Research Repository

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Tensions within the Ministry of Provenance: reflections on co-creating a research game together with artists (2018)
Journal Article
Wetzel, R., Bachour, K., & Flintham, M. (2018). Tensions within the Ministry of Provenance: reflections on co-creating a research game together with artists. Simulation and Gaming, doi:10.1177/1046878118818867

Background: Research games are challenging to design as they seek to fulfil a research agenda as well as work as a game. We have successfully collaborated with a group of artists in a research game about people’s perception of provenance called The A... Read More

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

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 Systemsdoi: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

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

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. doi: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

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 . doi: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

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. doi: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

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, doi:10.1007/978-3-319-09767-1_16. ISSN 0302-9743

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

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), doi:10.1007/s00779-014-0762-7. ISSN 1617-4909

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

Understanding mass participatory pervasive computing systems for environmental campaigns (2013)
Journal Article
Chamberlain, A., Paxton, M., Glover, K., Flintham, M., Price, D., Benford, S., …Greenhalgh, C. (2014). Understanding mass participatory pervasive computing systems for environmental campaigns. Personal and Ubiquitous Computing, 18(7), doi:10.1007/s00779-013-0756-x. ISSN 1617-4909

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

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 '05doi: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

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

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