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All Outputs (12)

“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., Ito-Jaeger, S., Darzentas, D. P., Webb, H., Jacobs, R., Atabey, A., Koleva, B., Flintham, M., Winklhofer, H., Urquhart, L. D., & Perez Vallejos, E. (2023, July). “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. Presented at DIS '23: Designing Interactive Systems Conference, Pittsburgh, USA

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.

MeMa: Designing the Memory Machine (2019)
Presentation / Conference Contribution
Price, D., Jacobs, R., Darzentas, D., Perez Vallejos, E., Chadborn, N., Martindale, S., & Urquhart, L. (2019, June). MeMa: Designing the Memory Machine. Presented at DIS '19: Designing Interactive Systems Conference 2019, San Diego CA USA

The Memory Machine is an ambitious project that aims to develop a device to capture people's memories to create a blend of personal and factual data that builds identities, and contextualizes personal recollections. The Memory Machine has been guided... Read More about MeMa: Designing the Memory Machine.

Improvising a Live Score to an Interactive Brain-Controlled Film (2019)
Presentation / Conference Contribution
Ramchurn, R., Martinez-Avila, J., Martindale, S., Chamberlain, A., Wilson, M. L., & Benford, S. (2019, June). Improvising a Live Score to an Interactive Brain-Controlled Film. Presented at International Conference on New Interfaces for Musical Expression (NIME), Porto Alegre, Brazil

We report on the design and deployment of systems for the performance of live score accompaniment to an interactive movie by a Networked Musical Ensemble. In this case, the audiovisual content of the movie is selected in real time based on user input... Read More about Improvising a Live Score to an Interactive Brain-Controlled Film.

From Director's Cut to User's Cut: to Watch a Brain-Controlled Film is to Edit it (2019)
Presentation / Conference Contribution
Ramchurn, R., Martindale, S., Wilson, M. L., & Benford, S. (2019, May). From Director's Cut to User's Cut: to Watch a Brain-Controlled Film is to Edit it. Presented at CHI '19: CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland, UK

© 2019 Copyright held by the owner/author(s). Introducing interactivity to films has proven a longstanding and difficult challenge due to their narrative-driven, linear and theatre-based nature. Previous research has suggested that Brain-Computer Int... Read More about From Director's Cut to User's Cut: to Watch a Brain-Controlled Film is to Edit it.

fNIRS and Neurocinematics (2018)
Presentation / Conference Contribution
Ramchurn, R., Maior, H. A., Wilson, M. L., Martindale, S., Benford, S., & Cai, M. (2018, October). fNIRS and Neurocinematics. Poster presented at fNIRS2018, Tokyo, Japan

#Scanners 2 – The MOMENT: a new brain-controlled movie (2018)
Presentation / Conference Contribution
Ramchurn, R., Wilson, M. L., Martindale, S., & Benford, S. (2018, April). #Scanners 2 – The MOMENT: a new brain-controlled movie. Presented at CHI 2018: ACM SIGCHI Conference on Human Factors in Computing Systems (Extended Abstracts), Montreal QC, Canada

While many still consider interactive movies an unrealistic idea, current delivery platforms like Netflix, commercial VR, and the proliferation of wearable sensors mean that adaptive and responsive entertainment experiences are an immediate reality.... Read More about #Scanners 2 – The MOMENT: a new brain-controlled movie.

Admixed portrait: design to understand Facebook portrayals in new parenthood (2018)
Presentation / Conference Contribution
Durrant, A., Kirk, D. S., Trujillo-Pisanty, D., & Martindale, S. (2018, April). Admixed portrait: design to understand Facebook portrayals in new parenthood. Presented at 2018 CHI Conference on Human Factors in Computing Systems, Montréal, Canada

We report on a design-led study of the photographic representation of self and family on Facebook during and after becoming parents for the first time. Our experience-centered, research-through-design study engaged eight participants across five UK h... Read More about Admixed portrait: design to understand Facebook portrayals in new parenthood.

The ludic takes work (2017)
Presentation / Conference Contribution
Koutsouras, P., Martindale, S., & Crabtree, A. (2017, August). The ludic takes work. Presented at The 15th European Conference on Computer-Supported Cooperative Work

Games that revolve around user-generated content have been explored mainly from a ludic perspective, leaving the work practices that are entailed in content production underexplored. What we argue in this paper is that there is an underlying economy... Read More about The ludic takes work.

"Proof in the Pudding": Designing IoT Plants to Promote Wellbeing (2017)
Presentation / Conference Contribution
Martindale, S., Bedwell, B., Phillips, R., & Pedros, M. (2017, June). "Proof in the Pudding": Designing IoT Plants to Promote Wellbeing. Presented at DIS '17: Designing Interactive Systems Conference 2017, Edinburgh United Kingdom

This paper contributes a participatory design case study that used workshops and ideation frameworks to scaffold a conceptualisation of "user data-actuated" plants. The framework combines ideation cards, worksheets and facilitated co-design, guiding... Read More about "Proof in the Pudding": Designing IoT Plants to Promote Wellbeing.

“We don’t sell blocks” exploring Minecraft’s commissioning market (2016)
Presentation / Conference Contribution
Koutsouras, P., Martindale, S., & Crabtree, A. “We don’t sell blocks” exploring Minecraft’s commissioning market. Presented at 1st International Joint Conference of DiGRA and FDG

In recent years, we have experienced the proliferation of videogames that have, as their main mode of play, the creation of in-game content. Even though existing literature has looked into various characteristics of these games, one of their aspects... Read More about “We don’t sell blocks” exploring Minecraft’s commissioning market.

Wearables or infrastructure: contrasting approaches to collecting behavioural data in the home (2014)
Presentation / Conference Contribution
Victoria, S., Tim, C., Sarah, M., Kher Hui, N., Elizabeth, E., Richard, M., & Stuart, R. (2014, September). Wearables or infrastructure: contrasting approaches to collecting behavioural data in the home. Presented at HomeSys 2014, Seattle, USA

This paper examines and contrasts two approaches to collecting behavioural data within the home. The first of these involves filming from static video cameras combined with network logging to capture media consumption activities across multiple scree... Read More about Wearables or infrastructure: contrasting approaches to collecting behavioural data in the home.

Wearables or infrastructure: Contrasting approaches to collecting behavioural data in the home (2014)
Presentation / Conference Contribution
Shipp, V., Coughlan, T., Martindale, S., Ng, K. H., Evans, E., Mortier, R., & Reeves, S. (2014, September). Wearables or infrastructure: Contrasting approaches to collecting behavioural data in the home. Presented at 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing, Seattle Washington

This paper examines and contrasts two approaches to collecting behavioural data within the home. The first of these involves filming from static video cameras combined with network logging to capture media consumption activities across multiple scree... Read More about Wearables or infrastructure: Contrasting approaches to collecting behavioural data in the home.