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All Outputs (12)

Improving immersive consumption contexts using virtual & mixed reality (2024)
Journal Article
Barker, I., Yang, Q., Flintham, M., Ankeny, R., & Ford, R. (in press). Improving immersive consumption contexts using virtual & mixed reality. Science Talks, 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.

"More Than a cliché": Experiencing Hybrid Gifting in the Wild (2023)
Journal Article
Spence, J., Koleva, B., Benford, S., Darzentas, D., Flintham, M., Glover, K., …Thorn, E. C. (2023). "More Than a cliché": Experiencing Hybrid Gifting in the Wild. ACM Transactions on Computer-Human Interaction, 30(4), Article 55. https://doi.org/10.1145/3577015

Gifting is socially and economically important. Studies of gifting physical objects have revealed motivations, values, and the tensions between them, while HCI research has revealed weaknesses of digital gifting and explored possibilities of hybrid g... Read More about "More Than a cliché": Experiencing Hybrid Gifting in the Wild.

Improving simulated consumption context with virtual Reality: A focus on participant experience (2022)
Journal Article
Yang, Q., Nijman, M., Flintham, M., Tennent, P., Hidrio, C., & Ford, R. (2022). Improving simulated consumption context with virtual Reality: A focus on participant experience. Food Quality and Preference, 98, Article 104531. https://doi.org/10.1016/j.foodqual.2022.104531

Context can have a significant impact on liking, emotional response and product choice, and Virtual Reality (VR) is a promising tool to evoke realistic consumption contexts in a controlled testing environment. This study compared an innovative approa... Read More about Improving simulated consumption context with virtual Reality: A focus on participant experience.

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.

Probing IoT-based consumer services: 'insights' from the connected shower (2019)
Journal Article
Crabtree, A., Hyland, L., Colley, J., Flintham, M., Fischer, J. E., & Kwon, H. (2020). Probing IoT-based consumer services: 'insights' from the connected shower. Personal and Ubiquitous Computing, 24, 595–611. https://doi.org/10.1007/s00779-019-01303-3

This paper presents findings from the deployment of a technology probe-the connected shower-and implications for the development of 'living services' or autonomous context-aware consumer-oriented IoT services that exploit sensing to gain consumer 'in... Read More about Probing IoT-based consumer services: 'insights' from the connected shower.

The Connected Shower: Studying Intimate Data in Everyday Life (2018)
Journal Article
Kwon, H., Fischer, J. E., Flintham, M., & Colley, J. (2018). The Connected Shower: Studying Intimate Data in Everyday Life. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, 2(4), 1-22. https://doi.org/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 about The Connected Shower: Studying Intimate Data in Everyday Life.

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, 50(3), 329-358. https://doi.org/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 about Tensions within the Ministry of Provenance: reflections on co-creating a research game together with artists.

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, https://doi.org/10.1007/978-3-319-09767-1_16

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 about ERiSA: building emotionally realistic social game-agents companions.

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.