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All Outputs (16)

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). 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)
Presentation / Conference Contribution
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.

A framework for differentiation in composed digital-physical products (2020)
Journal Article
Baumers, M., Ashcroft, I., Benford, S., Flintham, M., Koleva, B., Tóth, Z., & Winklhofer, H. (2020). A framework for differentiation in composed digital-physical products. International Journal of Mechatronics and Manufacturing Systems, 13(4), 286-298. https://doi.org/10.1504/IJMMS.2020.112351

Product-service systems (PSS) composed of physical products and digital services are emerging as an important new product category. In this paper we suggest that the established metaphor of 'layering' is insufficient to capture the diverse ways in wh... Read More about A framework for differentiation in composed digital-physical products.

Modalities of Expression: Capturing Embodied Knowledge in Cooking (2020)
Presentation / Conference Contribution
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.

Domesticating data: socio-legal perspectives on smart homes and good data design (2019)
Book Chapter
FLINTHAM, M., GOULDEN, M., PRICE, D., & Urquhart, L. (2019). Domesticating data: socio-legal perspectives on smart homes and good data design. In A. Daly, S. K. Devitt, & M. Mann (Eds.), Good data (343 -360). Institute of Network Cultures

In this chapter, we focus on the so-called ‘smart home’ as an archetypal group space into which the Internet of Things is spreading. As most homes are shared spaces we focus on what ‘good data’ might look like in a space that is essentially defined b... Read More about Domesticating data: socio-legal perspectives on smart homes and good data design.

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). 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)
Presentation / Conference Contribution
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)
Presentation / Conference Contribution
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.

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). 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.

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., …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.

Performance-Led Research in the Wild (2013)
Journal Article
Benford, S., Adams, M., Tandavanitj, N., Row Farr, J., Greenhalgh, C., Crabtree, A., …Giannachi, G. (2013). Performance-Led Research in the Wild. ACM Transactions on Computer-Human Interaction, 20(3), 1-22. https://doi.org/10.1145/2491500.2491502

We explore the approach of performance-led research in the wild in which artists drive the creation of novel performances with the support of HCI researchers that are then deployed and studied at public performance in cultural settings such as galler... Read More about Performance-Led Research in the Wild.

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.

Applications of temporal links: recording and replaying virtual environments (2002)
Presentation / Conference Contribution
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.