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All Outputs (19)

Integrated immersive inclusiveness: Rethinking captioning for creative accessibility (2023)
Book Chapter
Mével, P., Robinson, J., & Tennent, P. (2023). Integrated immersive inclusiveness: Rethinking captioning for creative accessibility. In V. Misiou, & L. Kostopoulou (Eds.), New Paths in Theatre Translation and Surtitling (199-220). Routledge. https://doi.org/10.4324/9781003267874-14

This essay focuses on a project undertaken by Red Earth Theatre with an interdisciplinary team of researchers at the University of Nottingham that had as its key aim the creative integration of captioning for accessibility into the aesthetic experien... Read More about Integrated immersive inclusiveness: Rethinking captioning for creative accessibility.

Infrastructures for Virtual Volunteering at Online Music Festivals (2023)
Journal Article
Benford, S., Manninen, K., Martindale, S., Hazzard, A., Avila, J. P. M., Tennent, P., …Darzentas, D. P. (2023). Infrastructures for Virtual Volunteering at Online Music Festivals. Proceedings of the ACM on Human-Computer Interaction, 7(CSCW1), 1-26. https://doi.org/10.1145/3579498

Volunteering benefits recipients, volunteers, communities, and society, while digital technologies establish new opportunities for virtual volunteering. We describe how volunteers transitioned the UK's long-established Oxjam grassroots music festival... Read More about Infrastructures for Virtual Volunteering at Online Music Festivals.

Innovation vs Practicality vs Entertainment (2023)
Journal Article
Mevel, P.-A., Robinson, J., & Tennent, P. (2023). Innovation vs Practicality vs Entertainment. inTRAlinea: Online Translation Journal, Special issue: Inclusive theatre-making: translation, accessibility and beyond, Article 2595

This article examines the use of inclusive technological solutions to promote accessibility on stage. Specifically, it concentrates on the way technological solutions are developed and integrated into a show’s design both in terms of the immersion an... Read More about Innovation vs Practicality vs Entertainment.

Immersive, Creative, Inclusive: Areas of cross-fertilization between accessible captions for D/deaf audiences for the stage and for the screen (2022)
Journal Article
Mevel, P.-A., Robinson, J., & Tennent, P. (2022). Immersive, Creative, Inclusive: Areas of cross-fertilization between accessible captions for D/deaf audiences for the stage and for the screen. Journal of Audiovisual Translation, 5(2), 176-193. https://doi.org/10.47476/jat.v5i2.2022.227

In a deliberate and valiant effort to adapt to the conditions created by the recent pandemic, many theatre companies across the globe shifted their activities from the stage to online video platforms. But in releasing large portions of their back-cat... Read More about Immersive, Creative, Inclusive: Areas of cross-fertilization between accessible captions for D/deaf audiences for the stage and for the screen.

Contesting control: journeys through surrender, self-awareness and looseness of control in embodied interaction (2020)
Journal Article
Benford, S., Ramchurn, R., Marshall, J., Wilson, M. L., Pike, M., Martindale, S., …Walker, B. (2021). Contesting control: journeys through surrender, self-awareness and looseness of control in embodied interaction. Human-Computer Interaction, 36(5-6), 361-389. https://doi.org/10.1080/07370024.2020.1754214

As Human-Computer Interaction (HCI) engages with technologies that sense and actuate the body, there is a need to reconsider the human bodily experience. We present three case studies that each involve different forms of bodily experience: a breath-c... Read More about Contesting control: journeys through surrender, self-awareness and looseness of control in embodied interaction.

Soma Design and Sensory Misalignment (2020)
Presentation / Conference Contribution
Tennent, P., Marshall, J., Tsaknaki, V., Windlin, C., Höök, K., & Alfaras, M. (2020). Soma Design and Sensory Misalignment. In CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (1-12). https://doi.org/10.1145/3313831.3376812

We report on a workshop bringing together researchers working in soma design and sensory misalignment. Creating experiences that make use of sensory misalignment has become increasingly common, often associated with virtual reality research. However,... Read More about Soma Design and Sensory Misalignment.

How Stress and Mental Workload are Connected (2019)
Presentation / Conference Contribution
Alsuraykh, N. H., Wilson, M. L., Tennent, P., & Sharples, S. (2019). How Stress and Mental Workload are Connected. In PervasiveHealth'19: Proceedings of the 13th EAI International Conference on Pervasive Computing Technologies for Healthcare (371-376). https://doi.org/10.1145/3329189.3329235

Mental Workload (MWL) can be both good and bad; we can thrive under high MWL, or our performance can drop if the demands become either too low or too high. Similarly, stress is not always bad, short term stress can be beneficial to overcome a challen... Read More about How Stress and Mental Workload are Connected.

Sensory Alignment in Immersive Entertainment (2019)
Presentation / Conference Contribution
Marshall, J., Benford, S., Byrne, R., & Tennent, P. (2019). Sensory Alignment in Immersive Entertainment. In CHI '19 Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3290605.3300930

When we use digital systems to stimulate the senses, we typically stimulate only a subset of users' senses, leaving other senses stimulated by the physical world. This creates potential for misalignment between senses, where digital and physical stim... Read More about Sensory Alignment in Immersive Entertainment.

