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CHRIS GREENHALGH's Outputs (56)

Implementing responsible innovation: the role of the meso-level(s) between project and organisation (2024)
Journal Article
Stahl, B. C., Portillo, V., Wagner, H., Craigon, P. J., Darzentas, D., De Ossorno Garcia, S., Dowthwaite, L., Greenhalgh, C., Middleton, S. E., Nichele, E., Wagner, C., & Webb, H. (2024). Implementing responsible innovation: the role of the meso-level(s) between project and organisation. Journal of Responsible Innovation, 11(1), Article 2370934. https://doi.org/10.1080/23299460.2024.2370934

Much of academic discussion of responsible innovation (RI) has focused on RI integration into research projects. In addition, significant attention has also been paid to RI structures and policies at the research policy and institutional level. This... Read More about Implementing responsible innovation: the role of the meso-level(s) between project and organisation.

The Stretchy Strap: supporting encumbered interaction with guitars (2023)
Journal Article
Martinez Avila, J., Hazzard, A., Greenhalgh, C., Benford, S., & McPherson, A. (2023). The Stretchy Strap: supporting encumbered interaction with guitars. Journal of New Music Research, 52(1), 19-40. https://doi.org/10.1080/09298215.2023.2274832

Guitarists struggle to play their instruments while simultaneously using additional computing devices (i.e., encumbered interaction). We explored designs with guitarists through co-design and somaesthetic design workshops, learning that they (unsurpr... Read More about The Stretchy Strap: supporting encumbered interaction with guitars.

Developing precision computerised cognitive behavioural therapy (cCBT) for adolescent depression: a pilot and feasibility protocol for the SPARX-UK trial (2023)
Preprint / Working Paper
Khan, K., Hall, C. L., Babbage, C., Dodzo, S., Greenhalgh, C., Lucassen, M., Merry, S., Sayal, K., Sprange, K., Stasiak, K., Tench, C. R., Townsend, E., Stallard, P., & Hollis, C. Developing precision computerised cognitive behavioural therapy (cCBT) for adolescent depression: a pilot and feasibility protocol for the SPARX-UK trial

Background:

A serious game (SPARX), developed in New Zealand and incorporating cognitive behavioural therapy (CBT) principles, has been shown to help reduce symptoms of depression and anxiety in adolescents with mild to moderate depression. Howev... Read More about Developing precision computerised cognitive behavioural therapy (cCBT) for adolescent depression: a pilot and feasibility protocol for the SPARX-UK trial.

Five Provocations for a More Creative TAS (2023)
Presentation / Conference Contribution
Benford, S., Hazzard, A., Vear, C., Webb, H., Chamberlain, A., Greenhalgh, C., …Marshall, J. (2023). Five Provocations for a More Creative TAS. In TAS ‘23: Proceedings of The First International Symposium on Trustworthy Autonomous Systems 11-12 July 2023 Edinburgh, UK. https://doi.org/10.1145/3597512.3599709

Conventional wisdom has it that trustworthy autonomous systems (AS) should be explainable, dependable, controllable and safe tools for humans to use. Reflecting on a portfolio of artistic applications of TAS leads us adopt an alternative stance and t... Read More about Five Provocations for a More Creative TAS.

Responsible Research and Innovation (RRI) Prompts and Practice Cards: a Tool to Support Responsible Practice (2023)
Presentation / Conference Contribution
Portillo, V., Greenhalgh, C., Craigon, P. J., & Ten Holter, C. (2023). Responsible Research and Innovation (RRI) Prompts and Practice Cards: a Tool to Support Responsible Practice. In TAS '23: Proceedings of the First International Symposium on Trustworthy Autonomous Systems. https://doi.org/10.1145/3597512.3599721

Researchers often find it hard to know where, when and how to start when applying Responsible Innovation approaches to their own research projects and proposals. Based on experience supporting a range of researchers and projects, we have developed a... Read More about Responsible Research and Innovation (RRI) Prompts and Practice Cards: a Tool to Support Responsible Practice.

