Publications

Publications


2022

Suominen, J., Silvast, A., Pasanen, T., and Reunanen, M., 2022. Uutuudesta yhteiskunnan osaksi: instituutionäkökulma pelialan kulttuuriseen omaksumiseen 1990-luvulta 2010-luvulle (An Institutional View to the Cultural Adoption of the Gaming Industry from the 1990s to the 2010s). WiderScreen, 1–2/2022. Available at: http://widerscreen.fi/numerot/2022-1-2/uutuudesta-yhteiskunnan-osaksi-instituutionakokulma-pelialan-kulttuuriseen-omaksumiseen-1990-luvulta-2010-luvulle/

Saarikoski, P., Lindfors, A., Suominen, J., and Reunanen, M., 2022. The Illuminatus Space Game: From an April Fools’ Joke to Digital Cultural Heritage. In Video Games and Comedy. Palgrave Macmillan, pp.133–151.


2020

Reunanen, M., 2020. Proton – Lisää viihdettä Linux-pelaajalle (More Entertainment for the Linux Player). Skrolli, 4/2020, pp.68–69.

Joelsson, T., and Reunanen, M., 2020. ”Another visitor!” – kun puhuvat koneet tulivat kotiin (When Talking Machines Entered Homes). Lähikuva, 33(1), pp.47–62.

Reunanen, M., Saarikoski, P., and Suominen, J., 2020. Terve, olen Kalle ja kutistan kallosi – Kotipsykiatri popularisoi tekoälyä 1980-luvulla (Kalle the Home Psychiatrist Popularized AI in the 1980s). Skrolli, 1/2020, pp.73–75.


2019

Joelsson, T., and Reunanen, M., 2019. Bittivainajien pikselikalmistot – Hautaamisen ja suremisen rooli digitaalisissa peleissä (Pixel Graves for Bit Bodies – The Role of Burial and Mourning in Digital Games). In Pelitutkimuksen vuosikirja 2019. Pelitutkimuksen seura, pp.3–27.

Reunanen, M., 2019. Trackerit: paradigman synty, kukoistus ja myöhemmät vaiheet (Trackers: The Rise, Bloom and Later Developments of a Paradigm). Musiikki, 49(2–3), pp.14–31.

Reunanen, M., Heikkinen, T., and Carlsson, A., 2019. PETSCII – A Character Set and a Creative Platform. Replay. The Polish Journal of Game Studies, 5(1), pp.27–47. Available at: https://czasopisma.uni.lodz.pl/Replay/article/view/5930

Saarikoski, P., Reunanen, M., and Suominen, J., 2019. “Leiki pöpiä – Kalle parantaa”: Kalle kotipsykiatri -tietokoneohjelma tekoälyn popularisoijana 1980-luvulla (”Act Crazy – Kalle Will Heal You”: Kalle the Home Psychiatrist Program Popularized AI in the 1980s). Tekniikan Waiheita, 37(3), pp.6–30.

Junnila, M., Reunanen, M., and Heikkinen, T., 2019. The Interplay of Thematic and Ludological Elements in Western-Themed Games. Kinephanos, special issue May 2019. Available at: https://www.kinephanos.ca/2019/the-interplay-of-thematic-and-ludological-elements-in-western-themed-games/

Lee, Y., Díaz-Kommonen, L, Yu X., 2019. Applying Embodied Design Improvisation for Physical Interaction in Augmented and Virtual Reality, Xiao, Yu. In Archives of Design Research (Korean Society of Design Studies). https://doi.org/10.15187/adr.2019.05.32.2.5

Tanderup, S., Reunanen, M., and Kraus, M., 2019. Identifying Emotions Provoked by Unboxing in Virtual Reality. In AVR 2019: Augmented Reality, Virtual Reality, and Computer Graphics. Springer, pp.26–36.


2018

Díaz, L., 2018. History, Memory and the Senses The Interface as Negotiator Between Intermedia and the New Media. In Adaptation and Convergence of Media, ‘High’ versus Popular Culture Intermediality. Peer-reviewed, Aalto ARTS Book.

