VLDB 2026 Research / reviewers in the wild / expert
Martin Flintham
dblp:01/1311 · also Martin D. Flintham
· DBLP profile ↗
40ranked-venue papers
6as first author
6since 2021 · last 2026
0000-0003-4717-3825ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 39 · 6 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorArtificial intelligence and machine learning · 2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Using a Digitally Augmented Snack Bowl to Explore Group Snacking BehaviourabstractGroup snacking contexts are typically unstructured and frequently associated with the consumption of snack product FMCGs (fast-moving consumer goods). Snacks are generally low value, shared and potentially over consumed. To explore the potential of digital interventions to playfully elevate the value of these snacks, we created a sharing snack bowl technology probe embedding simple game mechanics to track individual turns for taking a snack. This paper presents both in-lab and home studies where participants used the snack bowl whilst simultaneously playing a quiz card game. Findings from thematic analysis revealed how the snack bowl elicited togetherness, reflection, and social pressure whilst also disrupting group snacking habits. Our contributions include implications for reconfiguring snacking and enhancing the value of low-cost FMCGs through ludic design elements, and augmenting everyday tangible objects for use in group settings. Martin Flintham, Rebecca Gibson, Christopher Greenhalgh, Boriana Koleva, Emily-Clare Thorn |
TEI | 1 |
| 2023 | "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 MemoriesabstractWe 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 distinguish value in amassed images, albums, videos, mementos, and music. One option we wanted to explore via MeMa was to frame personal memories as a gift, in turn providing a way to revisit, share, and collate personal archives. We deployed MeMa into participants’ homes and tasked them to create a digital gift involving an autobiographical memory. Through qualitative methods we uncovered the experience of twelve gift-givers. We found that the framing as a gift brought meaning to a collection of media, promoting reflection and emotional reminiscence in participants. Our contributions include design implications involving the relationship between emotions, technology, and gifting. Rebecca Gibson, Camilla May Babbage, Hanne Gesine Wagner, Dominic Price, Sarah Martindale, Neil Chadborn, Sachiyo Ito-Jaeger, Dimitrios Paris Darzentas, Helena Webb, Rachel Jacobs, Ayça Atabey, Boriana Koleva, Martin Flintham, Heidi Winklhofer, Lachlan Urquhart, Elvira Perez |
Conference on Designing Interactive Systems | 13 |
| 2023 | Gifting the Past in the Present: An Exploration of Evoking Nostalgia through Hybrid GiftsabstractThis 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 experiences through repurposed digital media. In this case, we used a physical chocolate box and a QR code, that when scanned presented nostalgic images and text. Findings from gift exchanges and eighteen semi-structured interviews with givers and receivers are presented through thematic analysis. We reveal the impact on exchanges when nostalgia is evoked, and outline the roles of people, emotions, and objects. The contribution of this work is an understanding of repurposing our growing digital archives to frame nostalgic memories as gifts. Rebecca Gibson, Boriana Koleva, Martin Flintham, Heidi Winklhofer |
Conference on Designing Interactive Systems | 3 |
| 2023 | C&C Festival of Hybrid GiftingabstractThis workshop uses the outputs of a two-year Research through Design project as a springboard for bringing together a community of researchers interested in Hybrid Gifting. We have discovered that the many creative and socio-psychological processes involved in choosing or making a gift inform a great deal about interactions with common digital technologies, especially when they are used to make a hybrid gift with both physical and digital components. This workshop will be a temporally extended opportunity to experience the full cycle of giving and receiving gifts, whether you use our outputs or prototypes or your own ideas, artworks, or design fictions. Let’s take this opportunity to use our research to celebrate and care for each other, and perhaps envision new ways of celebrating and caring for others. Jocelyn Spence, Boriana Koleva, Martin Flintham, Emily-Clare Thorn, Kevin Glover, Rebecca Gibson, Steve Benford, Hyosun Kwon, Dimitrios Paris Darzentas, Hanne Gesine Wagner |
Creativity & Cognition | 3 |
| 2023 | "More than a cliché": Experiencing Hybrid Gifting in the WildabstractGifting 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 gifting. We report an “in the wild” study of a hybrid chocolate gift deployed as a commercial product. Interviews reveal the experiences of receivers and givers, as well as the producer's friction points and tangible benefits. We reveal how in hybrid gifts the digital elevates the physical while the physical grounds the digital. We discuss how hybrid gifts bridge the tension between receiver-preference and relationship-signalling motivations, the need to further strengthen the exchange and reveal stages of hybrid gifting, and to manage the privacy of sensitive personal messages. We propose to extend the concept of hybrid wrapping to include a finer-grained interleaving of digital into complex packaging and multi-layered wrappings to create more holistic gifting experiences. Jocelyn Spence, Boriana Koleva, Steve Benford, Dimitrios Paris Darzentas, Martin Flintham, Kevin Glover, Hanne Gesine Wagner, Rebecca Gibson, Emily-Clare Thorn |
