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Outputs (21)

Demonstrating Interaction: The Case of Assistive Technology (2022)
Journal Article
Reyes-Cruz, G., Fischer, J. E., & Reeves, S. (2022). Demonstrating Interaction: The Case of Assistive Technology. ACM Transactions on Computer-Human Interaction, 29(5), 1-37. https://doi.org/10.1145/3514236

Technology "demos"have become a staple in technology design practice, especially for showcasing prototypes or systems. However, demonstrations are also commonplace and multifaceted phenomena in everyday life, and thus have found their way into empiri... Read More about Demonstrating Interaction: The Case of Assistive Technology.

Room to breathe: Using adaptive architecture to examine the relationship between alexithymia and interoception (2021)
Journal Article
Abdulhamid, H., Jäger, N., Schnädelbach, H., & Smith, A. D. (2022). Room to breathe: Using adaptive architecture to examine the relationship between alexithymia and interoception. Journal of Psychosomatic Research, 153, Article 110708. https://doi.org/10.1016/j.jpsychores.2021.110708

Objective: Individuals with alexithymia experience difficulties interpreting emotional states in self and others, which has been associated with interoceptive impairment. Current theories are primarily based on subjective and conscious measures of in... Read More about Room to breathe: Using adaptive architecture to examine the relationship between alexithymia and interoception.

Exploring User Opinion on the Benefits of Cognitive Games Through an Online Walkthrough and Interview (2021)
Book Chapter
Harrington, K., Craven, M. P., Wilson, M. L., & Landowska, A. (2021). Exploring User Opinion on the Benefits of Cognitive Games Through an Online Walkthrough and Interview. In Human Aspects of IT for the Aged Population. Technology Design and Acceptance (21-32). Switzerland: Springer Nature. https://doi.org/10.1007/978-3-030-78108-8_2

Online walkthrough interviews were conducted via internet video-calling, which formed part of wider Patient and Public Involvement activities investigating perceptions of digital and gamified cognitive assessment and training/coaching applications. P... Read More about Exploring User Opinion on the Benefits of Cognitive Games Through an Online Walkthrough and Interview.

Using Internet of Things to Reduce Office Workers’ Sedentary Behavior: Intervention Development Applying the Behavior Change Wheel and Human-Centered Design Approach (2020)
Journal Article
Huang, Y., Benford, S., Price, D., Patel, R., Li, B., Ivanov, A., & Blake, H. (2020). Using Internet of Things to Reduce Office Workers’ Sedentary Behavior: Intervention Development Applying the Behavior Change Wheel and Human-Centered Design Approach. JMIR mHealth and uHealth, 8(7), Article e17914. https://doi.org/10.2196/17914

Background: Sedentary behavior (SB) is associated with various adverse health outcomes. The prevalence of prolonged sitting at work among office workers makes a case for SB interventions to target this setting and population. Everyday mundane objects... Read More about Using Internet of Things to Reduce Office Workers’ Sedentary Behavior: Intervention Development Applying the Behavior Change Wheel and Human-Centered Design Approach.

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

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.

Hybrid Marker-less Camera Pose Tracking with Integrated Sensor Fusion (2014)
Thesis
Moemeni, A. (2014). Hybrid Marker-less Camera Pose Tracking with Integrated Sensor Fusion. (Thesis). Centre for Computational Intelligence (CCI) - De Montfort University. Retrieved from https://nottingham-repository.worktribe.com/output/4780253

This thesis presents a framework for a hybrid model-free marker-less inertial-visual camera pose tracking with an integrated sensor fusion mechanism. The proposed solution addresses the fundamental problem of pose recovery in computer vision and robo... Read More about Hybrid Marker-less Camera Pose Tracking with Integrated Sensor Fusion.

Reframing Disability as Competency: Unpacking Everyday Technology Practices of People with Visual Impairments
Presentation / Conference Contribution
Reyes-Cruz, G., Fischer, J. E., & Reeves, S. (2020, April). Reframing Disability as Competency: Unpacking Everyday Technology Practices of People with Visual Impairments. Presented at CHI '20: CHI Conference on Human Factors in Computing Systems, Honolulu HI USA

More than a billion people in the world live with some form of visual impairment, and a wide variety of technologies are now routinely used by them in the course of 'getting on' in everyday life. However, little is known about the ways in which assis... Read More about Reframing Disability as Competency: Unpacking Everyday Technology Practices of People with Visual Impairments.

From Director's Cut to User's Cut: to Watch a Brain-Controlled Film is to Edit it
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.

Soma Design and Sensory Misalignment
Presentation / Conference Contribution
Tennent, P., Marshall, J., Tsaknaki, V., Windlin, C., Höök, K., & Alfaras, M. (2020, April). Soma Design and Sensory Misalignment. Presented at 2020 CHI Conference on Human Factors in Computing Systems (CHI’20), Honolulu HI USA

We report on a workshop bringing together researchers working in soma design and sensory misalignment. Creating experiences that make use of sensory misalignment has become increasingly common, often associated with virtual reality research. However,... Read More about Soma Design and Sensory Misalignment.