Díaz-Kommonen, L., Pham, S., Vosmeer, M., Bassbouss, L., Lee, J. H. & Mancianti, A., 2018. “360° video storytelling and virtual reality workshop”, in Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video, TVX 2018, ACM Press, 253-254.

Friedman, K. Díaz, L., 2018. Intermedia, Multimedia and Media. In Adaptation and Convergence of Media, ‘High’ versus Popular Culture Intermediality. Peer-reviewed, Aalto ARTS Book.

Macchia T., Díaz-Kommonen, L., 2018. “I did not think about that!” New Media for Stimulating Exhibition Re-interpretation. In Media Innovations and Design in Cultural Institutions. Stuedahl, D. & Vestergaard, V. (eds.). Nordicom Research Anthologies, Göteborg, 53-68.

Suominen, J., Saarikoski, P., and Reunanen, M., 2018. Digitaalisen kilpapelaamisen esihistoriaa Suomessa 1980-luvulta 1990-luvun puoliväliin (Prehistory of eSports in Finland from the 1980s to the mid-1990s). In Pelitutkimuksen vuosikirja 2018. Pelitutkimuksen seura ry., pp.5–34.

Van der Elst, J., Rissetto-Richards, H., Diaz-Kommonen, L., 2018 Rural Sense: Value, Heritage, and Sensory Landscapes Developing a design-directed approach to mapping for healthier landscapes. In Landscape Review. Available at https://journals.lincoln.ac.nz/index.php/lr.


2017

Díaz-Kommonen, L., 2017., Interactive Diorama: A Virtual Reality (VR) Reconstruction of The Anatomy Lesson of Doctor Nicolaes Tulp by Rembrandt, 1632, International Symposium on Mixed and Augmented Reality: ISMAR 2017, Adjunct Proceedings. IEEE, 258-261.

Díaz, L. 2017., “Visualising ourselves through artifacts and experience,” Open Design for E-very-thing: Cumulus Working Papers. Kung, C., Lam, E. & Lee, Y. (eds.), Vol 33, No. 16, Hong Kong: Hong Kong Design Institute, 505-509.

Heikkinen, T., and Reunanen, M., 2017. Rock, joka tiesi liikaa (The Rock Who Knew Too Much). WiderScreen, 1–2/2017, Available at: http://widerscreen.fi/numerot/2017-1-2/rock-tiesi-liikaa/

Saarikoski, P., Suominen, J., and Reunanen, M., 2017. Pac-Man for the VIC- 20: Game Clones and Program Listings in the Emerging Finnish Home Computer Market. Well Played, 6(2), pp.7–31. Available at: http://press.etc.cmu.edu/files/Well-Played-v6n2-17-web.pdf

Saarikoski, P., Suominen, J., and Reunanen, M., 2017. Gamification of Digital Gaming – Video Game Competitions and High Score Tables as Prehistory of E-Sports in Finland in the 1980s and Early 1990s. In Proceedings of the 1st International GamiFIN Conference. Tampere University of Technology, TUT Game Lab, pp.15–21.

Sayed, N., Díaz. L., 2017. ‘Open narratives’: Narrative as collaborative co-creation through collective cultural memory, Open Design for E-very-thing: Cumulus Working Papers. Kung, C., Lam, E. & Lee, Y. (eds.), Vol 33, No. 16, Hong Kong: Hong Kong Design Institute, 498-504. (Cumulus working papers; vol. 33, no. 16).