Abstract Machines: Overlaying Virtual Worlds on Physical Rides (2019)
Presentation / Conference Contribution
Tennent, P., Marshall, J., Brundell, P., Walker, B., & Benford, S. (2019). Abstract Machines: Overlaying Virtual Worlds on Physical Rides. In CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (1–12). https://doi.org/10.1145/3290605.3300811

Overlaying virtual worlds onto existing physical rides and altering the sensations of motion can deliver new experiences of thrill, but designing how motion is mapped between physical ride and virtual world is challenging. In this paper , we present... Read More about Abstract Machines: Overlaying Virtual Worlds on Physical Rides.

Appropriate Control Methods for Mobile Virtual Exhibitions (2018)
Book Chapter
Li, Y., Tennent, P., & Cobb, S. (2018). Appropriate Control Methods for Mobile Virtual Exhibitions. In VR Technologies in Cultural Heritage (165-183). Cham, Switzerland: Springer. https://doi.org/10.1007/978-3-030-05819-7_13

© 2019, The Author(s). It is becoming popular to render art exhibitions in Virtual Reality (VR). Many of these are used to deliver at-home experiences on peoples’ own mobile devices, however, control options on mobile VR systems are necessarily less... Read More about Appropriate Control Methods for Mobile Virtual Exhibitions.

Discomfort—the dark side of fun (2018)
Book Chapter
Benford, S., Greenhalgh, C., Giannachi, G., Walker, B., Marshall, J., Tennent, P., & Rodden, T. (2018). Discomfort—the dark side of fun. In M. Blythe, & A. Monk (Eds.), Funology 2: from usability to enjoyment (209-224). Springer. https://doi.org/10.1007/978-3-319-68213-6_13

For many of us, the notion of ‘fun’ conjures up visions of experiences that are amusing, pleasant, entertaining, playful—perhaps even frivolous. Rides, games, shows and perhaps even the experience of visiting an art gallery can embody these senses of... Read More about Discomfort—the dark side of fun.

How stress affects functional near-infrared spectroscopy (fNIRS) measurements of mental workload (2018)
Presentation / Conference Contribution
Alsuraykh, N. H., Maior, H. A., Wilson, M. L., Tennent, P., & Sharples, S. (2018). How stress affects functional near-infrared spectroscopy (fNIRS) measurements of mental workload. In CHI EA '18 Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3170427.3188646

Recent work has demonstrated that functional Near-Infrared Spectroscopy has the potential to measure changes in Mental Workload with increasing ecological validity. It is not clear, however, whether these measurements are affected by anxiety and stre... Read More about How stress affects functional near-infrared spectroscopy (fNIRS) measurements of mental workload.

Archives of thrill: The V-Armchair experience (2017)
Presentation / Conference Contribution
Passmore, P. J., Tennent, P., Walker, B., Philpot, A., Le, H., Markowski, M., & Karamanoglu, M. (2017). Archives of thrill: The V-Armchair experience. In ICAT-EGVE 2017 : International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments (125-132). https://doi.org/10.2312/egve.20171349

Technology for older people is typically concerned either with health care or accessibility of existing systems. In this paper we take a more 'entertainment-oriented' approach to developing experiences aimed at older users. We describe here the desig... Read More about Archives of thrill: The V-Armchair experience.

Touchomatic: Interpersonal touch gaming in the wild (2017)
Presentation / Conference Contribution
Marshall, J., & Tennent, P. (2017). Touchomatic: Interpersonal touch gaming in the wild. In Proceedings of the 2017 Conference on Designing Interactive Systems - DIS '17 (417-428). https://doi.org/10.1145/3064663.3064727

Direct touch between people is a key element of social behaviour. Recently a number of researchers have explored games which sense aspects of such interpersonal touch to control interaction with a multiplayer computer game. In this paper, we describe... Read More about Touchomatic: Interpersonal touch gaming in the wild.

Interpersonal touch as a game interaction method (2016)
Presentation / Conference Contribution
Marshall, J., Linehan, C., Tennent, P., & Hazzard, A. (2016). Interpersonal touch as a game interaction method.

Interpersonal touch is a key element of social behaviour, yet is largely ignored in HCI. In this paper, we describe two games which explore two extremes of interpersonal touch, and discuss key research questions relating to them.

Digital records and the Digital Replay System (2015)
Book Chapter
Crabtree, A., Tennent, P., Brundell, P., & Knight, D. (2015). Digital records and the Digital Replay System. In P. Halfpenny, & R. Procter (Eds.), Innovations in Digital Research Methods. SAGE Publications

The Challenges of Using Biodata in Promotional Filmmaking (2015)
Journal Article
Reeves, S., Martindale, S., Tennent, P., Benford, S., Marshall, J., & Walker, B. (2015). The Challenges of Using Biodata in Promotional Filmmaking. ACM Transactions on Computer-Human Interaction, 22(3), 1-26. https://doi.org/10.1145/2699758

© 2015 ACM. We present a study of how filmmakers collected and visualized physiological data - "biodata" - to construct a series of short promotional films depicting people undergoing "thrilling" experiences. Drawing on ethnographic studies of two ma... Read More about The Challenges of Using Biodata in Promotional Filmmaking.

On becoming a counselor: challenges and opportunities to support interpersonal skills training (2015)
Presentation / Conference Contribution
Slovak, P., Thieme, A., Murphy, D., Tennent, P., Olivier, P., & Fitzpatrick, G. (2015). On becoming a counselor: challenges and opportunities to support interpersonal skills training.

Well-developed interpersonal skills are crucial for all social interactions. However, understanding how interpersonal skills are taught or learned, and how technology can play a part in this, is yet an under-researched area in CSCW and HCI research.... Read More about On becoming a counselor: challenges and opportunities to support interpersonal skills training.