Crafting Interactive Experiences with Non-programmers (2023)
Presentation / Conference Contribution
Greenhalgh, C. (2023). Crafting Interactive Experiences with Non-programmers. In EICS '23 Companion: Companion Proceedings of the 2023 ACM SIGCHI Symposium on Engineering Interactive Computing Systems (1-4). https://doi.org/10.1145/3596454.3597174

The Mixed Reality Lab has a long history of creating public interactive experiences in collaboration with creative practitioners. Looking across four such experiences, this keynote explores the role of code (i.e., bespoke software) in making them pos... Read More about Crafting Interactive Experiences with Non-programmers.

Designing for Trust: Autonomous Animal-Centric Robotic & AI Systems (2022)
Presentation / Conference Contribution
Chamberlain, A., Benford, S., Fischer, J., Barnard, P., Greenhalgh, C., Row Farr, J., …Adams, M. (2022). Designing for Trust: Autonomous Animal-Centric Robotic & AI Systems. In ACI '22: Proceedings of the Ninth International Conference on Animal-Computer Interaction. https://doi.org/10.1145/3565995.3566046

From cat feeders and cat flaps to robot toys, humans are deploying increasingly autonomous systems to look after their pets. In parallel, industry is developing the next generation of autonomous systems to look after humans in the home – most notably... Read More about Designing for Trust: Autonomous Animal-Centric Robotic & AI Systems.

Responsible Research and Innovation (RRI) prompts and practice cards (version 2.1, August 2022) (2022)
Other
Portillo, V., Greenhalgh, C., Craigon, P., Dowthwaite, L., Stahl, B., Perez Vallejos, E., …Wagner, H. (2022). Responsible Research and Innovation (RRI) prompts and practice cards (version 2.1, August 2022). [https://www.horizon.ac.uk/rri-into-practice-launching-and-using-the-horizon-rri-prompts-and-practice-cards/]

These printable cards highlight 18 different aspects of Responsible Research and Innovation (RRI) that may be relevant to researchers and innovators. You can use the cards to reflect on a project and plan RRI activities. You can use the cards to faci... Read More about Responsible Research and Innovation (RRI) prompts and practice cards (version 2.1, August 2022).

Supporting Responsible Research and Innovation within a University-based digital research programme: reflections from the “hoRRIzon” project (2022)
Journal Article
Portillo, V., Craigon, P., Liz, D., Greenhalgh, C., & Pérez-Vallejos, E. (2022). Supporting Responsible Research and Innovation within a University-based digital research programme: reflections from the “hoRRIzon” project. Journal of Responsible Technology, 12, Article 100045. https://doi.org/10.1016/j.jrt.2022.100045

Integration of Responsible Research and Innovation (RRI) principles into a research project is key to ensure outputs are ethically acceptable and socially desirable. However, translating RRI principles into practice is challenging as there are no rec... Read More about Supporting Responsible Research and Innovation within a University-based digital research programme: reflections from the “hoRRIzon” project.

Crafting Trajectories of Smart Phone Use at the Opera (2022)
Journal Article
Greenhalgh, C., Hazzard, A., Benford, S., Cliffe, L., & Kelly, E. (2022). Crafting Trajectories of Smart Phone Use at the Opera. ACM Transactions on Computer-Human Interaction, 29(6), 1-37. https://doi.org/10.1145/3531007

Losing Her Voice is a new opera which highlights the challenges of subtly interweaving digital technologies into established cultural forms. Audience members were encouraged to use their own mobile phones to interact with on-stage projections before,... Read More about Crafting Trajectories of Smart Phone Use at the Opera.

