Interactive projects

Augmented Climbing Wall (2013-), a research project into digitally augmented sports. Installed in multiple commercial climbing premises, CHI video showcase 2014, CHI full paper with honorary mention 2016, featured at wired.com, TechCrunch, New Scientist, Gizmodo... Project lead: Dr. Raine Kajastila, My role: supervision, V1 computer vision (now continued by Joni Vähämäki), parts of the design and user studies.
Future Game Animation (2013-), a research project that combines optimization, machine learning, physics simulation, and novel interfaces. We have created, e.g., world's first active ragdolls that can get back up when pushed over, in real-time, and without breaking the physics simulation or using any animation data or a cumbersome offline learning phase.
Kung-Fu Live (2010), and Kung-Fu High Impact (2011). KFL is a PlayStation 3 combat game played by punching and kicking in front of the PS3 Eye camera, implemented using custom computer vision based body tracking. Kung-Fu High Impact is a sequel for Xbox 360 Kinect. My role: head of the computer vision team (wrote about 50k lines of the code myself), design and implementation of player's exaggerated movement & physics.
Kick Ass Kung-Fu (2004-2007), an immersive game installation that transforms computer gaming into an immersive physical performance. The game lets you experience Kung-Fu movie action and aesthetics by merging the real and the virtual with a perceptive user interface. My role: Lead design & original idea, technology, music. Additional music by eBottle. Trailer here, CHI 2005 paper here. Here's also a full-page ad from WIRED magazine that invited the game to NextFest three times.
Preceding Kick Ass Kung-Fu, I experimented with video "magic" mirrors that provide novel visual feedback for sports training. The simplest example is to point a camera at yourself and watch a delayed camera feed on screen while training. For example, when you practice spin kicks, you can't keep your eyes on a mirror when spinning around, so it's far more convenient to do the kick and then stop to watch the delayed view. Check out the video for more examples.
Animaatiokone (2002), an installation for learning about stop-motion animation. The installation is built on an animation software and user interface I designed and implemented. Trailer here, CHI 2004 paper here.
Kukakumma Muumaassa (2001), the first game where you could express yourself as the avatar using both body movements and voice. This was my M.A. thesis project at UIAH Media lab. My responsibilities were concept and interaction design (with Johanna Höysniemi), sound design and technology. Homepage here.
Computer vision consultant for Scramble Suit, an interactive installation by Hanna Haaslahti.
Design and programming of the sound engine of the Soittopeli (PlaySingMusic) musical edutainment CD-ROM (in collaboration with Tero Tolonen) by Elmorex Ltd. Released in 2000, the game was the first to let you control an avatar by singing and learn to sing with help of immediate visual feedback. I also developed some other singing game concepts. In 2003, the project was resurrected as Staraoke.
Design of soundscapes and audio technology for the Semana Santa exhibition at Helinä Rautavaara's museum, summer 2000. I designed a 20-channel three dimensional interactive sound animation system for behavioural modelling of large acoustic spaces. Homepage: http://mlab.uiah.fi/semanasanta.

Audiovisual

I've done audiovisual stuff for the interactive projects above, such as the Kick Ass Kung-Fu trailer (music & editing), Animaatiokone info movie (sound & music) and Kukakumma Muumaassa intro animation soundtrack. Here's also some samples of my non-interactive audiovisual work. Note that these are more than 10 years old now, from around 1995-2001.

Sound and music for Animatricks 2001 trailer (mpeg1).
Music for Golfpiste.fi TV commercial.
Make-up, sound design, music and cinematography for the J5 surreal soap by the OUBS campus television of the Helsinki University of Technology. The series follows the life of students and mythical figures in a student community. Here's a piece of music, most of which has been lost.
Cinematography, lights & music for the OUBS 1996 jingle. The jingle was based on my idea, but having just watched Greenaway's Pillow Book, it was not that original.
Music for the Speksi student theater orchestra, years 1996-1997. Samples: The speksi 1997 theme (synthesizer version used for rehearsing, I don't have a live recording) and a live recording of my arrangement of "You Don't Have To Say You Love Me".
Make-up effects & part of the music of the short film Let's Fucking Die (1997). Fun fact: LFD was a first year film-school project of award-winning cinematographer Mika Orasmaa (Iron Sky, Rare Exports etc.). The opening scene features two pieces of my music. Here's also a climactic hymn where the hero meets the villain (the start overlaps preceding guitar score), trailer music (guitar melody played & composed by Henri Penttinen, noisy due to a damaged DAT tape) and the ending credits music.

Miscellaneous

Software that turns a laptop keyboard into a velocity sensitive midi keyboard or drumpad, as shown on the video. The sound input of the built-in microphone is analyzed and the loudness of keystrokes is mapped to loudness of synthesized sounds. Currently only a standalone prototype, but could be developed into, e.g., a VST software instrument. The prototype lets you play a djembe so that the keys select the hit position on the drum membrane.
MediaObjects, a modular audio/video processing tool. It's the computer vision and audio processing engine in Animaatiokone, Kukakumma, Kick Ass Kung-Fu and Scramble Suit. I hope to make it available someday, but currently it's too experimental and undocumented for releasing. As a curiosity, here's a gallery of self portraits generated when testing various video processing algorithms with a webcam.
Digiskitti – a series of simple digital electronics devices and a compendium with a step-by-step illustrated guide for building the devices on a breadboard. The devices feature different light and sound effects. Designed for a basic course in digital and computer technology at HUT, back in 1998. Homepage: http://signal.hut.fi/kurssit/s88110/kitti.html
Retordion, a distortion plugin for vst-compatible audio software such as Steinberg Cubase. It was conceived accidentally when I was experimenting with nonlinearities inside feedback loops in a Griesinger style allpass reverb algorithm. The result is quite out of control weird distortion. To use, download the dll to the vst plugin folder of your computer. Sound example: original and distorted drums.
A lookahead limiter algorithm presented at DAFx'02 conference. I think this is quite an elegant solution to a problem often solved with hacks and kludges. Here's the paper and Matlab code.