Projects

Our MMIG group carries out joint projects with other leading research groups globally. We often collaborate with companies in joint research projects or under reseach contracts. The funding typically comes from Business Finland, Research Council of Finland, or European Union programs.

Current projects - MMIG group

2025 - 2029 HAVIXR

The HAVIXR project focuses on improving extended reality (XR), where users view synthetic objects through smart glasses or head-mounted displays, by addressing key challenges such as inadequate visual quality, obtrusive interaction, high rendering costs, and the lack of tactile sensation when interacting with virtual objects. To tackle these issues, the project develops the intersection of visual and touch modalities, aiming for realistic yet touchless XR experiences. It combines light field displays, which provide correct focus and depth perception, with ultrasound haptics to recreate a sensation of touch in midair. The project involves building prototypes and conducting experimental user studies to identify optimal methods for enhancing XR usability and experience. Its results aim to enable efficient multimodal interaction using multiple human senses, supporting broader adoption of XR across industries such as healthcare, manufacturing, and entertainment, while also promoting hygiene, accessibility, and safe interaction with digital content, and contributing to research collaboration and skill development.

2025 - 2028 AWE

The AWE project explores how wearable technologies can be used to extend human capabilities beyond traditional fitness and health tracking applications. By integrating advanced hardware and software, including augmented and extended reality devices such as smart glasses and helmets, the project aims to enhance human perception, cognition, and interaction with their environment in a seamless and intuitive way. It focuses on developing and researching solutions for industry and defence contexts through collaborative efforts between companies and research teams, while also addressing ethical and societal considerations. Ultimately, AWE seeks to enable broader applications of wearable technology, including supporting the development of metaverse-related uses in both professional and everyday settings.

Project website

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2024 - 2028 NewWorkTech

The NewWorkTech project focuses on enhancing work-related capabilities for both people with disabilities and the broader workforce, with a strong emphasis on technology-mediated tasks and interactions. It takes a comprehensive approach, ranging from empirical research on how individuals with disabilities use and adapt to workplace technologies—often as early adopters—to developing new theoretical perspectives on socio-material factors and the nature of technology. The project also aims to influence policy and create innovative solutions, including AI-based tools, to improve accessibility and inclusion. Ultimately, its goal is to address the underemployment of people with disabilities while exploring how assistive technologies can benefit all workers and support more inclusive, efficient workplaces.

Project website

2024 - 2027 Google Intelligent Haptic Mediation

The Intelligent Haptic Mediation (IHM) project, funded by Google, advances a new generation of tactile interaction systems by rethinking the haptic channel as a complete end-to-end loop rather than a single actuator output. It addresses the challenge that haptic signals in mobile, wearable, and immersive interfaces often degrade due to material losses, environmental noise, and static actuation. To overcome this, the project introduces a system-level architecture that optimizes signal generation, propagation, and verification in real time through three components: the Active Actuation Engine (AAE), Dynamic Realtime Signal Mediation (DRSM), and a User Sampling Feedback Loop (USFL), aiming to preserve consistent tactile perception across different devices and contexts. The research combines prototyping and empirical validation to improve haptic efficiency and reliability while producing reusable design guidance for multimodal interaction. Additionally, it explores advanced materials and actuation approaches, including rheACT, an implantable actuator using magnetorheological fluids and hydrogel encapsulation for adaptive, localized tactile stimulation controlled by external magnetic fields, demonstrating new possibilities for assistive technologies, prosthetics, and high-fidelity human–computer interaction.

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2024 - 2027 STOPCEM_VR

The STOPCEM_VR project explores whether virtual reality (VR) can help reduce parental emotional maltreatment of children, which may occur unintentionally due to factors like stress or fatigue. The project aims to break the intergenerational cycle of child emotional maltreatment by allowing parents to experience situations from the child’s perspective in immersive VR environments. It defines and models maltreatment behaviors based on research, while assessing parents’ empathy, competence, risks, and behavior before, during, and after the VR experience. Through interviews and therapeutic discussions, the project gathers insights into participants’ experiences and emotions, ultimately seeking to provide evidence and practical VR-based tools to prevent maltreatment and support healthier parenting practices.

Project website

2024 - 2026 MEDALLION

The MEDALLION project focuses on developing advanced tools to help medical professionals analyze data more effectively and improve clinical workflows. By using Extended Reality (XR) environments, it enables intuitive interaction with complex medical data, helping reduce errors while saving time and costs. The project also develops XR metrology for quality control, collaborative XR systems for remote and flexible teamwork, and multimedia annotation tools that support global collaboration on 3D patient data. In addition, MEDALLION emphasizes explainable AI (XAI), aiming to make AI-driven analyses transparent, understandable, and trustworthy, allowing clinicians to review, question, and refine results, ultimately improving decision-making and patient care.