The Meaning in "the Mix": Using Ethnography to Inform the Design of Intelligent Tools in the Context of Music Production (2021)
Presentation / Conference Contribution
McGarry, G., Chamberlain, A., Crabtree, A., & Greenhalgh, C. (2021). The Meaning in "the Mix": Using Ethnography to Inform the Design of Intelligent Tools in the Context of Music Production. In AM '21: Audio Mostly 2021 (40-47). https://doi.org/10.1145/3478384.3478406

In this paper we report on two ethnographic studies of professional music producers at work in their respective studio settings, to underpin the design of intelligent tools and platforms in this domain. The studies are part of a body of work that exp... Read More about The Meaning in "the Mix": Using Ethnography to Inform the Design of Intelligent Tools in the Context of Music Production.

Placing AI in the Creative Industries: The Case for Intelligent Music Production (2021)
Book Chapter
McGarry, G., Chamberlain, A., Crabtree, A., & Greenhalgh, C. (2021). Placing AI in the Creative Industries: The Case for Intelligent Music Production. . Springer. https://doi.org/10.1007/978-3-030-78635-9_72

The digital transformation of the recording industry is one of the most well-known in recent times, with the Digital Audio Workstation (DAW) making new methods of music production available to amateurs and professionals in almost any setting beyond t... Read More about Placing AI in the Creative Industries: The Case for Intelligent Music Production.

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.

Following the journey of scores through a complex musical work (2020)
Presentation / Conference Contribution
Hazzard, A., Greenhalgh, C., & Kallionpää, M. (2020). Following the journey of scores through a complex musical work. In AM '20: Proceedings of the 15th International Audio Mostly Conference (249-252). https://doi.org/10.1145/3411109.3411116

We chart the composition and technical development of a non-linear, interactive work for pianist, Disklavier piano and interactive system called Climb!. Collaborating with a composer and performers we focus on the journey of score representations thr... Read More about Following the journey of scores through a complex musical work.

Materialising contexts: virtual soundscapes for real-world exploration (2020)
Journal Article
Cliffe, L., Mansell, J., Greenhalgh, C., & Hazzard, A. (2020). Materialising contexts: virtual soundscapes for real-world exploration. Personal and Ubiquitous Computing, https://doi.org/10.1007/s00779-020-01405-3

© 2020, The Author(s). This article presents the results of a study based on a group of participants’ interactions with an experimental sound installation at the National Science and Media Museum in Bradford, UK. The installation used audio augmented... Read More about Materialising contexts: virtual soundscapes for real-world exploration.

The Audible Artefact: Promoting Cultural Exploration and Engagement with Audio Augmented Reality (2019)
Presentation / Conference Contribution
Cliffe, L., Mansell, J., Cormac, J., Greenhalgh, C., & Hazzard, A. (2019). The Audible Artefact: Promoting Cultural Exploration and Engagement with Audio Augmented Reality. In Proceedings of AM '19, Nottingham, United Kingdom, September 18-20, 2019. https://doi.org/10.1145/3356590.3356617

This paper introduces two ongoing projects where audio augmented reality is implemented as a means of engaging museum and gallery visitors with audio archive material and associated objects, artworks and artefacts. It outlines some of the issues surr... Read More about The Audible Artefact: Promoting Cultural Exploration and Engagement with Audio Augmented Reality.

Augmenting Guitars for Performance Preparation (2019)
Presentation / Conference Contribution
Martinez Avila, J. P. M., Hazzard, A., Greenhalgh, C., & Benford, S. (2019). Augmenting Guitars for Performance Preparation. In AM'19: Proceedings of the 14th International Audio Mostly Conference: A Journey in Sound (69–75). https://doi.org/10.1145/3356590.3356602

A substantial number of Digital Musical Instruments (DMIs) are built upon existing musical instruments by digitally and physi- cally intervening in their design and functionality to augment their sonic and expressive capabilities. These are commonly... Read More about Augmenting Guitars for Performance Preparation.

Adaptive Musical Soundtracks: from in-game to on the street (2019)
Presentation / Conference Contribution
Hazzard, A., & Greenhalgh, C. (2019). Adaptive Musical Soundtracks: from in-game to on the street. In AM'19: Proceedings of the 14th International Audio Mostly Conference: A Journey in Sound (31-38). https://doi.org/10.1145/3356590.3356597

We describe the challenges of creating location-based adaptive musical soundtracks, which we try to address via the iterative development of daoplayer, a tool to create such media experiences. Daoplayer is broadly modelled on the functionality of com... Read More about Adaptive Musical Soundtracks: from in-game to on the street.