2016

Bhowmik, S., and Díaz, L., 2016. Hot Stones and Cool Digitals: Sustainable Contact Zones for Intangible Cultural Heritage in Finland, International Journal of Intangible Heritage, National Folk Museum of Korea, Seoul, Korea. Available at: http://www.ijih.org/volumeMgr.ijih?cmd=volumeView

Diaz, L. and Dean, P., 2016. “An Interview with Lily Díaz and Philip Dean at Media Lab Helsinki” Interviews, in What is a Media Lab, Situated Practices in Media Studies, [online] Available at: http://whatisamedialab.com/2016/11/02/an-interview-with-media-lab-helsinki/

Reunanen, M., and Salo, M., 2016. Seppo Kilgast – Amigalla Warholin jalanjäljissä (Using Amiga in Warhol’s Footsteps). WiderScreen, 1–2/2016, [online] Available at: <http://widerscreen.fi/numerot/2016-1-2/seppo-kilgast-amigallawarholin-jalanjaljissa/>.


2015

Díaz, Lily, Cultural Theory. In Ekman, U., Bolter, J.D., Díaz, L., Engberg, M and Søndergaard, M. (Eds.) Ubiquitous Computing, Complexity and Culture, Routledge, Taylor & Francis, 30–32.

Díaz, Lily, Events. In Ekman, U., Bolter, J.D., Díaz, L., Engberg, M and Søndergaard, M. (Eds.) Ubiquitous Computing, Complexity and Culture, Routledge, Taylor & Francis, 305–307.

Díaz, Lily, From Simple Rules to Complex Performances––Interview with Blast Theory’s Matt Adams. In Ekman, U., Bolter, J.D., Díaz, L., Engberg, M and Søndergaard, M. (Eds.) Ubiquitous Computing, Complexity and Culture, Routledge, Taylor & Francis, 240–248.

Díaz, Lily, Media Art. In Ekman, U., Bolter, J.D., Díaz, L., Engberg, M and Søndergaard, M. (Eds.) Ubiquitous Computing, Complexity and Culture, Routledge, Taylor & Francis, 237–239.

Díaz, Lily, Peekaboo, I see you! In Ekman, U., Bolter, J.D., Díaz, L., Engberg, M and Søndergaard, M. (Eds.) Ubiquitous Computing, Complexity and Culture, Routledge, Taylor & Francis, 57–69.

Sivula, A., Suominen, J., and Reunanen, M., 2015. ”A1 alkuperäisartikkeli tieteellisessä aikakauslehdessä”: uusien julkaisukäytänteiden omaksuminen ihmistieteissä 2000-luvulla (”A1 Research Article in an Academic Journal”: Adoption of New Publishing Practices in Human Sciences in the 2000s). Kasvatus & aika, 3/2015, [online] Available at: <http://www.kasvatus-ja-aika.fi/site/?lan=1&page_id=720>.

Suominen, J., Reunanen, M., and Remes, S., 2015. Return in Play: The Emergence of Retrogaming in Finnish Computer Hobbyist and Game Magazines from the 1980s to the 2000s. Kinephanos, 1/2015, [online] Available at: <http://www.kinephanos.ca/2015/emergence-of-retrogaming/>.

Heikkinen, T., and Reunanen, M., 2015. Once Upon a Time on the Screen—Wild West in Video Games. WiderScreen, 1–2/2015, [online] Available at:
<http://widerscreen.fi/numerot/2015-1-2/upon-time-screen-wild-west-computervideo-games/>.

Reunanen, M., Wasiak, P., and Botz, D., 2015. Crack Intros: Piracy, Creativity, and Communication. International Journal of Communication, 9(1), [online] Available at: <http://ijoc.org/index.php/ijoc/article/view/3731/1345>.

Reunanen, M., Díaz, L., and Horttana, T., 2015. A Holistic User-Centered Approach to Immersive Digital Cultural Heritage Installations: Case Vrouw Maria. Journal on Computing and Cultural Heritage, 7(4), pp.24:1–16.


2014

Díaz, L., Reunanen, M., and Fewster, D., 2014. Suomen paviljonki Pariisissa vuonna 1900: digitaalinen rekonstruktio. In Pro Finlandia. National Archives, pp. 189–199.