ACM Trans. Comput. Hum. Interact. | 5 |
| 2021 | Selling Glossy, Easy Futures: A Feminist Exploration of Commercial Mental-Health-focused Self-Care Apps' Descriptions in the Google Play StoreabstractSelf-care apps offer a wide variety of different therapy paradigms, pedagogies and concepts for people to maintain and make sense of their mental health. However, as human-made artefacts, these apps are being imbued with their designers’ interests, opinions, biases and assumptions about self-care. This paper is interested in making these (often) implicit notions visible. After selecting 69 apps from the Google Play Store, we use Feminist Content Analysis to investigate the store descriptions of these apps: Inductively through thematic analysis and deductively through charting concepts found within the descriptions. Our findings indicate that commercial self-care apps portray themselves as “future creating” tools for individual self-discovery, but they also create narratives that propagate an overly simplistic, individualistic and potentially harmful view of mental distress. We conclude this paper by sketching out alternative design considerations for how self-care apps can portray themselves and communicate in a more transparent, plurality-embracing fashion. Velvet Spors, Hanne Gesine Wagner, Martin Flintham, Patrick Brundell, David Murphy 0006 |
CHI | 3 |
| 2020 | Modalities of Expression: Capturing Embodied Knowledge in CookingabstractWhen 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 capture of expressions of embodied knowledge by digitally-networked utensils. We present a design process investigating the design of tangible interfaces to capture and communicate embodied knowledge as a proposition for recipe authoring tools for open innovation in food. We reflect upon this process to discuss lessons about the individual nature of embodied knowledge and its expression, and the context of capturing it to make design recommendations. Sharon Baurley, Bruna Petreca, Paris Selinas, Mark Selby, Martin Flintham |
TEI | 5 |
| 2020 | Probing IoT-based consumer services: 'insights' from the connected showerabstractAbstract 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 ‘insight’ and drive personalised service innovation. It contributes to the literature on water sustainability and the potential role and barriers to the adoption of smart showers in domestic life. It also contributes to our understanding of context, which enables user activity to be discriminated and elaborated thereby furnishing the ‘insight’ living services require for their successful operation. Problematically, however, our study shows that context is not a property of sensor data. Rather than provide contextual insights into showering, the sensor data requires contextualisation to discriminate and elaborate user activity. Thus, in addition to examining the potential of the connected shower in everyday life, we consider how sensor data is contextualised through the doing of data work and the relevance of its interactional accomplishment and organisation to the design of living services. Andy Crabtree, Lewis Hyland, James A. Colley, Martin Flintham, Joel E. Fischer, Hyosun Kwon |
Pers. Ubiquitous Comput. | 4 |
| 2018 | Falling for Fake News: Investigating the Consumption of News via Social MediaabstractIn 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 available, whether it be satire or malicious hoax. We investigate attitudes to news delivered by social media, and subsequent verification strategies applied, or not applied, by individuals. A survey reveals that two thirds of respondents regularly consumed news via Facebook, and that one third had at some point come across fake news that they initially believed to be true. An analysis task involving news presented via Facebook reveals a diverse range of judgement forming strategies, with participants relying on personal judgements as to plausibility and scepticism around sources and journalistic style. This reflects a shift away from traditional methods of accessing the news, and highlights the difficulties in combating the spread of fake news. Martin Flintham, Christian Karner, Khaled Bachour, Helen Creswick, Stuart Moran |
CHI | 1 |
| 2016 | Playing with Social and Emotional Game CompanionsabstractThis 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, who were imbued with social and emotional skill by the ERiSA Framework. Players had to complete a quest in the Skyrim game, in which players had to use social and emotional skills to obtain a sword. The results clearly show that game companions who are capable of perceiving and exhibit emotions, are perceived to have personality and can forge relationships with the players, enhancing the player experience during the game. Andry Chowanda, Martin Flintham, Peter Blanchfield, Michel F. Valstar |
IVA | 2 |