Encumbered Interaction: a Study of Musicians Preparing to Perform (2019)
Presentation / Conference Contribution
Martinez Avila, J. P., Greenhalgh, C., Hazzard, A., Benford, S., & Chamberlain, A. (2019). Encumbered Interaction: a Study of Musicians Preparing to Perform. In CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (1-13). https://doi.org/10.1145/3290605.3300706

Guitars are physical tools (for making music) that require skillful two-handed use. Their use is also supported by diverse digital and physical resources, such as videos and chord charts. To understand the challenges of interacting with supporting r... Read More about Encumbered Interaction: a Study of Musicians Preparing to Perform.

Failing with Style: Designing for Aesthetic Failure in Interactive Performance (2019)
Presentation / Conference Contribution
Hazzard, A., Greenhalgh, C., Kallionpää, M., Benford, S., Veinberg, A., Kanga, Z., & McPherson, A. (2019). Failing with Style: Designing for Aesthetic Failure in Interactive Performance. In CHI '19 Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland UK — May 04 - 09, 2019 (1–14). https://doi.org/10.1145/3290605.3300260

Failure is a common artefact of challenging experiences, a fact of life for interactive systems but also a resource for aesthetic and improvisational performance. We present a study of how three professional pianists performed an interactive piano co... Read More about Failing with Style: Designing for Aesthetic Failure in Interactive Performance.

What Smart Campuses Can Teach Us about Smart Cities: User Experiences and Open Data (2018)
Journal Article
Vasileva, R., Rodrigues, L., Hughes, N., Greenhalgh, C., Goulden, M., & Tennison, J. (2018). What Smart Campuses Can Teach Us about Smart Cities: User Experiences and Open Data. Information, 9(10), 251-264. https://doi.org/10.3390/info9100251

Universities, like cities, have embraced novel technologies and data based solutions to improve their campuses with ‘smart’ becoming a welcomed concept. Campuses in many ways are small-scale cities. They increasingly seek to address similar challenge... Read More about What Smart Campuses Can Teach Us about Smart Cities: User Experiences and Open Data.

An AI-based design framework to support musicians' practices (2018)
Presentation / Conference Contribution
Martinez-Avila, J., Hazzard, A., Chamberlain, A., Greenhalgh, C., & Benford, S. (2018). An AI-based design framework to support musicians' practices. In AM '18: Proceedings of the Audio Mostly 2018 on Sound in Immersion and Emotion (1–5). https://doi.org/10.1145/3243274.3275381

The practice of working musicians extends beyond the act of performing musical works at a concert. Rather, a significant degree of individual and collaborative preparation is necessitated prior to the moment of presentation to an audience. Increasing... Read More about An AI-based design framework to support musicians' practices.

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.

The Rough Mile: a Design Template for Locative Audio Experiences (2018)
Journal Article
Hazzard, A., Spence, J., Greenhalgh, C., & McGrath, S. (2018). The Rough Mile: a Design Template for Locative Audio Experiences. Journal of the Audio Engineering Society, 66(4), 231-240. https://doi.org/10.17743/jaes.2018.0013

The rapid development of mobile devices, networks, and sensors over the past 20 years has expanded the range of listening experiences such that they are not constrained to homes, cars, workplaces, cinemas, and concert halls. Locative or mobile listen... Read More about The Rough Mile: a Design Template for Locative Audio Experiences.

Designing the Audience Journey through Repeated Experiences (2018)
Presentation / Conference Contribution
Benford, S., Greenhalgh, C., Hazzard, A., Chamberlain, A., Kallionpää, M., Weigl, D. M., …Lin, M. (2018). Designing the Audience Journey through Repeated Experiences. In CHI '18: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (1-12). https://doi.org/10.1145/3173574.3174142

We report on the design, premiere and public evaluation of a multifaceted audience interface for a complex non-linear musical performance called Climb! which is particularly suited to being experienced more than once. This interface is designed to en... Read More about Designing the Audience Journey through Repeated Experiences.