Macchia, T., Diaz, T., D’Andrea V. Participating in infrastructuring. The active role of visitors and curators in museum. In STS ITALIA CONFERENCES, A Matter of Design. Making Society through Science and Technology, held in Milan, 12–14 June, 2014, http://www.stsitalia.org/conferences/ocs/index.php/STSIC/AMD/paper/view/99. (Accessed 15 May, 2016.)

Silvast, A., and Reunanen, M., 2014. Multiple Users, Diverse Users: Appropriation of Personal Computers by Demoscene Hackers. In Hacking Europe. Springer, pp.151–163.

Saarikoski, P., and Reunanen, M., 2014. Great Northern Machine Wars: Rivalry Between User Groups in Finland. IEEE Annals of the History of Computing, 36(2), pp.16–26.

Reunanen, M., 2014. How Those Crackers Became Us Demosceners. WiderScreen, 1–2/2014, [online] Available at: <http://widerscreen.fi/numerot/2014-1-2/crackers-became-us-demosceners/>.

Saarikoski, P., and Reunanen, M., 2014. ”Mun kone on parempi kuin sun romu” — Suomen konesotien vaiheita yleisönosastosta internetiin (“My Machine Is Better than Your Scrap”—Finnish Machine Wars from Readers’ Letters to the Internet). Tekniikan Waiheita, 1/2014, pp.5–22.

Ahola, M., Magica, R., Reunanen, M., and Kauppi, A., 2014. Gameplay Approach to Virtual Design of General Arrangement and User Testing. In Education and Professional Development of Engineers in the Maritime Industry. The Royal Institute of Naval Architects, pp.99–107.

Díaz, Lily, “New Media’s Third Wave” Media Lab 20 Helsinki, Aalto University, Helsinki, Finland, 2014, pp. 64–71.

Díaz, Lily, “Developing design education and knowledge for heritage”, Proceedings of the 7th Conference of the Turkish Design History Society, 5T A New Affair: Design History and Digital Design Museums, held at Yazar University, Izmir, Turkey on 17-18 May, 2012.


2013

Díaz, L., Haidu, A., Jalas, M., Hyvönen, H., Maciak, J., Manzini, E., Mattelmäki, T., Mäkelä, M. and Mäki, T. (Eds.) Northern World Mandate, Selected Papers from the Cumulus Conference held in Helsinki 24–26 May 2012. Cumulus Working Paper Series 28/12, Aalto University School of Arts, Design and Architecture.

Heikkinen, T., and Reunanen, M., 2013. Kungfumestarit kuvaputkella – kamppailuelokuvien ja -pelien suhde 1980-luvulla (Kung-fu Masters on TV Screens – The Relationship between Martial Arts Movies and Games in the 1980s). WiderScreen, 4/2013. [online] Available at: <http://widerscreen.fi/numerot/2013-4/kungfumestarit-kuvaputkella-kamppailuelokuvien-ja-pelien-suhde-1980-luvulla/>.

Reunanen, M., Heinonen, M., and Pärssinen, M., 2013. Suomalaisen peliteollisuuden valtavirtaa ja sivupolkuja (Mainstreams and Byways of the Finnish Game Industry). In Pelitutkimuksen vuosikirja 2013. University of Tampere, pp. 13–28. [online] Available at: <http://www.pelitutkimus.fi/vuosikirja-2013/>.

Reunanen, M., 2013. Neljän kilotavun taide (Four Kilobyte Art). WiderScreen, 2–3/2013. [online] Available at: <http://widerscreen.fi/numerot/2013-2-3/neljan-kilotavun-taide/>.


2012

Díaz, L., Sen, F., Maras, S., Reunanen, M., Horttana, T., and Hovi, M., 2012. Rediscovering the Vrouw Maria. In Lost at Sea, Rediscovered. Finland’s National Board of Antiquities, pp. 146–155.

Sen, F., Díaz, L., and Horttana, T., 2012. A Novel Gesture-Based Interface for a VR Simulation: Re-discovering Vrouw Maria. In Proceedings of the VSMM 2012. IEEE, New York, pp. 323–330.