| 2015 | Provenance for the People: An HCI Perspective on the W3C PROV Standard through an Online GameabstractIn 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. In this paper, we examine from a user's standpoint notions of provenance, the accessibility of the PROV model, and the general attitudes towards history and the verifiability of information in modern data society. We do this through the medium of an online-game designed to explore these issues and present the findings of the study along with a discussion of some of its implications. Khaled Bachour, Richard Wetzel, Martin Flintham, Trung Dong Huynh, Tom Rodden, Luc Moreau 0001 |
CHI | 3 |
| 2015 | The Data Driven Lives of Wargaming MiniaturesabstractWe present an ethnographic study of the practice of miniature wargaming in order to shed light onto the complex lives of physical things and the ways in which they acquire data footprints. We take an extended view of the practice, revealing how people invest great effort into crafting miniatures, playing with them, curating and telling stories about them, and passing them on. Throughout, we emphasise the use of both traditional and digital technologies to build rich data footprints. In discussing our findings, we adopt a "thing-centric" perspective that focuses on the extended lifetimes of the miniatures themselves. This enables us to identify opportunities for digital augmentation in support of capturing "life away from the table" and a need for HCI to focus on designing trajectories of things. Dimitrios Paris Darzentas, Michael A. Brown, Martin Flintham, Steve Benford |
CHI | 3 |
| 2015 | Run Spot Run: Capturing and Tagging Footage of a Race by Crowds of SpectatorsabstractThere 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 potential of these spectators in creating footage en masse; in this case, during a live trial at a local marathon. We deployed a prototype app, RunSpotRun, as a technology probe to see what kinds of footage spectators would produce. We present an analysis of this footage in terms of its coverage, quality, and contents, and also discuss the implications for a) spectators enjoying the race, and b) extracting the stories of individual runners throughout the race. We conclude with a discussion of the challenges that remain for deploying such technology at a larger scale. Martin Flintham, Raphael Velt, Max L. Wilson 0001, Edward Anstead, Steve Benford, Anthony Brown 0001, Timothy Pearce, Dominic Price, James Sprinks |
CHI | 1 |
| 2015 | I'd Hide You: Performing Live Broadcasting in PublicabstractWe 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 compelling video footage featuring themselves, and interact with a remote online audience. We reveal how these street performers manage four key tensions: between their body and camera; between the demands of online audiences and what takes place on-the-street; between what appears 'frontstage' on camera versus what happens 'backstage'; and balancing being a player of the game with being a performer. By reflecting on how they achieve this, we are able to draw out wider lessons for future interfaces aimed at supporting people broadcasting video of themselves to online audiences while engaged in games, sports and other demanding real-world activities. Stuart Reeves, Christian Greiffenhagen, Martin Flintham, Steve Benford, Matt Adams, Ju Row Farr, Nicholas Tandavantij |
CHI | 3 |
| 2015 | Understanding food consumption lifecycles using wearable cameras
Kher Hui Ng, Victoria Shipp, Richard Mortier, Steve Benford, Martin Flintham, Tom Rodden |
Pers. Ubiquitous Comput. | 5 |
| 2014 | ERiSA: Building Emotionally Realistic Social Game-Agents CompanionsabstractWe 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 is modular including sensing, interpretation, behaviour generation, and game components. We propose a generic formulation of action selection rules based on observed social and emotional signals, the agent’s personality, and the social relation between agent and player. The rules are formulated such that its variables can easily be obtained from real data. We illustrate and evaluate our framework using a simple social game called The Smile Game. Andry Chowanda, Peter Blanchfield, Martin Flintham, Michel F. Valstar |
IVA | 3 |
| 2014 | Understanding mass participatory pervasive computing systems for environmental campaignsabstractParticipate was a 3-year collaboration between industry and academia to explore how mobile, Web and broadcast technologies could combine to deliver environmental campaigns. In a series of pilot projects, schools used mobile sensors to enhance science learning; visitors to an ecological attraction employed mobile phones to access and generate locative media; and the public played a mobile phone game that challenged their environmental behaviours. Key elements of these were carried forward into an integrated trial in which participants were assigned a series of environmental missions as part of an overarching narrative that was delivered across mobile, broadcast and Web platforms. These experiences use a three-layered structure for campaigns that draw on experts, local groups and the general public, who engage through a combination of playful characterisation and social networking. Alan Chamberlain, Mark Paxton, Kevin Glover, Martin Flintham, Dominic Price, Christopher Greenhalgh, Steve Benford, Peter Tolmie, Eiman Kanjo, Amanda Gower, Andy Gower, Dawn Woodgate, Danaë Emma Beckford Stanton Fraser |