Composing and realising a game-like performance for disklavier and electronics (2017)
Presentation / Conference Contribution
Kallionpää, M., Greenhalgh, C., Hazzard, A., Weigl, D. M., Page, K. R., & Benford, S. (2017). Composing and realising a game-like performance for disklavier and electronics.

“Climb!” is a musical composition that combines the ideas of a classical virtuoso piece and a computer game. We present a case study of the composition process and realization of “Climb!”, written for Disklavier and a digital interactive engine, whic... Read More about Composing and realising a game-like performance for disklavier and electronics.

Playing fast and loose with music recognition (2017)
Presentation / Conference Contribution
Greenhalgh, C., Benford, S., Hazzard, A., & Chamberlain, A. (2017). Playing fast and loose with music recognition.

We report lessons from iteratively developing a music recognition system to enable a wide range of musicians to embed musical codes into their typical performance practice. The musician composes fragments of music that can be played back with varying... Read More about Playing fast and loose with music recognition.

In-the-loop or on-the-loop? Interactional arrangements to support team coordination with a planning agent (2017)
Journal Article
Fischer, J. E., Greenhalgh, C., Jiang, W., Ramchurn, S. D., Wu, F., & Rodden, T. (2017). In-the-loop or on-the-loop? Interactional arrangements to support team coordination with a planning agent. Concurrency and Computation: Practice and Experience, Article e4082. https://doi.org/10.1002/cpe.4082

In this paper we present the study of interactional arrangements that support the collaboration of headquarters (HQ), field responders and a computational planning agent in a time-critical task setting created by a mixed-reality game. Interactional a... Read More about In-the-loop or on-the-loop? Interactional arrangements to support team coordination with a planning agent.

GeoTracks: adaptive music for everyday journeys (2016)
Presentation / Conference Contribution
Greenhalgh, C., Hazzard, A., McGrath, S., & Benford, S. (2016). GeoTracks: adaptive music for everyday journeys. In MM '16 Proceedings of the 2016 ACM on Multimedia Conference (42-46). https://doi.org/10.1145/2964284.2967181

Listening to music on the move is an everyday activity for many people. This paper proposes geotracks and geolists, music tracks and playlists of existing music that are aligned and adapted to specific journeys. We describe how everyday walking journ... Read More about GeoTracks: adaptive music for everyday journeys.

^muzicode$: composing and performing musical codes (2016)
Presentation / Conference Contribution
Greenhalgh, C., Benford, S., & Hazzard, A. (2016). ^muzicode$: composing and performing musical codes.

We present muzicodes, an approach to incorporating machine-readable ‘codes’ into music that allows the performer and/or composer to flexibly define what constitutes a code, and to perform around it. These codes can then act as triggers, for example t... Read More about ^muzicode$: composing and performing musical codes.

Accountable artefacts: The case of the Carolan Guitar (2016)
Presentation / Conference Contribution
Benford, S., Hazzard, A., Chamberlain, A., Glover, K., Greenhalgh, C., Xu, L., …Darzentas, D. (2016). Accountable artefacts: The case of the Carolan Guitar. In CHI '16: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (1163-1175). https://doi.org/10.1145/2858036.2858306

We explore how physical artefacts can be connected to digital records of where they have been, who they have encountered and what has happened to them, and how this can enhance their meaning and utility. We describe how a travelling technology probe... Read More about Accountable artefacts: The case of the Carolan Guitar.