2011

Acuña, B., 2011. Digital Pre-Hispanic Cultures: The Design Process of the Digital Interface. Design Principles and Practices: An International Journal, Vol. 5, No. 4. Common Ground Publishing LLC, USA.

Acuña, B., 2011. A Pre-Hispanic Collection Online: Designing the Visual Interactions. Electronic Imaging & the Visual Arts, EVA 2011 Florence Conference Proceedings. Pitagora Editrice Bologna, Italy.

Díaz, L., Reunanen, M., Acuña, B. Timonen, A., 2011. ImaNote: a Web-Based Multi-User Image Map Viewing and Annotation Tool. ACM International Journal of Heritage and Computing, Volume 3, Issue 4.

Miltos, L., Ordoñez de Pablos, M.J., Damiani, E., Díaz, L., 2011. (Eds.) Digital Culture and E-Tourims: Technologies, Applications and Management Approaches, IGI-Global.

Díaz, L., 2011. By Chance, Randomness and Indeterminacy Methods in Art and Design. Journal of Visual Art Practices, Vol. 10. No. 1, Intellect Press, pp. 21–33.

Díaz, L., and Ekman, U., 2011. Mobile Ubiquity in Public and Private Spaces, editorial. Digital Creativity, Vol. 22. No. 3, pp. 127–132.

Sen, F., and Díaz, L., 2011. Historical Orchestra: An Interactive Audio/visual Cultural Experience. In Proceedings of the International Conference Re-thinking Technology in Museums 2011: Emerging Experiences. University of Limerick, Ireland, pp. 61–69.

Reunanen, M., Lankoski, P., and Heinonen, M. 2011. Joystickit kuumina – varhaista erotiikkaa kotitietokoneilla. In Saarikoski, P., Heinonen, U., and Turtiainen, R. (eds.) Digirakkaus 2.0. Kulttuurintuotannon ja maisemantutkimuksen julkaisut xxxi, Turun yliopisto, pp. 33–48.


2010

Díaz, L., Reunanen, M., Salmi, A. and Fewster, D., 2010. Digital Reconstruction of the Finnish 1900 World Fair Pavilion: Experiences from Creating a Virtual Reality Installation. In Ioannides, M., Alonzo, A., Georgopoulos, A., Kalisperis, L., Brown, A., and Pitzalis, D. (eds.), Heritage in the Digital Era. Multi-Science Publishing Co., pp. 167–180.

Reunanen, M., 2010. Computer Demos – What Makes Them Tick? Licentiate thesis, Aalto University School of Science and Technology.

Díaz, L., Partanen, L., 2010. Digital Culture Heritage to Support Education in the Classrooms of the Future. In Mäkitalo-Siegl, K.; Kaplan, F.; Zottmann, J.; Fischer, F. (Eds.) The Classroom of the Future, Orchestrating Collaborative Spaces, Technology Enhanced Learning Series. Sense Publishers, The Netherlands.

Sayed, S., Singh, A., Saad-Sulonen, J., Diaz, L., 2010. Co-construction through complex adaptive system. Journal of Community Informatics, Vol. 6, No. 2.

Díaz, L., Seitamaa-Hakkarainen, P., 2010 (Eds.) FISCAR 2010, Proceedings of the Nordic Conference on Activity Theory and the 4th Finnish Conference on Cultural and Activity Research.

Acuña, B. and Diaz, L., 2010. The Digital-Signs in the Map of Mexico 1550. In Museums and the Web 2010 Conference.


2009

Salgado, M., 2009. Designing for an Open Museum. An Exploration in Content Creation and Sharing through Interactive Pieces. Doctoral Dissertation. University of Art and Design Helsinki.

Salgado, M., 2009. Openness, Inclusion and Participation in Museums. Open Symposium. University of Art and Design Helsinki, November 5-6, Helsinki.

