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Dr MARTIN FLINTHAM's Outputs (26)

Improving immersive consumption contexts using virtual & mixed reality (2024)
Journal Article
Barker, I., Yang, Q., Flintham, M., Ankeny, R., & Ford, R. (2024). Improving immersive consumption contexts using virtual & mixed reality. Science Talks, 10, Article 100346. https://doi.org/10.1016/j.sctalk.2024.100346

Immersive technologies, such as Virtual Reality (VR), provide a great opportunity to create relevant contexts in consumer studies. However, challenges persist in consuming food and drink during immersion and ensuring effective data collection. This s... Read More about Improving immersive consumption contexts using virtual & mixed reality.

Gifting the Past in the Present: An Exploration of Evoking Nostalgia through Hybrid Gifts (2023)
Presentation / Conference Contribution
Gibson, R., Koleva, B., Flintham, M., & Winklhofer, H. (2023, July). Gifting the Past in the Present: An Exploration of Evoking Nostalgia through Hybrid Gifts. Presented at DIS '23 2023 ACM Designing Interactive Systems Conference, Pittsburgh, USA

This study focuses on the hybrid gifting model, where both physical and digital objects combine to create a single gift. For this in-the-world study, we turn to nostalgic emotions. We aimed to uncover if hybrid gifting can facilitate nostalgic experi... Read More about Gifting the Past in the Present: An Exploration of Evoking Nostalgia through Hybrid Gifts.

“It’s not just for the Past but it’s for the Here and Now”: Gift-Giver Perspectives on the Memory Machine to Gift Digital Memories (2023)
Presentation / Conference Contribution
Gibson, R., Babbage, C. M., Wagner, H. G., Price, D. J., Martindale, S., Chadborn, N. H., Ito-Jaeger, S., Darzentas, D. P., Webb, H., Jacobs, R., Atabey, A., Koleva, B., Flintham, M., Winklhofer, H., Urquhart, L. D., & Perez Vallejos, E. (2023, July). “It’s not just for the Past but it’s for the Here and Now”: Gift-Giver Perspectives on the Memory Machine to Gift Digital Memories. Presented at DIS '23: Designing Interactive Systems Conference, Pittsburgh, USA

We present the design of the Memory Machine (MeMa), a technology probe that can store, contextualise, and document media to represent memories. We accumulate vast physical and digital possessions throughout our lives, making it difficult to distingui... Read More about “It’s not just for the Past but it’s for the Here and Now”: Gift-Giver Perspectives on the Memory Machine to Gift Digital Memories.

"More Than a cliché": Experiencing Hybrid Gifting in the Wild (2023)
Journal Article
Spence, J., Koleva, B., Benford, S., Darzentas, D., Flintham, M., Glover, K., Wagner, H., Gibson, R., & Thorn, E. C. (2023). "More Than a cliché": Experiencing Hybrid Gifting in the Wild. ACM Transactions on Computer-Human Interaction, 30(4), Article 55. https://doi.org/10.1145/3577015

Gifting is socially and economically important. Studies of gifting physical objects have revealed motivations, values, and the tensions between them, while HCI research has revealed weaknesses of digital gifting and explored possibilities of hybrid g... Read More about "More Than a cliché": Experiencing Hybrid Gifting in the Wild.

Improving simulated consumption context with virtual Reality: A focus on participant experience (2022)
Journal Article
Yang, Q., Nijman, M., Flintham, M., Tennent, P., Hidrio, C., & Ford, R. (2022). Improving simulated consumption context with virtual Reality: A focus on participant experience. Food Quality and Preference, 98, Article 104531. https://doi.org/10.1016/j.foodqual.2022.104531

Context can have a significant impact on liking, emotional response and product choice, and Virtual Reality (VR) is a promising tool to evoke realistic consumption contexts in a controlled testing environment. This study compared an innovative approa... Read More about Improving simulated consumption context with virtual Reality: A focus on participant experience.

Now Wash Your Hands: Understanding Food Legislation Compliance in a Virtual Reality Kitchen (2020)
Presentation / Conference Contribution
Flintham, M., Hyde, R., Tennent, P., Meyer-Sahling, J.-H., & Moran, S. (2020, November). Now Wash Your Hands: Understanding Food Legislation Compliance in a Virtual Reality Kitchen. Presented at CHI PLAY '20: Proceedings of the Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada

The Corrupt Kitchen is a room-scale virtual-reality game in which players act as a chef servicing a queue of customers. Tasked with making burgers, players must prepare the food while ensuring it is safe to eat, engaging explicitly and implicitly wit... Read More about Now Wash Your Hands: Understanding Food Legislation Compliance in a Virtual Reality Kitchen.