Project website

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2024 - 2026 MIXER

The MIXER project focuses on advancing user interfaces for industrial machinery and passenger vehicles by leveraging emerging technologies such as AI, augmented reality, and autonomous systems. Its goal is to develop innovative solutions for in-vehicle interaction and remote situational awareness, including next-generation driver and occupant management systems, AR/HUD displays to improve awareness, standardized processes for advanced driver-assistance systems and autonomous driving levels, and AI-powered voice assistants for multimodal interaction. Additionally, the project aims to support the development of connected vehicle infrastructure, contributing to the creation of a Vehicular Metaverse and more integrated, user-friendly mobility experiences.

Project website

2024 - 2026 Nokia PathFAInder

PathFAInder is an accessibility-driven research project focused on multimodal pedestrian navigation in environments where conventional map guidance is often insufficient, such as complex urban areas and remote, low-infrastructure settings. It combines precise route mapping, adaptive haptic cues, and AI-assisted contextual support to help users navigate safely and confidently with reduced reliance on visual information. At its core, the project investigates how calibrated tactile feedback can provide meaningful path-correction cues while minimizing cognitive load, particularly for people with visual impairments and those in eyes-busy situations. Through real-world route studies, deviation-aware guidance strategies, and integration of haptics, audio, and AI vision, PathFAInder advances both scientific understanding and practical system design, building toward scalable, inclusive navigation solutions that improve route adherence, situational awareness, and perceived safety.

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2023 - 2007 MediaRoboLit 65+

The MediaRoboLit 65+ project addresses the gap in media literacy among people over 65, which can limit their participation in today’s digital society. It focuses on developing the skills needed to access, evaluate, and produce media content, particularly in areas such as online news, health information, communication, and interactions with robots. The project investigates the media and robot literacy of older adults in Finland through diverse data sources and aims to create a new theoretical framework that highlights robot literacy and views older people’s skills as strengths, including those in vulnerable situations. Its findings will support policy, legislation, and practical measures to enhance older adults’ media literacy, well-being, learning, and social participation.

Project website

2023 - 2027 HapticAugmentation: Standardization of Haptic Feedback

The HapticAugmentation project advances next-generation multimodal interaction standards with a strong focus on haptics across major international standardization ecosystems, including MPEG, 3GPP, and IETF. It contributes to the evolution of MPEG haptics from temporal coding toward richer spatial and interactive paradigms, while supporting interoperability across media and transport systems. The work combines scientific research and practical engineering through evaluation platforms, cross-industry collaboration, and demonstration-driven validation, aiming to transform haptics into a standardized component of immersive media systems. In addition to standardization efforts, the project develops novel haptic interaction systems and AI-assisted multimodal orchestration, creating a pipeline from research prototypes to future standards and innovation assets. Through collaboration with national and international partners, it integrates architecture research, system prototyping, and user-centered validation to support real-world deployment, positioning the project at the intersection of multimodal haptics research, interoperable systems engineering, and long-term standardization impact.

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2023 - 2027 AWARE

The AWARE project aims to enhance human capabilities by developing assistive AI systems that understand a user’s cognitive state, biological signals, and surrounding context through data collected from wearable sensors, headsets, cameras, and XR devices. By combining machine learning with extended reality, the project enables improved situational awareness, remote collaboration, and adaptive support tailored to the user’s needs. The AI can detect stress or changes in performance and respond by adjusting XR interactions to optimize outcomes. Through studying cognitive responses, task performance, and user experience, AWARE seeks to enable more effective human–AI collaboration and more efficient use of XR technologies in complex tasks.

Project website

2023 - 2027 FinnGen 3

FinnGen is a large public–private genomics and personalized medicine project that has gathered genetic and health data from around 500,000 Finnish biobank participants to better understand the genetic basis of diseases. Now in its third phase (2023–2027), the project focuses on deepening existing data rather than expanding the cohort, aiming to study disease onset, progression, and treatment response through longitudinal analyses. It investigates biological mechanisms behind genetic variants across selected disease areas, such as neurodegenerative, cardiovascular, and inflammatory conditions. By integrating new clinical data sources, including laboratory results and treatment information, and incorporating advanced omics analyses (e.g., proteomics, metabolomics, and sequencing), FinnGen seeks to identify biomarkers and provide deeper insights into how genetic factors influence disease development, ultimately supporting advances in prevention, diagnosis, and treatment.

Project website

 

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Finished projects – MMIG group

2022 - 2025 Industry X

INDUSTRY X involves the understanding of how events, information, or own action influences objectives and goals immediately or in future in factory environment. The INDUSTRY X project focuses on topics such as intelligent algorithms for Industry 4.0, audio-visual environment sensing, analysis, and spatial computing, visualization and virtual asset management for digital twins, and real-time edge computing solutions for Industry 4.0.