Salgado, M., Jauhiainen, T. and Díaz, L., 2009. Re-thinking an Annotation Tool for Museum Community-Created Content. Nordic Design Research Conference. Nordes, August 30- September 1, Oslo.

Díaz, L., Reunanen, M. and Salmi, A., 2009. Role Playing and Collaborative Scenario Design Development. In ICED 2009, 17th International Conference on Engineering Design, August 24-27, Center for Design Research, Stanford University.

Salgado, M., Saad-Sulonen, J. and Díaz, L., 2008. Using On-line Maps for Community-Generated Content in Museums. In J. Trant and D. Bearman (eds.). Museums and the Web 2009: Proceedings. Toronto: Archives & Museum Informatics, March 31, 2009.

Reunanen, M. and Silvast, A., 2009. Demoscene Platforms: A Case Study on the Adoption of Home Computers. In History of Nordic Computing 2. Springer, pp. 289–301.

Heinonen, M. and Reunanen, M., 2009. Preserving Our Digital Heritage. Experiences from the Pelikonepeijoonit Project. In History of Nordic Computing 2. Springer, pp. 55–64.


2008

Salgado, M., 2008. Enlaces entre accesibilidad y participación. Múltiples voces en el Museo de Diseño de Helsinki. En el Informativo del Sistema Territorial del Museo de Ciencia y Técnica de Catalunia, Numero 16. Noviembre 2008, Spain.

Díaz, L. and Forte, M. (eds.), 2008. Digital Matter and Intangible Heritage. A special double issue of International Journal of Digital Culture and Electronic Tourism(IJDCE), Vol. 1, Issue 2/3, Inderscience Publishers, Geneva, Switzerland.

Díaz, L., 2008. Design as interpretation, translation, and representation. In Proceedings of Technarte 2008, an international conference on art and technology held on April 20-25, Bilbao, Spain.

Salgado, M., 2008. Participatory platforms for opening dialogue in exhibitions. A design perspective. In Díaz, L. and Forte, M. (eds.), International Journal of Digital Culture and Electronic Tourism (IJDCE). Special Issue on Digital Matter and Intangible Heritage. Inderscience Publishers, Vol. 1, Issue 2/3, Geneva, Switzerland, pp. 263-265.

Salgado, M., Savolainen, J., Svinhufvud, L., Botero, A., Krafft, M., Kapanen, H., DeSousa, D., Eerola, E., Louhelainen, A. and Vakkari, S., 2008. Co-designing Participatory Practices around a Design Museum Exhibition. In Proceedings of the 6th International Conference of Design History and Design Studies. Another Name for Design, Words of Creation. ICDHS 2008. Osaka, Japan, pp. 106-109.

Díaz L., 2008. Seeking the Multicultural in the Arts In Finland. In K. Goodnow and H. Akman (eds.) Scandinavian museums and cultural diversity. Berghahn Books and Museum of London, with the support of UNESCO. New York and Oxford, pp. 101-111.

Díaz-Kommonen, L. and Castro Pelayo, B., 2008. Mapa de México 1550: aprovechamiento de las nuevas tecnologías para proteger y difundir el patrimonio cultural. In Boletín Oficial del Instituto Nacional de Antropología e Historia (INAH). 81 enero/marzo, México, pp. 119-123.

Salgado, M. and Botero A., 2008. Opening Exhibitions: The Visually Impaired and the Design of Probes Packages. In Proceedings of the Participatory Design Conference 2008. Indiana. USA, pp. 150-153.

Salgado, M., 2008. The Aesthetic of Participative Design Pieces: Two Case Studies in Museums. International Journal of the Inclusive Museum, Volume 1. Melbourne, Australia, pp. 105-110.

Salgado, M. and Salmi, A., 2008. Use of Clay in the Dialogue with the Visually Impaired. Working papers of the University of Art and Design Helsinki. F35 (Digital Tools – a New Way to Interact with the World), pp. 27-32.

Salgado, M. 2008., Breaking Apart Participation in Museums. In J. Trant and D. Bearman (eds.). Museums and the Web 2008: Proceedings. Toronto: Archives & Museum Informatics, March 31, 2008.