Pers. Ubiquitous Comput. | 4 |
| 2014 | The Malthusian Paradox: performance in an alternate reality game
Elizabeth Evans, Martin Flintham, Sarah Martindale |
Pers. Ubiquitous Comput. | 2 |
| 2013 | The timestreams platform: artist mediated participatory sensing for environmental discourseabstractUbiquitous 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-engaging the public with sustainability and climate change issues reveals the significance of emotional and personal engagement alongside locally meaningful, globally-relevant and data-informed climate messaging for the public. New ubiquitous and pervasive computing techniques are emerging to support the next generation of climate change stakeholders, including artists, community practitioners, educators and data hackers, to create scientific data responsive artworks and performances. Grounded in our experiences of community based artistic interventions, we explore the design and deployments of the Timestreams platform, demonstrating usages of ubiquitous and pervasive computing within these new forms of discourse around climate change and energy insecurity. Jesse M. Blum, Martin Flintham, Rachel Jacobs, Victoria Shipp, Genovefa Kefalidou, Michael A. Brown, Derek McAuley |
UbiComp | 2 |
| 2013 | Team reactions to voiced agent instructions in a pervasive gameabstractThe assumed role of humans as controllers and instructors of machines is changing. As systems become more complex and incomprehensible to humans, it will be increasingly necessary for us to place confidence in intelligent interfaces and follow their instructions and recommendations. This type of relationship becomes particularly intricate when we consider significant numbers of humans and agents working together in collectives. While instruction-based interfaces and agents already exist, our understanding of them within the field of Human-Computer Interaction is still limited. Stuart Moran, Nadia Pantidi, Khaled Bachour, Joel E. Fischer, Martin Flintham, Tom Rodden, Simon Evans |
IUI | 5 |
| 2013 | Performance-Led Research in the WildabstractWe 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 galleries, festivals and on the city streets. We motivate the approach and then describe how it consists of three distinct activities -- practice, studies and theory -- that are interleaved in complex ways through nine different relationships. We present a historical account of how the approach has evolved over a fifteen-year period, charting the evolution of a complex web of projects, papers, and relationships between them. We articulate the challenges of pursuing each activity as well as overarching challenges of balancing artistic and research interests, flexible management of relationships, and finally ethics. Steve Benford, Christopher Greenhalgh, Andy Crabtree, Martin Flintham, Brendan Walker, Joe Marshall, Boriana Koleva, Stefan Rennick Egglestone, Gabriella Giannachi, Matt Adams, Nick Tandavanitj, Ju Row Farr |
ACM Trans. Comput. Hum. Interact. | 4 |
| 2012 | "Act natural": instructions, compliance and accountability in ambulatory experiencesabstractThis paper uses a detailed ethnographic study of an ambulatory experience, where participants were invited to explore the perspective of two notorious terrorists, in order to discuss the nature of instruction-giving and, most particularly, the methodical ways in which such instructions are complied with. Four distinct layers of compliance are identified, as are three different kinds of accountability, all of which stand potentially at odds with one another. The paper examines the tensions created by this, tensions that are further aggravated by instructions usually being delivered down a thin channel, with considerable surrounding contextual complexity and little opportunity for repair, and uncovers some core challenges for future design in relation to providing instructions for, and orchestrating a range of possible activities. Peter Tolmie, Steve Benford, Martin Flintham, Patrick Brundell, Matt Adams, Nicholas Tandavantij, Ju Row Farr, Gabriella Giannachi |
CHI | 3 |
| 2011 | Flypad: Designing Trajectories in a Large-Scale Permanent Augmented Reality Installation
Martin Flintham, Stuart Reeves, Patrick Brundell, Tony Glover, Steve Benford, Duncan Rowland, Boriana Koleva, Christopher Greenhalgh, Matt Adams, Nick Tandavanitj, Ju Row Farr |
ECSCW | 1 |
| 2011 | Locating experience: touring a pervasive performance
Alan Chamberlain, Leif Oppermann, Martin Flintham, Steve Benford, Peter Tolmie, Matt Adams, Ju Row Farr, Nick Tandavanitj, Joe Marshall, Tom Rodden |
Pers. Ubiquitous Comput. | 3 |