"I’ve got a sheep with three legs if anybody wants it?’" - re-visioning the rural economy (2015)
Journal Article
Crabtree, A., Chamberlain, A., Valchovska, S., Davies, M., Glover, K., & Greenhalgh, C. (2015). "I’ve got a sheep with three legs if anybody wants it?’" - re-visioning the rural economy. Personal and Ubiquitous Computing, 19(8), https://doi.org/10.1007/s00779-015-0890-8

This paper reports on a study of 4CG, a cooperative enterprise located in rural Wales. 4CG operates for the good of the local economy and seeks to diversify its commercial portfolio through the creation of an online shop retailing goods and services... Read More about "I’ve got a sheep with three legs if anybody wants it?’" - re-visioning the rural economy.

The Ethical Implications of HCI's Turn to the Cultural (2015)
Journal Article
Benford, S., Greenhalgh, C., Anderson, B., Jacobs, R., Golembewski, M., Jirotka, M., …Jennings, K. (2015). The Ethical Implications of HCI's Turn to the Cultural. ACM Transactions on Computer-Human Interaction, 22(5), 1-37. https://doi.org/10.1145/2775107

We explore the ethical implications of HCI’s turn to the ‘cultural’. This is motivated by an awareness of how cultural applications, in our case interactive performances, raise ethical issues that may challenge established research ethics processes.... Read More about The Ethical Implications of HCI's Turn to the Cultural.

Considering musical structure in location-based experiences (2015)
Presentation / Conference Contribution
Hazzard, A., Benford, S., Chamberlain, A., & Greenhalgh, C. (2015). Considering musical structure in location-based experiences.

Locative music experiences are often non-linear and as such the final structure of the music heard is guided by the movements of the user. We note an absence of principles regarding how composers should approach the structuring of such locative sound... Read More about Considering musical structure in location-based experiences.

Human–agent collaboration for disaster response (2015)
Journal Article
Ramchurn, S. D., Wu, F., Jiang, W., Fischer, J. E., Reece, S., Roberts, S., …Jennings, N. R. (2016). Human–agent collaboration for disaster response. Autonomous Agents and Multi-Agent Systems, 30(1), 82-111. https://doi.org/10.1007/s10458-015-9286-4

In the aftermath of major disasters, first responders are typically overwhelmed with large numbers of, spatially distributed, search and rescue tasks, each with their own requirements. Moreover, responders have to operate in highly uncertain and dyna... Read More about Human–agent collaboration for disaster response.

Doing it for themselves: the practices of amateur musicians and DIY music networks in a digital age (2014)
Presentation / Conference Contribution
Hoare, M., Benford, S., Greenhalgh, C., & Chamberlain, A. (2014). Doing it for themselves: the practices of amateur musicians and DIY music networks in a digital age.

A fast expanding network of DIY music communities in the UK see digital technologies transforming ways in which part-time amateur musicians are able to collabo- rate creatively and form alliances, producing unique per- formance techniques, experiment... Read More about Doing it for themselves: the practices of amateur musicians and DIY music networks in a digital age.

Displaying locality: connecting with customers and visitors in-situ via their mobile devices (2014)
Presentation / Conference Contribution
Greenhalgh, C., Chamberlain, A., Davies, M., Glover, K., Valchovska, S., & Crabtree, A. (2014). Displaying locality: connecting with customers and visitors in-situ via their mobile devices. In PerDis '14 Proceedings of The International Symposium on Pervasive Displays. https://doi.org/10.1145/2611009.2611021

A large and growing proportion of the general population in the UK and similar nations routinely carry smart phones and access the Internet while on the go. However, especially in rural areas, mobile Internet access can be intermittent and slow, and... Read More about Displaying locality: connecting with customers and visitors in-situ via their mobile devices.

Supporting team coordination on the ground: requirements from a mixed reality game (2014)
Presentation / Conference Contribution
Fischer, J. E., Jiang, W., Kerne, A., Greenhalgh, C., Ramchurn, S. D., Reece, S., …Rodden, T. (2014). Supporting team coordination on the ground: requirements from a mixed reality game.

We generate requirements for time-critical distributed team support relevant for domains such as disaster response. We present the Radiation Response Game to investigate socio-technical issues regarding team coordination. Field responders in this mix... Read More about Supporting team coordination on the ground: requirements from a mixed reality game.

