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All Outputs (16)

Gifting the Past in the Present: An Exploration of Evoking Nostalgia through Hybrid Gifts (2023)
Conference Proceeding
Gibson, R., Koleva, B., Flintham, M., & Winklhofer, H. (2023). Gifting the Past in the Present: An Exploration of Evoking Nostalgia through Hybrid Gifts. In DIS '23: Proceedings of the 2023 ACM Designing Interactive Systems Conference (1047-1059). https://doi.org/10.1145/3563657.3596103

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)
Conference Proceeding
Gibson, R., Babbage, C. M., Wagner, H. G., Price, D. J., Martindale, S., Chadborn, N. H., …Perez Vallejos, E. (2023). “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. In DIS '23: Proceedings of the 2023 ACM Designing Interactive Systems Conference (987-1001). https://doi.org/10.1145/3563657.3595962

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.

Modalities of Expression: Capturing Embodied Knowledge in Cooking (2020)
Conference Proceeding
Baurley, S., Petreca, B., Selinas, P., Selby, M., & Flintham, M. (2020). Modalities of Expression: Capturing Embodied Knowledge in Cooking. In TEI '20: Proceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction (785–797). https://doi.org/10.1145/3374920.3375005

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.

Object-focused mixed reality storytelling: technology-driven content creation and dissemination for engaging user experiences (2018)
Conference Proceeding
Darzentas, D., Flintham, M., & Benford, S. (2018). Object-focused mixed reality storytelling: technology-driven content creation and dissemination for engaging user experiences. In PCI '18: Proceedings of the 22nd Pan-Hellenic Conference on Informatics (278-281). https://doi.org/10.1145/3291533.3291588

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)
Conference Proceeding
Flintham, M., Karner, C., Creswick, H., Bachour, K., Gupta, N., & Moran, S. (2018). Falling for fake news: Investigating the consumption of news via social media. In CHI '18: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (1–10). https://doi.org/10.1145/3173574.3173950

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)
Conference Proceeding
Pantidi, N., Selinas, P., Flintham, M., Baurley, S., & Rodden, T. (2017). Bread stories: understanding the drivers of bread consumption for digital food customisation.

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)
Conference Proceeding
Chowanda, A., Flintham, M., Blanchfield, P., & Valstar, M. (2016). Playing with social and emotional game companions. In Intelligent Virtual Agents

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)
Conference Proceeding
Darzentas, D., Hazzard, A., Brown, M., Flintham, M., & Benford, S. (2016). Harnessing the digital records of everyday things.

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)
Conference Proceeding
Chowanda, A., Blanchfield, P., Flintham, M. D., & Valstar, M. F. (2015). Play SMILE Game with ERiSA: a user study on game companions. . https://doi.org/10.13140/RG.2.1.1211.3766

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)
Conference Proceeding
Bachour, K., Wetzel, R., Flintham, M., Huynh, T. D., Rodden, T. A., & Moreau, L. (2015). Provenance for the people: an HCI perspective on the W3C PROV standard through an online game. In CHI '15 Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (2437-2446). https://doi.org/10.1145/2702123.2702455

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)
Conference Proceeding
Reeves, S., Greiffenhagen, C., Flintham, M., Benford, S., Adams, M., Farr, J. R., & Tandavantij, N. (2015). I'd Hide You: Performing Live Broadcasting in Public. In CHI '15: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (2573-2582). https://doi.org/10.1145/2702123.2702257

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)
Conference Proceeding
Brown, M., Pinchin, J., Blum, J., Sharples, S., Shaw, D., Housley, G., …Blakey, J. (2014). Exploring the Relationship between Location and Behaviour in Out of Hours Hospital Care. In HCI International 2014 - Posters’ Extended Abstracts. HCI 2014. Proceedings, Part II (395-400). https://doi.org/10.1007/978-3-319-07854-0_69

'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.

The multimedia challenges raised by pervasive games (2005)
Conference Proceeding
Capra, M., Radenkovic, M., Benford, S., Oppermann, L., Drozd, A., & Flintham, M. (2005). The multimedia challenges raised by pervasive games. In Proceedings of the 13th annual ACM international conference on Multimedia - MULTIMEDIA '05. https://doi.org/10.1145/1101149.1101163

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.

Applications of temporal links: recording and replaying virtual environments (2002)
Conference Proceeding
Greenhalgh, C., Flintham, M., Purbrick, J., Benford, S., & Craven, M. (2002). Applications of temporal links: recording and replaying virtual environments. In Proceedings IEEE Virtual Reality 2002 (101-108). https://doi.org/10.1109/VR.2002.996512

Temporal links allow recordings of multi-user sessions to be dynamically inserted into current virtual worlds in a flexible and principled way. We explore key applications of temporal links, showing how they can add new content to virtual worlds, sup... Read More about Applications of temporal links: recording and replaying virtual environments.

Computational models of emotion, personality, and social relationships for interactions in games
Conference Proceeding
Chowanda, A., Blanchfield, P., Flintham, M., & Valstar, M. (in press). Computational models of emotion, personality, and social relationships for interactions in games.

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.

The Timestreams platform: artist mediated participatory sensing for environmental discourse
Conference Proceeding
Blum, J., Flintham, M., Jacobs, R., Shipp, V., Kefalidou, G., Brown, M., & McAuley, D. (2013). The Timestreams platform: artist mediated participatory sensing for environmental discourse.

Ubiquitous and pervasive computing techniques have been used to inform discourses around climate change and energy insecurity, traditionally through data capture and representation for scientists, policy makers and the public. Research into re-engagi... Read More about The Timestreams platform: artist mediated participatory sensing for environmental discourse.