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Dr MARTIN FLINTHAM's Outputs (17)

“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.

Gifting the Past in the Present: An Exploration of Evoking Nostalgia through Hybrid Gifts (2023)
Presentation / Conference Contribution
Gibson, R., Koleva, B., Flintham, M., & Winklhofer, H. (2023, July). Gifting the Past in the Present: An Exploration of Evoking Nostalgia through Hybrid Gifts. Presented at DIS '23 2023 ACM Designing Interactive Systems Conference, Pittsburgh, USA

This study focuses on the hybrid gifting model, where both physical and digital objects combine to create a single gift. For this in-the-world study, we turn to nostalgic emotions. We aimed to uncover if hybrid gifting can facilitate nostalgic experi... Read More about Gifting the Past in the Present: An Exploration of Evoking Nostalgia through Hybrid Gifts.

Now Wash Your Hands: Understanding Food Legislation Compliance in a Virtual Reality Kitchen (2020)
Presentation / Conference Contribution
Flintham, M., Hyde, R., Tennent, P., Meyer-Sahling, J.-H., & Moran, S. (2020, November). Now Wash Your Hands: Understanding Food Legislation Compliance in a Virtual Reality Kitchen. Presented at CHI PLAY '20: Proceedings of the Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada

The Corrupt Kitchen is a room-scale virtual-reality game in which players act as a chef servicing a queue of customers. Tasked with making burgers, players must prepare the food while ensuring it is safe to eat, engaging explicitly and implicitly wit... Read More about Now Wash Your Hands: Understanding Food Legislation Compliance in a Virtual Reality Kitchen.

Modalities of Expression: Capturing Embodied Knowledge in Cooking (2020)
Presentation / Conference Contribution
Baurley, S., Petreca, B., Selinas, P., Selby, M., & Flintham, M. (2020, February). Modalities of Expression: Capturing Embodied Knowledge in Cooking. Presented at TEI '20: Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction, Sydney NSW Australia

When cooking we negotiate between instructions in recipes and personal preferences to make in-the-moment creative decisions. This process represents moments of creativity that utilise and reveal our embodied knowledge. This paper focuses on the captu... Read More about Modalities of Expression: Capturing Embodied Knowledge in Cooking.

Object-focused mixed reality storytelling: technology-driven content creation and dissemination for engaging user experiences (2018)
Presentation / Conference Contribution
Darzentas, D., Flintham, M., & Benford, S. (2018, November). Object-focused mixed reality storytelling: technology-driven content creation and dissemination for engaging user experiences. Presented at 22nd Pan-Hellenic Conference on Informatics, Athens, Greece

In this paper we present the creation and deployment of a concerted set of Mixed Reality Technologies designed for creating engaging public experiences and enhanced storytelling opportunities focused on artefacts. Under the title of the Mixed Reality... Read More about Object-focused mixed reality storytelling: technology-driven content creation and dissemination for engaging user experiences.

Falling for fake news: Investigating the consumption of news via social media (2018)
Presentation / Conference Contribution
Flintham, M., Karner, C., Creswick, H., Bachour, K., Gupta, N., & Moran, S. (2018, April). Falling for fake news: Investigating the consumption of news via social media. Presented at ACM CHI Conference on Human Factors in Computing Systems 2018, Montreal, Canada

In the so called ‘post-truth’ era, characterized by a loss of public trust in various institutions, and the rise of ‘fake news’ disseminated via the internet and social media, individuals may face uncertainty about the veracity of information availab... Read More about Falling for fake news: Investigating the consumption of news via social media.

Bread stories: understanding the drivers of bread consumption for digital food customisation (2017)
Presentation / Conference Contribution
Pantidi, N., Selinas, P., Flintham, M., Baurley, S., & Rodden, T. Bread stories: understanding the drivers of bread consumption for digital food customisation. Presented at 29th Australian Conference on Human-Computer Interaction (OzCHI 2017)

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)
Presentation / Conference Contribution
Chowanda, A., Flintham, M., Blanchfield, P., & Valstar, M. Playing with social and emotional game companions. Presented at 16th International Conference on Intelligent Virtual Agents (IVA 2016)

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.