Salgado, M. 2008., The Secret Life of Objects. In From Monologue to Dialogue. Compilation of cultural accessibility projects. European Year of Intercultural Dialogue. April 2008, Turku, Finland, pp. 13-14.


2007

Díaz-Kommonen, L., 2007. Narrativa digital para sistemas interactivos relacionados con la herencia cultural. Cuadernos de Literatura, Pontíficia Universidad Javeriana Bogotá, Colombia, 12:23 (julio-diciembre, 2007), pp. 153-164.

Díaz-Kommonen, L., Salmi, A. and Reunanen, M., 2007. Scenario Design Methods for Innovation. In Program Abstracts of The Third Finnish Conference on Cultural and Activity Research (FISCAR’07), pp. 38–39.

Díaz-Kommonen, L., 2007. Digital Cultural Heritage to Support Education in the Classrooms of the Future. Invited paper presented in The Classroom of the Future a workshop at the Computer-supported Collaborative Learning (CSCL) Alpine Rendez-vous organized by Kaleidoscope Network of Excellence, held in Vilars, Switzerland, Jan. 21-27, 2007. (Forthcoming publication as book chapter, SensePublisher, early 2008.)

Díaz-Kommonen, L., 2007. Some Thoughts about Digital and Material Culture. Studies in Material Thinking. Vol. 1 (April), AUT University New Zealand.

Díaz-Kommonen, L., 2007. Designing and Producing Digital Cultural Heritage, The Map of Mexico 1550. In Engramma, la tradizione classica nella memoria occidentale, Vol. 54 (gennaio-febbraio 2007), University of Venice, Italy.

Díaz-Kommonen, L. and Castro, B., 2007. Diseñando y realizando patrimonio cultural digital: el mapa de México de 1550, revista internacional Amínima, España, Vol. 19, enero 2007, pp. 108-115.


2006

Díaz-Kommonen, L. and Engeström, Y., 2006. Challenges to Designing Collaborative Multinational Research projects: Reification and its Alternatives. Paper presented at the Making Project Critical: Beyond Project Rationality, International workshop organized by the European Institute of Advanced Studies in Management (EIASM). Manchester: University of Manchester, 2006.

Salgado, M. and Salmi, A., 2006. Ideas for Future Museums by the Visually Impaired. In Proceedings of the Participatory Design Conference. Trento: University of Trento, Italy, 2006.

Salgado, M. and Díaz-Kommonen, L., 2006. Visitors’ Voices. In Bearman, D. and Trant, J., eds. Museums and the Web 2006: Proceedings. Albuquerque: Archives & Museum Informatics, USA.


2005

Díaz-Kommonen, L., 2005. Digital Narrative and Collaborative Design in the Chronicles and Legends of the Historic Center of Mexico City. In Proceedings of the First International Conference on Design Perspectives, Envisioning Design for the 21st Century. Mexico City: Universidad Iberoamericana, 2005, pp. 26-28.

Díaz-Kommonen, L., Nuikka, M. and Haggren, H., 2005. A Voice for the Map of México: Chronicles, Legends and Oral Traditions from the Historic Center. In Baltsavias, E., Gruen, A. & Paternaki, M., eds. Recording, Modeling and Visualization of Cultural Heritage. London: Taylor Francis, 2005.

Salgado, M. and Kellokoski, A., 2005. Äänijälki, Opening Dialogues for Visually Impaired Inclusion in Museums. In Ciolfi, L., Cooke, M., Hall, T., Bannon, L.J. and Oliva, S., eds. Proceedings of the International Workshop on Rethinking Technology in Museums. Limerick: University of Limerick, Ireland, pp. 10-17.


2004

Nuikka, M., Díaz-Kommonen, L. and Haggren, H., 2004. Photogrammetric Reproduction of the Map of México 1550. In Proceedings of the 20th International Congress in Photogrammetry and Remote Sensing. ISPRS, 2004, pp. 16-21.