Modalities of Expression: Capturing Embodied Knowledge in Cooking (2020)
Presentation / Conference Contribution
Baurley, S., Petreca, B., Selinas, P., Selby, M., & Flintham, M. (2020, February). Modalities of Expression: Capturing Embodied Knowledge in Cooking. Presented at TEI '20: Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction, Sydney NSW Australia

When cooking we negotiate between instructions in recipes and personal preferences to make in-the-moment creative decisions. This process represents moments of creativity that utilise and reveal our embodied knowledge. This paper focuses on the captu... Read More about Modalities of Expression: Capturing Embodied Knowledge in Cooking.

The Connected Shower: Studying Intimate Data in Everyday Life (2018)
Journal Article
Kwon, H., Fischer, J. E., Flintham, M., & Colley, J. (2018). The Connected Shower: Studying Intimate Data in Everyday Life. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, 2(4), 1-22. https://doi.org/10.1145/3287054

This paper presents the design and field study of the Connected Shower, a bespoke IoT device that captures water flow, temperature, shower-head movement, and shower product weight. We deployed the device in six UK homes for a week to understand the u... Read More about The Connected Shower: Studying Intimate Data in Everyday Life.

Object-focused mixed reality storytelling: technology-driven content creation and dissemination for engaging user experiences (2018)
Presentation / Conference Contribution
Darzentas, D., Flintham, M., & Benford, S. (2018, November). Object-focused mixed reality storytelling: technology-driven content creation and dissemination for engaging user experiences. Presented at 22nd Pan-Hellenic Conference on Informatics, Athens, Greece

In this paper we present the creation and deployment of a concerted set of Mixed Reality Technologies designed for creating engaging public experiences and enhanced storytelling opportunities focused on artefacts. Under the title of the Mixed Reality... Read More about Object-focused mixed reality storytelling: technology-driven content creation and dissemination for engaging user experiences.

Falling for fake news: Investigating the consumption of news via social media (2018)
Presentation / Conference Contribution
Flintham, M., Karner, C., Creswick, H., Bachour, K., Gupta, N., & Moran, S. (2018, April). Falling for fake news: Investigating the consumption of news via social media. Presented at ACM CHI Conference on Human Factors in Computing Systems 2018, Montreal, Canada

In the so called ‘post-truth’ era, characterized by a loss of public trust in various institutions, and the rise of ‘fake news’ disseminated via the internet and social media, individuals may face uncertainty about the veracity of information availab... Read More about Falling for fake news: Investigating the consumption of news via social media.

Bread stories: understanding the drivers of bread consumption for digital food customisation (2017)
Presentation / Conference Contribution
Pantidi, N., Selinas, P., Flintham, M., Baurley, S., & Rodden, T. Bread stories: understanding the drivers of bread consumption for digital food customisation. Presented at 29th Australian Conference on Human-Computer Interaction (OzCHI 2017)

Consumer demand for food that satisfies specific needs rather than generic mass produced food is growing. In response, the food industry is actively investigating techniques for efficient and comprehensive food customisation. Digital approaches to fo... Read More about Bread stories: understanding the drivers of bread consumption for digital food customisation.

Playing with social and emotional game companions (2016)
Presentation / Conference Contribution
Chowanda, A., Flintham, M., Blanchfield, P., & Valstar, M. Playing with social and emotional game companions. Presented at 16th International Conference on Intelligent Virtual Agents (IVA 2016)

This paper presents the findings of an empirical study that explores player game experience by implementing the ERiSA Framework in games. A study with Action Role-Playing Game (RPG) was designed to evaluate player interactions with game companions, w... Read More about Playing with social and emotional game companions.

Harnessing the digital records of everyday things (2016)
Presentation / Conference Contribution
Darzentas, D., Hazzard, A., Brown, M., Flintham, M., & Benford, S. Harnessing the digital records of everyday things. Presented at Design Research Society 2016

We address how, framed by the Internet of Things, digitally-enabled physical objects may acquire rich digital records throughout their lifetimes, and how these might enhance their value, meaning and utility. We reflect on emerging findings from two c... Read More about Harnessing the digital records of everyday things.