Harnessing the digital records of everyday things (2016)
Presentation / Conference Contribution
Darzentas, D., Hazzard, A., Brown, M., Flintham, M., & Benford, S. Harnessing the digital records of everyday things. Presented at Design Research Society 2016

We address how, framed by the Internet of Things, digitally-enabled physical objects may acquire rich digital records throughout their lifetimes, and how these might enhance their value, meaning and utility. We reflect on emerging findings from two c... Read More about Harnessing the digital records of everyday things.

Play SMILE Game with ERiSA: a user study on game companions (2015)
Presentation / Conference Contribution
Chowanda, A., Blanchfield, P., Flintham, M. D., & Valstar, M. F. Play SMILE Game with ERiSA: a user study on game companions. Presented at Workshop on Engagement in Social Intelligent Virtual Agents (ESIVA 2015)

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.

Provenance for the people: an HCI perspective on the W3C PROV standard through an online game (2015)
Presentation / Conference Contribution
Bachour, K., Wetzel, R., Flintham, M., Huynh, T. D., Rodden, T. A., & Moreau, L. (2015, April). Provenance for the people: an HCI perspective on the W3C PROV standard through an online game. Presented at 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI'15), Seoul, Republic of Korea

In the information age, tools for examining the validity of data are invaluable. Provenance is one such tool, and the PROV model proposed by the World Wide Web Consortium in 2013 offers a means of expressing provenance in a machine readable format. I... Read More about Provenance for the people: an HCI perspective on the W3C PROV standard through an online game.

I'd Hide You: Performing Live Broadcasting in Public (2015)
Presentation / Conference Contribution
Reeves, S., Greiffenhagen, C., Flintham, M., Benford, S., Adams, M., Farr, J. R., & Tandavantij, N. (2015, April). I'd Hide You: Performing Live Broadcasting in Public. Presented at CHI '15: CHI Conference on Human Factors in Computing Systems, Seoul, Republic of Korea

We present a study of a mixed reality game called 'I'd Hide You' that involves live video streaming from the city streets. We chart the significant challenges facing performers on the streets who must simultaneously engage in the game, stream compell... Read More about I'd Hide You: Performing Live Broadcasting in Public.

Exploring the Relationship between Location and Behaviour in Out of Hours Hospital Care (2014)
Presentation / Conference Contribution
Brown, M., Pinchin, J., Blum, J., Sharples, S., Shaw, D., Housley, G., Howard, S., Jackson, S., Flintham, M., Benning, K., & Blakey, J. (2014, June). Exploring the Relationship between Location and Behaviour in Out of Hours Hospital Care

'Out of Hours' (OoH) hospital care involves a small number of doctors covering a very large number of patients. These doctors are working in stressful environments, performing complex tasks and making difficult task prioritisation decisions, yet litt... Read More about Exploring the Relationship between Location and Behaviour in Out of Hours Hospital Care.

The multimedia challenges raised by pervasive games (2005)
Presentation / Conference Contribution
Capra, M., Radenkovic, M., Benford, S., Oppermann, L., Drozd, A., & Flintham, M. The multimedia challenges raised by pervasive games. Presented at 13th Annual ACM International Conference on Multimedia (MULTIMEDIA '05)

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.

Applications of temporal links: recording and replaying virtual environments (2002)
Presentation / Conference Contribution
Greenhalgh, C., Flintham, M., Purbrick, J., Benford, S., & Craven, M. (2002, March). Applications of temporal links: recording and replaying virtual environments. Presented at IEEE Virtual Reality 2002 (VR '02), Orlando, FL, USA

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.

Computational models of emotion, personality, and social relationships for interactions in games
Presentation / Conference Contribution
Chowanda, A., Blanchfield, P., Flintham, M., & Valstar, M. Computational models of emotion, personality, and social relationships for interactions in games. Presented at 2016 International Conference on Autonomous Agents and Multiagent Systems

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.

The Timestreams platform: artist mediated participatory sensing for environmental discourse
Presentation / Conference Contribution
Blum, J., Flintham, M., Jacobs, R., Shipp, V., Kefalidou, G., Brown, M., & McAuley, D. The Timestreams platform: artist mediated participatory sensing for environmental discourse. Presented at 2013 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp 2013)

Ubiquitous and pervasive computing techniques have been used to inform discourses around climate change and energy insecurity, traditionally through data capture and representation for scientists, policy makers and the public. Research into re-engagi... Read More about The Timestreams platform: artist mediated participatory sensing for environmental discourse.