Díaz-Kommonen, L., 2004. Designing Knowledge and Multidisciplinary Collaboration. Media Lab 10-year Anniversary, Mäenpää, M. and Nykanen, J., eds., pp. 92-98.

Díaz-Kommonen, L., 2004. Expressive Artifacts and Artifacts of Expression. Working Papers in Art and Design, An International Refereed Journal for Research into Art and Design, 3.


2003

Avilés Collao, J., Díaz-Kommonen, L., Kaipainen, M. and Pietarila, J., 2003. Soft Ontologies and Similarity Cluster Tools to Facilitate Exploration and Discovery of Cultural Heritage Resources. In Proceedings of the 14th International Workshop on Database and Expert Systems Applications. Washington DC: IEEE Computer Society, 2003, pp. 75-79.

Díaz-Kommonen, L., 2003. Activity theory and design in the CIPHER project. In Proceedings of the 14th International Workshop on Database and Expert Systems Applications. Washington DC: IEEE Computer Society, 2003, pp. 115-119.

Díaz-Kommonen, Lily, “Of Dragons and Classifications”. Discovering New Media, Botero, A. & Rantavuo, H. (eds.), Working Papers F26, University of Art and Design Helsinki, pp. 27-37.

Díaz-Kommonen, L., and Salgado, M. Interface Design and Usability Testing in the Digital Facsimile of the Map of Mexico 1550. In Botero, A. & Rantavuo, H. (eds.) Discovering New Media, Working Papers F26. University of Art and Design Helsinki, pp. 16-21.

Díaz-Kommonen, L., Kommonen, K., Reunanen, M. and Rissanen, J., 2003. Report on User Interface Design: Key Issues. Distributed European Electronic Resource (DEER), E-Culture Net.


2002

Díaz-Kommonen, L. and Kaipainen, M., 2002. Designing vector-based ontologies: Can technology empower open interpretation of culture heritage objects? In Proceedings of the 13th International Workshop on Database and Expert Systems Applications. Washington DC: IEEE Computer Society, 2002, pp. 521-526.

Díaz-Kommonen, L., 2002. Raisio Archaeology Archive: Using Design to Build Collaborations. In SIGGRAPH 2000 Conference Abstracts and Applications. ACM Press, 2002, pp. 325.

Díaz-Kommonen, L., 2002. Collaborative Frameworks: A Proposal for an Archive in the Studio. In SIGGRAPH 2000 Conference Abstracts and Applications. ACM Press, 2002, pp. 294.

Díaz-Kommonen, L., 2002. Art, Fact and Artifact Production, Design Research and Multidisciplinary Collaboration. Doctoral Dissertation. Ilmari Design Publications, The University of Art and Design Helsinki, Finland.


2000

Díaz, L. and Raninen, S., 2000. Designing Classification, An Overview of the Illuminating History Project. In Niccolucci, F., ed. Virtual Archaeology, Proceedings of the VAST Euroconference. Oxford: Archaeopress, Bar International Series 1075, 2000, pp. 221-224.


1999

Díaz, L., 1999. New Media Interpretation of Historical Materials. In Eero Pantzar, ed. Reports of the Information Research Programme of the Academy of Finland. Volume 3. Tampere: University of Tampere, 1999, pp. 43-50.

Díaz, L., 1999. Can the Muses Be Revived? In Eero Pantzar, ed. Reports of the Information Research Programme of the Academy of Finland. Volume 2. Tampere: University of Tampere, 1999, pp. 277–288.

Díaz, L., 1999. Jumping over the Edge: The Self in Cyberspace. In Re-framing Consciousness. Bristol, Intellect Press, 1999, pp. 71-76.


1998

Díaz, L., 1998. Digital Archaeology: Connecting Historical Narratives and Digital Environments. Leonardo, Journal of the International Society for the Arts, Sciences and Technology, 31 (4), pp. 283-287.