A major task of the INDUSTRY X project is to create an “INDUSTRY X Ecosystem” in order to support and strengthen Finnish industrial companies and academia in becoming a global leader in edge computing research and technology enablers. This leadership will be realized in different fronts such as academic research, product R&D, technology development and related international standardization.

Tampere University is the academic partner of the INDUSTRY X project. Three research groups with complementary expertise take part in co-innovation activities.

Link to the final report of the project

Industry workers and researchers from Tampere University are interacting with virtual technologies for industrial use.

2021-2023 Adaptive Multimodal In-Car Interaction (Amici)

Project Goals

  • Develop technologies for human-car-interaction 
  • Prepare for autonomous, electric transportation
  • Understand + predict the needs of future drivers
  • Create SW/HW framework for car HCI for easy integration by multiple companies

Cars are computers-on-wheels

  • Autonomous, electric, connected
  • SW companies will dominate the auto industry
  • How to make that SW safe, informative, easy?
  • In semi-autonomous cars, drivers are just su­per­visors, like airline pilots (but lack training)

Rethink Future Vehicle Interaction

  • AI to understand traffic & driver (e.g. fatique)
  • Rich sensors: LIDAR, 3D cameras, 4D point clouds, head and gaze tracking, speech, haptics 
  • Optimize safety & reliability of car-human symbiosis, show right info at right times via multiple senses

2018-2022 Multimodal Interaction in Autonomous Vehicles (MIAuV)

2018-2021 Digital and Physical Immersion in Radiology and Surgery (DPI)

The DPI research project aims at co-creating and developing innovative technical solutions for medical and surgical use. The project begins with a co-creation phase, which is followed by an co-innovation phase where virtual reality, artificial intelligence and deep learning technologies are applied. The focus is both on creating a new channel for communication and on creating new value for radiology. Interpreting three-dimensional body tissues through two-dimensional image slices takes the doctors years to learn. This project produces more realistic, immersive 3D models with AR and VR technologies. These technologies provide surgeons and other medical staff with new visual data.

DPI is funded by Business Finland.

XAI: Explainable AI, one area of AI research that seeks to make AI functions understandable for humans.

2019-2022 Human-Centered Artificial Intelligence (KITE)

Acceptance of artificial intelligence (AI) applications requires that the developers of AI solutions consider end-users’ needs and concerns. This project focuses on co-creation of AI solutions and their design methods with companies utilizing applied research on human-centred technology. The aim is to create knowledge and skills in the design and development of AI solutions that are meaningful, understandable, acceptable and ethically sustainable for their users.

KITE is funded by the European Regional Development Fund.

2018-2022 Augmented Eating Experiences (AEE)

The aim of the Augmented Eating Experiences project is to understand how augmented reality (AR) and virtual reality (VR) technologies stimulating senses of sight, hearing, touch, taste and smell contribute to the perception of food texture and eating experiences.

Tampere Unit for Computer-Human Interaction (TAUCHI) will cooperate with VTT Technical Research Centre of Finland to create novel technologies for augmented eating and evaluate their impact on eating experience and promotion of health and wellbeing.

AEE is funded by the Academy of Finland.

The project seeks to transform eating experiences through digital means – for instance, machine-generated scents or augmented reality views.

Previous projects – MMIG group

2019-2021 Multimodal In-Vehicle Interaction and Intelligent Information Presentation (MIVI)

Today’s cars have already become computers with wheels and this trend will continue at full pace. Car manufacturers are developing new information technologies and ways to present the driver with different types of information as needed. For the driver, however, the new systems unfortunately mean more things to learn and control. Especially in exceptional circumstances – such as near misses, traffic jams and unfavorable weather conditions – it is important that people receive exactly the information they need without getting information overload.

The MIVI project worked in the field of automotive human-technology interaction, studying and developing ways by which drivers are able to control the functions of vehicles more naturally. Another key area of research was the presentation of information through different human senses.

MIVI was funded by Business Finland.

Picture of fictitious car dashboard. Design by siili_auto.
Picture of fictitious car dashboard. Design by siili_auto.

2016-2018 Virtual and Augmented Reality Content Production and Use (VARPU)

The VARPU project helps companies to adopt Virtual Reality (VR) and Augmented Reality (AR) techniques in their production and business. We see two major bottlenecks today. First, 3D content production requires much manual artistry and is thus costly. Second, interaction techniques with these systems are still cumbersome. Together with the leading research groups, we solve these problems on selected use cases of our partner companies.

More information on VARPU web pages: https://varpu.info

VARPU was funded by Tekes/Business Finland.

2012-2016 Haptic Gaze Interaction (HAGI)

The HAGI project works in the field of human-technology interaction, more specifically multimodal interaction techniques. The project will begin with basic research on combining of eye-pointing and haptic interaction. The basic research findings are then applied in the constructive research process in two areas: augmentative and alternative communication systems and interaction with mobile devices. It is expected that haptic interaction will make it possible to apply gaze-based user interfaces in mobile devices much better than what has been possible in the past, and therefore open new opportunities for natural and efficient interaction.