Play SMILE Game with ERiSA: a user study on game companions (2015)
Presentation / Conference Contribution
Chowanda, A., Blanchfield, P., Flintham, M. D., & Valstar, M. F. Play SMILE Game with ERiSA: a user study on game companions. Presented at Workshop on Engagement in Social Intelligent Virtual Agents (ESIVA 2015)

This paper describes the evaluation of our fully integrated virtual game companions framework (ERiSA) [4]. We conducted three user studies with different scenarios using two versions of The Smile Game[4] in semi-public and public spaces. In our study... Read More about Play SMILE Game with ERiSA: a user study on game companions.

Provenance for the people: an HCI perspective on the W3C PROV standard through an online game (2015)
Presentation / Conference Contribution
Bachour, K., Wetzel, R., Flintham, M., Huynh, T. D., Rodden, T. A., & Moreau, L. (2015, April). Provenance for the people: an HCI perspective on the W3C PROV standard through an online game. Presented at 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI'15), Seoul, Republic of Korea

In the information age, tools for examining the validity of data are invaluable. Provenance is one such tool, and the PROV model proposed by the World Wide Web Consortium in 2013 offers a means of expressing provenance in a machine readable format. I... Read More about Provenance for the people: an HCI perspective on the W3C PROV standard through an online game.

I'd Hide You: Performing Live Broadcasting in Public (2015)
Presentation / Conference Contribution
Reeves, S., Greiffenhagen, C., Flintham, M., Benford, S., Adams, M., Farr, J. R., & Tandavantij, N. (2015, April). I'd Hide You: Performing Live Broadcasting in Public. Presented at CHI '15: CHI Conference on Human Factors in Computing Systems, Seoul, Republic of Korea

We present a study of a mixed reality game called 'I'd Hide You' that involves live video streaming from the city streets. We chart the significant challenges facing performers on the streets who must simultaneously engage in the game, stream compell... Read More about I'd Hide You: Performing Live Broadcasting in Public.

Exploring the Relationship between Location and Behaviour in Out of Hours Hospital Care (2014)
Presentation / Conference Contribution
Brown, M., Pinchin, J., Blum, J., Sharples, S., Shaw, D., Housley, G., Howard, S., Jackson, S., Flintham, M., Benning, K., & Blakey, J. (2014, June). Exploring the Relationship between Location and Behaviour in Out of Hours Hospital Care

'Out of Hours' (OoH) hospital care involves a small number of doctors covering a very large number of patients. These doctors are working in stressful environments, performing complex tasks and making difficult task prioritisation decisions, yet litt... Read More about Exploring the Relationship between Location and Behaviour in Out of Hours Hospital Care.

ERiSA: building emotionally realistic social game-agents companions (2014)
Journal Article
Chowanda, A., Blanchfield, P., Flintham, M. D., & Valstar, M. (in press). ERiSA: building emotionally realistic social game-agents companions. Lecture Notes in Artificial Intelligence, 8637, https://doi.org/10.1007/978-3-319-09767-1_16

We propose an integrated framework for social and emotional game-agents to enhance their believability and quality of interaction, in particular by allowing an agent to forge social relations and make appropriate use of social signals. The framework... Read More about ERiSA: building emotionally realistic social game-agents companions.

The Malthusian Paradox: performance in an alternate reality game (2014)
Journal Article
Evans, E., Flintham, M., & Martindale, S. (2014). The Malthusian Paradox: performance in an alternate reality game. Personal and Ubiquitous Computing, 18(7), https://doi.org/10.1007/s00779-014-0762-7

The Malthusian Paradox is a transmedia alternate reality game (ARG) created by artists Dominic Shaw and Adam Sporne played by 300 participants over three months. We explore the design of the game, which cast players as agents of a radical organisatio... Read More about The Malthusian Paradox: performance in an alternate reality game.

Understanding mass participatory pervasive computing systems for environmental campaigns (2013)
Journal Article
Chamberlain, A., Paxton, M., Glover, K., Flintham, M., Price, D., Benford, S., Tolmie, P., Kanjo, E., Gower, A., Gower, A., Woodgate, D., Stanton Fraser, D., & Greenhalgh, C. (2014). Understanding mass participatory pervasive computing systems for environmental campaigns. Personal and Ubiquitous Computing, 18(7), https://doi.org/10.1007/s00779-013-0756-x

Participate was a 3-year collaboration between industry and academia to explore how mobile, Web and broadcast technologies could combine to deliver environ- mental campaigns. In a series of pilot projects, schools used mobile sensors to enhance scien... Read More about Understanding mass participatory pervasive computing systems for environmental campaigns.