metrics

Academic Career Length

16Years (2011-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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22 July 2016
Verified
Conference Paper
Open access
TAToni Alatalo
Toni Alatalo
TKTimo Koskela
Timo Koskela
MPMatti Pouke
Matti Pouke
PAPaula Alavesa
Paula Alavesa
TOTimo Ojala
Timo Ojala
In this paper, we describe the creation of a photorealistic digital 3D representation of a real world city and its subsequent publication as an open and collaborative 3D virtual world on the web using an open source software platform. We present the guidelines and conventions used in the collaborative development process of the model. We report the design and implementation of the web user interface of the model that exploits on dynamic on demand (un)loading of assets during navigation to reduce memory consumption on user device. We demonstrate the extensibility of the model with example applications. We report an empirical performance evaluation of the web user interface in terms of download latencies and memory consumption, and frame rate achieved with three different types of user devices during navigation. We identify a rendering bottleneck in the current implementation and present a candidate solution for fixing it.

4 March 2024 in IEEE Pervasive Computing
Verified
Journal Article
Open access
MKMikko Korkiakoski
Mikko Korkiakoski
PAPaula Alavesa
Paula Alavesa
PKPanos Kostakos
Panos Kostakos
Hands-free augmented reality (HAR) has the potential of one day becoming our gateway to the Metaverse. However, the devices are still out of reach for most consumers mainly due to their price. The issues with novel interaction techniques can also present a challenge when interacting with holographic content in 3D space. In this article, we describe a mixed-method user study ( N =34, inexperienced HAR users) with an augmented reality (AR) map application and HoloLens 2, where the target is to compare the usability, user experience (UX), and preferences with two of the most common HAR interaction techniques: gestures and voice commands. Our findings show that there may not be a significant difference in the overall UX between these controls when using an AR map. However, there are individual variability and differences in how novel users prefer to interact with holographic content. Gesture controls were preferred for their playfulness and voice commands for their efficiency. This suggests that developers should focus on different interaction techniques for different contexts from gaming to serious collaborative work.

12 March 2023
Verified
Conference Paper
Open access
MKMikko Korkiakoski
Mikko Korkiakoski
AAAnssi Antila
Anssi Antila
JAJouni Annamaa
Jouni Annamaa
SSSaeid Sheikhi
Saeid Sheikhi
PAPaula Alavesa
Paula Alavesa
PKPanos Kostakos
Panos Kostakos
There is a need for creating new educational paths for beginners as well as experienced students for cyber security. Recently, ethical hacking gamification platforms like Capture the Flag (CTF) have grown in popularity, providing newcomers with entertaining and engaging material that encourages the development of offensive and defensive cyber security skills. However, augmented reality (AR) applications for the development of cyber security skills remain mostly an untapped resource. The purpose of this work-in-progress study is to investigate whether CTF games in AR might improve learning in information security and increase security situational awareness (SA). In particular, we investigate how AR gamification influences training and overall experience in the context of ethical hacking tasks. To do this, we developed a Unity-based ethical hacking game in which participants complete CTF-style objectives. The game requires the player to execute basic Linux terminal commands, such as listing files in folders and reading data stored on virtual machines. Each gameplay session lasts up to twenty minutes and consists of three objectives. The game may be altered or made more challenging by modifying the virtual machines. In a pilot, our game was tested with six individuals separated into two groups: an expert group (N=3) and a novice group (N=3). The questionnaire given to the expert group examined their SA during the game, whereas the questionnaire administered to the novice group measured learning and remembering certain things they did in the game. In this paper we discuss our observations from the pilot.

25 November 2018
Verified
Conference Paper
Open access
PDF file
MPMatti Pouke
Matti Pouke
JYJohanna Ylipulli
Johanna Ylipulli
IMIlya Minyaev
Ilya Minyaev
MPMinna Pakanen
Minna Pakanen
PAPaula Alavesa
Paula Alavesa
TOTimo Ojala
Timo Ojala

1 September 2019
Verified
Conference Paper
Closed access
OKOona Kivela
Oona Kivela
PAPaula Alavesa
Paula Alavesa
AVAku Visuri
Aku Visuri
TOTimo Ojala
Timo Ojala
Head-mounted displays for accessing virtual reality have in the past years begun to achieve their commercial potential. Gameplay using the provided game controls and space, often results in increased mobility due to this the games may have unintentional health benefits. In this study we compare two distinct exergames. We conducted a study with 17 participants and collected mixed data in the form of heart rate, interviews and accelerometer data, to assess the exercise benefit of these games. Virtual reality games can be played for exercise purposes. Participants were more eager to recommend others to exercise with exergames than exercise themselves using them. With a more hectic game, it was shown that their heart rate increased, and they moved a lot during the game sessions.

31 January 2011 in Matrix Biology
Verified
Journal Article
Closed access
JHJari Heikkinen
Jari Heikkinen
MRMaija Risteli
Maija Risteli
OLOuti Lampela
Outi Lampela
PAPaula Alavesa
Paula Alavesa
MKMarjo Karppinen
Marjo Karppinen
RMRaili Myllylä
Raili Myllylä