Social implications of agent-based planning support for human teams (2014)
Presentation / Conference Contribution
Jiang, W., Fischer, J. E., Greenhalgh, C., Ramchurn, S. D., Wu, F., Jennings, N. R., & Rodden, T. (2014). Social implications of agent-based planning support for human teams.

We present a field trial of how instructions from an intelligent planning agent are dealt with by distributed human teams, in a time-critical task setting created through a mixed-reality game. We conduct interaction analysis to examine video recorded... Read More about Social implications of agent-based planning support for human teams.

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.

Supporting the design of network-spanning applications (2009)
Book Chapter
Rennick Egglestone, S., Boucher, A., Rodden, T., Law, A., Humble, J., Greenhalgh, C., & Greenberg, S. (2009). Supporting the design of network-spanning applications. In D. R. Olsen, K. Hinckley, M. R. Morris, & S. Hudson (Eds.), CHI EA '09: proceedings of the 27th international conference extended abstracts on human factors in computing systems. ACM Press

In this case study, we describe our use of ECT, a tool
intended to simplify the design and development of
network-spanning applications. We have used ECT
throughout the course of a two-year collaboration,
which has involved individuals with exper... Read More about Supporting the design of network-spanning applications.

Developing digital records: Early experiences of record and replay (2006)
Journal Article
Crabtree, A., French, A., Greenhalgh, C., Benford, S., Cheverst, K., Fitton, D., …Graham, C. (2006). Developing digital records: Early experiences of record and replay. Computer Supported Cooperative Work, 15(4), 281-319. https://doi.org/10.1007/s10606-006-9026-z

In this paper we consider the development of 'digital records' to support ethnographic study of interaction and collaboration in ubiquitous computing environments and articulate the core concept of 'record and replay' through two case studies. One fo... Read More about Developing digital records: Early experiences of record and replay.

Expected, sensed, and desired: A framework for designing sensing-based interaction (2005)
Journal Article
Benford, S., Schnädelbach, H., Koleva, B., Anastasi, R., Greenhalgh, C., Rodden, T., …Steed, A. (2005). Expected, sensed, and desired: A framework for designing sensing-based interaction. ACM Transactions on Computer-Human Interaction, 12(1), 3-30. https://doi.org/10.1145/1057237.1057239

Movements of interfaces can be analyzed in terms of whether they are expected, sensed, and desired. Expected movements are those that users naturally perform; sensed are those that can be measured by a computer; and desired movements are those that a... Read More about Expected, sensed, and desired: A framework for designing sensing-based interaction.

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.

Exploiting interactivity, influence, space and time to explore non-linear drama in virtual worlds (2001)
Presentation / Conference Contribution
Craven, M., Taylor, I., Drozd, A., Purbrick, J., Greenhalgh, C., Benford, S., Fraser, M., Bowers, J., Jää-Aro, K. M., Lintermann, B., & Hoch, M. (2001, March). Exploiting interactivity, influence, space and time to explore non-linear drama in virtual worlds. Presented at CHI01: Human Factors in Computing Systems, Seattle, Washington, USA

We present four contrasting interfaces to allow multiple viewers to explore 3D recordings of dramas in on-line virtual worlds. The first is an on-line promenade performance to an audience of avatars. The second is a form of immersive cinema, with mul... Read More about Exploiting interactivity, influence, space and time to explore non-linear drama in virtual worlds.

Patterns of Network and User Activity in an Inhabited Television Event (2001)
Journal Article
Greenhalgh, C., Benford, S., & Craven, M. (2001). Patterns of Network and User Activity in an Inhabited Television Event. Presence: Teleoperators and Virtual Environments, 10(1), 35-50. https://doi.org/10.1162/105474601750182306

Inhabited television takes traditional broadcast television and combines it with multiuser virtual reality to give new possibilities for interaction and participation in and around shows or channels. Out of This World was an experimental inhabited TV... Read More about Patterns of Network and User Activity in an Inhabited Television Event.

