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Outputs (9)

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.

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.

Run spot run: capturing and tagging footage of a race by crowds of spectators (2015)
Presentation / Conference Contribution
Flintham, M. D., Velt, R., Wilson, M. L., Anstead, E. J., Benford, S., Brown, A., Pearce, T., Price, D., & Sprinks, J. (2015, April). Run spot run: capturing and tagging footage of a race by crowds of spectators. Presented at Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, Seoul, Republic of Korea

There has been a massive growth in the number of people who film and upload amateur footage of events to services such as Facebook and Youtube, or even stream live to services such as LiveStream. We present an exploratory study that investigates the... Read More about Run spot run: capturing and tagging footage of a race by crowds of spectators.

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.

The multimedia challenges raised by pervasive games (2005)
Presentation / Conference Contribution
Capra, M., Radenkovic, M., Benford, S., Oppermann, L., Drozd, A., & Flintham, M. The multimedia challenges raised by pervasive games. Presented at 13th Annual ACM International Conference on Multimedia (MULTIMEDIA '05)

Pervasive gaming is a new form of multimedia entertainment that extends the traditional computer gaming experience out into the real world. Through a combination of personal devices, positioning systems and other multimedia sensors, combined with wir... Read More about The multimedia challenges raised by pervasive games.

Computational models of emotion, personality, and social relationships for interactions in games
Presentation / Conference Contribution
Chowanda, A., Blanchfield, P., Flintham, M., & Valstar, M. Computational models of emotion, personality, and social relationships for interactions in games. Presented at 2016 International Conference on Autonomous Agents and Multiagent Systems

We present a novel computational model of emotion, personality and social relationships, implemented and evaluated in an existing commercial game (The Elder Scrolls V: Skyrim). We argue that Non Player Characters (NPCs) with such capabilities will ac... Read More about Computational models of emotion, personality, and social relationships for interactions in games.