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All Outputs (6)

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.

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.

Run spot run: capturing and tagging footage of a race by crowds of spectators (2015)
Conference Proceeding
Flintham, M. D., Velt, R., Wilson, M. L., Anstead, E. J., Benford, S., Brown, A., …Sprinks, J. (2015). Run spot run: capturing and tagging footage of a race by crowds of spectators. In CHI '15: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (747-756). https://doi.org/10.1145/2702123.2702463

There has been a massive growth in the number of people who film and upload amateur footage of events to services such as Facebook and Youtube, or even stream live to services such as LiveStream. We present an exploratory study that investigates the... Read More about Run spot run: capturing and tagging footage of a race by crowds of spectators.

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.

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.