Inhabited television: broadcasting interaction from within collaborative virtual environments (2000)
Journal Article
Benford, S., Greenhalgh, C., & Craven, M. (2000). Inhabited television: broadcasting interaction from within collaborative virtual environments. ACM Transactions on Computer-Human Interaction, 7(4), 510-547. https://doi.org/10.1145/365058.365095

Inhabited television combines collaborative virtual environments (CVEs) with broadcast television so that on-line audiences can participate in television shows within shared virtual worlds. We describe a series of experiments with inhabited televisio... Read More about Inhabited television: broadcasting interaction from within collaborative virtual environments.

Temporal links: recording and replaying virtual environments (2000)
Presentation / Conference Contribution
Greenhalgh, C., Purbrick, J., Purbrick, J., Benford, S., Craven, M., Drozd, A., Drozd, A., Taylor, I., & Taylor, I. (2000, October). Temporal links: recording and replaying virtual environments. Presented at PMM00: ACM Multimedia 2000, Marina del Rey, California, USA

Virtual reality (VR) currently lacks the kinds of sophisticated production technologies that are commonly available for established media such as video and audio. This paper introduces the idea of temporal links, which provide a flexible mechanism fo... Read More about Temporal links: recording and replaying virtual environments.

Ages of avatar: Community building for inhabited television (2000)
Presentation / Conference Contribution
Craven, M., Benford, S., Greenhalgh, C., Wyver, J., Brazier, C. J., Oldroyd, A., & Regan, T. (2000, September). Ages of avatar: Community building for inhabited television. Presented at Third International Conference on Collaborative Virtual Environments, San Francisco, California, USA

In this paper we describe and analyse the community building process for Ages of Avatar, a set of on-line Collaborative Virtual Environments created in Microsoft Virtual Worlds, which form part of an ongoing experiment in Inhabited Television, aiming... Read More about Ages of avatar: Community building for inhabited television.

Broadcasting On-Line Social Interaction as Inhabited Television (1999)
Presentation / Conference Contribution
Benford, S., Greenhalgh, C., Craven, M., Walker, G., Regan, T., Morphett, J., …Bowers, J. (1999). Broadcasting On-Line Social Interaction as Inhabited Television. In S. Bødker, M. Kyng, & K. Schmidt (Eds.), ECSCW ’99: Proceedings of the Sixth European Conference on Computer Supported Cooperative Work 12–16 September 1999, Copenhagen, Denmark (179-198). https://doi.org/10.1007/978-94-011-4441-4_10

Inhabited TV combines collaborative virtual environments (CVEs) with broadcast TV so that on-line audiences can participate in TV shows within shared virtual worlds. Three early experiments with inhabited TV raised fundamental questions concerning th... Read More about Broadcasting On-Line Social Interaction as Inhabited Television.

Patterns of network and user activity in an inhabited television event (1999)
Presentation / Conference Contribution
Greenhalgh, C., Benford, S., & Craven, M. (1999). Patterns of network and user activity in an inhabited television event. In VRST '99: Proceedings of the ACM symposium on Virtual reality software and technology. https://doi.org/10.1145/323663.323668

Inhabited Television takes traditional broadcast television and combines it with multiuser virtual reality, to give new possibilities for interaction and participation in and around shows or channels. 'Out Of This World' was an experimental inhabited... Read More about Patterns of network and user activity in an inhabited television event.

Rural Enterprise as an Agent for Technology Development and Facilitation in the Digital Economy
Presentation / Conference Contribution
Valchovska, S., Chamberlain, A., Crabtree, A., Greenhalgh, C., Davies, M., Glover, K., & Rodden, T. Rural Enterprise as an Agent for Technology Development and Facilitation in the Digital Economy.

This paper outlines recent developments in the Scaling the Rural Enterprise (SRE) research project – an interdisciplinary project that combines the expertise of social scientists, computer scientists and software developers, in order to inform the de... Read More about Rural Enterprise as an Agent for Technology Development and Facilitation in the Digital Economy.