HAGI was a joint project with VIRG, funded by the Academy of Finland.

2012-2015 DIGILE Digital Services Program (DS)

DIGILE Digital Services program is a huge investment in the future of digital services business in Finland. The academic coordination of the research program is at the University of Tampere. TAUCHI’s main research topics in this program are connected to different kind of education services.

2010-2015 UXUS

In UXUS project, we develop advanced user interfaces for machinery industry and study the resulting new user experience in this context.

2011 – 2015 RYM Indoor Environment

The Tekes-funded project develops innovative learning environments.

2012 – 2014 AVO2

The project will develop advanced methods for teaching and it employs augmented reality technologies.

2012-2013 Active Learning Spaces (Aktiiviset oppimistilat)

The Tekes-funded project develops innovative and multimodal learning spaces for various education levels.

2009 – 2012 Drex

In the DREX project we use theatre work and interactive spatial technology to study new types of evental spaces. We build demonstrations and applications and work in close collaboration with industrial partners (including STX Finland, Heureka, Turku 2011 -foundation, SKS Mechatronics). In DREX we collaborate with Centre for Practice as Research in Theatre and Theatre and Drama Research. The project is funded by Tekes Spaces and Places programme. Internation co-operation partners include Trinity College Dublin, University of Queensland and Teesside University.

2011 – 2013 EnergyLand

The Tekes-funded project develops innovative energy solutions.

2011 – 2012 MOBSTER

MOBSTER project develops speech-based applications for health care.

2009 – 2012 DIYSE

Do-it-Yourself Smart Experiences is an Eureka ITEA2 consortium project. DiYSE aims at enabling ordinary people to easily create, setup and control applications in their smart living environments as well as in the public Internet-of-Things space, allowing them to leverage aware services and smart objects for obtaining highly personalised, social, interactive, flowing experiences at home and in the city.

2008 – 2012 DIEM

The Tekes-funded project develops scalable smart space interoperability solutions and novel user interfaces.

2011 – 2013 Haptic Auto

The Tekes-funded project develops new ways of interaction in cars.

2009 – 2012 Haptic Depth

The project is funded by the Academy of Finland. It deals with exploration of depth perception and non-pictorial cues in haptically reinforced interaction with 3D.

More information on project web pages: https://www.sis.uta.fi/~csgrev/Depth_3Dprj.htm

2009 – 2012 Global Face Analysis

The project develops new ways of utilizing automatic face analysis in social-emotional human-technology interaction (HTI) and vision-based user interfaces. The main objective is to design and implement a new type of user interface that incorporates different machine vision techniques for the purpose of analyzing global facial information received from the user.

2010-2012 Human-Technology Interaction

The development program creates multidisciplinary collaboration and new projects.

2009 – 2011 HAPIMM

The Tekes-funded project develops haptic user interfaces.

2006 – 2011 Multimodal Interfaces for Transfer of Skills

SKILLS was an Integrated Project in the European IST FP6. It dealt with the acquisition, interpretation, storing and transfer of human skills by means of multimodal interfaces, robotics, virtual environments and interaction design. The novel approach of SKILLS is based on enactive paradigms of interaction between the human and the interface system.

2008 – 2009 Multimodal Gaming for Promoting Health

The objective of TERVI project was to carry out user-centered research and apply the newest interaction and software technology to developing interactive games that are designed to have an impact to health awareness and habits of young people. The aim was to have an impact on the whole life cycle by educating the young through gaming into awareness and care of their personal health.

2006 – 2009 Mobile Haptics

The joint research project between TAUCHI and Stanford University, USA, was focused on haptic feedback in unimodal and multimodal user interfaces. Novel device and software prototypes from constructive research were studied.

2007 – 2009 Täplä

The Tekes-funded project developed methods for new type of ubiquitous applications based on sound, speech, machine vision and multimodality. The new technology, applications and usability aimed at improving safety, comfort, automation, costs and quality of end user applications.

2007 – 2010 VISCOLE – Multimodal Interaction for Visually Impaired School Children

VISCOLE was funded by the Academy of Finland. A multimodal learning environment was constructed and studied. It supports collaboration and conceptual learning of visually impaired children in primary school groups. Multimodal interaction technology was utilized to make the system accessible and methods to support children’s collaboration was developed.

2008 Haptic Teaching 2.0

We created applications with haptic feedback for teaching physical phenomena. Research was conducted in Ylöjärvi comprehensive school in collaboration with teachers. By mimicking real world physics, and by enabling the sense of touch as a new way to sense and control objects, forces and material, applications offer new methods for learning.