Failing with Style: Designing for Aesthetic Failure in Interactive Performance
Presentation / Conference Contribution
Hazzard, A., Greenhalgh, C., Kallionpää, M., Benford, S., Veinberg, A., Kanga, Z., & McPherson, A. (2019, May). Failing with Style: Designing for Aesthetic Failure in Interactive Performance. Presented at CHI '19: CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland, UK

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.

Sensory Alignment in Immersive Entertainment
Presentation / Conference Contribution
Marshall, J., Benford, S., Byrne, R., & Tennent, P. (2019, May). Sensory Alignment in Immersive Entertainment. Presented at CHI '19: CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland, UK

When we use digital systems to stimulate the senses, we typically stimulate only a subset of users' senses, leaving other senses stimulated by the physical world. This creates potential for misalignment between senses, where digital and physical stim... Read More about Sensory Alignment in Immersive Entertainment.

Mediated Visits: Longitudinal Domestic Dwelling with Mobile Robotic Telepresence
Presentation / Conference Contribution
Boudouraki, A., Reeves, S., Fischer, J. E., & Rintel, S. (2022, April). Mediated Visits: Longitudinal Domestic Dwelling with Mobile Robotic Telepresence. Presented at CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans LA USA

Mobile Robotic Telepresence (MRP) systems are remotely controlled, mobile videoconferencing devices that allow the remote user to move independently and have a physical presence in the environment. This paper presents a longitudinal study of MRP use... Read More about Mediated Visits: Longitudinal Domestic Dwelling with Mobile Robotic Telepresence.

TAS for Cats: An Artist-led Exploration of Trustworthy Autonomous Systems for Companion Animals
Presentation / Conference Contribution
Schneiders, E., Chamberlain, A., Fischer, J. E., Benford, S., Castle-Green, S., Ngo, V., Kucukyilmaz, A., Barnard, P., Row Farr, J., Adams, M., Tandavanitj, N., Devlin, K., Mancini, C., & Mills, D. (2023, July). TAS for Cats: An Artist-led Exploration of Trustworthy Autonomous Systems for Companion Animals. Presented at First International Symposium on Trustworthy Autonomous Systems (TAS 23), Edinburgh, UK

Cat Royale is an artist-led exploration of trustworthy autonomous systems (TAS) created by the TAS Hub's creative ambassadors Blast Theory. A small community of cats inhabits a purpose built 'cat utopia' at the centre of which a robot arm tries to en... Read More about TAS for Cats: An Artist-led Exploration of Trustworthy Autonomous Systems for Companion Animals.

Making of an Adaptive Podcast that Engenders Trust through Data Negotiability
Presentation / Conference Contribution
Sailaja, N., Crabtree, A., Lodge, T., Chamberlain, A., Coulton, P., Pilling, M., & Forrester, I. (2024, June). Making of an Adaptive Podcast that Engenders Trust through Data Negotiability. Presented at IMX 2024 - Proceedings of the 2024 ACM International Conference on Interactive Media Experiences, Stockholm, Sweden

As novel media experiences turn towards audience personal data for enhancement, a range of socio-technical challenges that confront their adoption into the everyday lives of audiences are simultaneously surfaced. Podcasts, being the latest member of... Read More about Making of an Adaptive Podcast that Engenders Trust through Data Negotiability.

Sensitizing Scenarios: Sensitizing Designer Teams to Theory
Presentation / Conference Contribution
Waern, A., Rajkowska, P., Johansson, K. B., Back, J., Spence, J., & Løvlie, A. S. (2020, April). Sensitizing Scenarios: Sensitizing Designer Teams to Theory. Presented at CHI '20: CHI Conference on Human Factors in Computing Systems, Honolulu HI USA

Concepts and theories that emerge within the social sciences tend to be nuanced, dealing with complex social phenomena. While their relevance to design could be high, it is difficult to make sense of them in design projects, especially when participa... Read More about Sensitizing Scenarios: Sensitizing Designer Teams to Theory.

VRtefacts: Performative Substitutional Reality with Museum Objects
Presentation / Conference Contribution
Spence, J., Darzentas, D. P., Huang, Y., Cameron, H. R., Beestin, E., & Benford, S. (2020, July). VRtefacts: Performative Substitutional Reality with Museum Objects. Presented at DIS '20: Designing Interactive Systems Conference 2020, Eindhoven Netherlands

We explore how a combination of manipulations and transitions can extend Substitutional Reality to create a highly personal Virtual Reality experience. Our design aimed to meet two challenges faced by museums: the limitations of object handling and t... Read More about VRtefacts: Performative Substitutional Reality with Museum Objects.

From sharing to gifting: A web app for deepening engagement
Presentation / Conference Contribution
Adams, M., Spence, J., Clark, S., Farr, J. R., Benford, S., & Tandavanitj, N. (2020, July). From sharing to gifting: A web app for deepening engagement. Presented at EVA London 2020, London, UK

Visitors currently use social media to share their experiences in museums, but these interactions are often short, quick and superficial. Is it possible to transform the impulse to share into an act of generosity, deepening engagement with museum col... Read More about From sharing to gifting: A web app for deepening engagement.