| 2011 | Creating the spectacle: Designing interactional trajectories through spectator interfacesabstractAn ethnographic study reveals how professional artists created a spectator interface for the interactive game Day of the Figurines, designing the size, shape, height and materials of two tabletop interfaces before carefully arranging them in a local setting. We also show how participants experienced this interface. We consider how the artists worked with a multi-scale notion of interactional trajectory that combined trajectories through individual displays, trajectories through a local ecology of displays, and trajectories through an entire experience. Our findings shed light on discussions within HCI concerning interaction with tangible and tabletop displays, spectator interfaces, ecologies of displays, and trajectories through cultural experiences. Steve Benford, Andy Crabtree, Martin Flintham, Christopher Greenhalgh, Boriana Koleva, Matt Adams, Nick Tandavanitj, Ju Row Farr, Gabriella Giannachi, Irma Lindt |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2009 | Ubikequitous computing: designing interactive experiences for cyclistsabstractThis paper charts the distinctive challenges of designing mobile experiences for cyclists and presents two studies of mobile cycle-based experiences: one a heritage tour; the other an exploration of a city at dusk involving recording and listening to personal stories. To understand the cyclists' experiences questionnaires, interviews and observations are drawn on to derive eight lessons for designing cycle-based interaction including: cycling proficiency, physicality, impact of the environment, media and hardware design, collaboration, and safety. The conclusion is that design has to respect the distinctive nature of cycling as a mode of transport and needs to carefully interweave moments of interaction with it. Duncan Rowland, Martin Flintham, Leif Oppermann, Joe Marshall, Alan Chamberlain, Boriana Koleva, Steve Benford, Citlali Perez |
Mobile HCI | 2 |
| 2007 | Addressing Mobile Phone Diversity in Ubicomp Experience Development
Christopher Greenhalgh, Steve Benford, Adam Drozd, Martin Flintham, Alastair Hampshire, Leif Oppermann, Keir Smith, Christoph von Tycowicz |
UbiComp | 4 |
| 2007 | The Cooperative Work of Gaming: Orchestrating a Mobile SMS Game
Andy Crabtree, Steve Benford, Mauricio Capra, Martin Flintham, Adam Drozd, Nick Tandavanitj, Matt Adams, Ju Row Farr |
Comput. Support. Cooperative Work. | 4 |
| 2006 | Designing for the opportunities and risks of staging digital experiences in public settingsabstractMobile experiences that take place in public settings such as on city streets create new opportunities for interweaving the fictional world of a performance or game with the everyday physical world. A study of a touring performance reveals how designers generated excitement and dramatic tension by implicating bystanders and encouraging the (apparent) crossing of normal boundaries of behaviour. The study also shows how designers dealt with associated risks through a process of careful orchestration. Consequently, we extend an existing framework for designing spectator interfaces with the concept of performance frames, enabling us to distinguish audience from bystanders. We conclude that using ambiguity to blur the frame can be a powerful design tactic, empowering players to willingly suspend disbelief, so long as a safety-net of orchestration ensures that they do not stray into genuine difficulty. Steve Benford, Andy Crabtree, Stuart Reeves, Jennifer G. Sheridan, Alan J. Dix, Martin Flintham, Adam Drozd |
CHI | 6 |
| 2006 | Can you see me now?abstractWe present a study of a mobile mixed reality game calledCan You See Me Now?in which online players are chased through a virtual model of a city by ‘runners’ (professional performers equipped with GPS and WiFi technologies) who have to run through the actual city streets in order to catch the players. We present an ethnographic study of the game as it toured through two different cities and draws upon video recordings of online players, runners, technical support crew, and also on system logs of text communication. Our study reveals the diverse ways in which online players experienced the uncertainties inherent in GPS and WiFi, including being mostly unaware of them, but sometimes seeing them as problems, or treating the as a designed feature of the game, and even occasionally exploiting them within gameplay. In contrast, the runners and technical crew were fully aware of these uncertainties and continually battled against them through an ongoing and distributed process of orchestration. As a result, we encourage designers to deal with such uncertainties as a fundamental characteristic of location-based experiences rather than treating them as exceptions or bugs that might be ironed out in the future. We argue that designers should explicitly consider four potential states of being of a mobile participant: connected and tracked, connected but not tracked, tracked but not connected, and neither connected nor tracked. We then introduce five strategies that might be used to deal with uncertainty in these different states for different kinds of participant: remove it, hide it, manage it, reveal it, and exploit it. Finally, we present proposals for new orchestration interfaces that reveal the ‘seams’ in the underlying technical infrastructure by visualizing the recent performance of GPS and WiFi and predicting the likely future performance of GPS. Steve Benford, Andy Crabtree, Martin Flintham, Adam Drozd, Rob Anastasi, Mark Paxton, Nick Tandavanitj, Matt Adams, Ju Row Farr |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2005 | Life on the edge: supporting collaboration in location-based experiencesabstractWe study a collaborative location-based game in which groups of 'lions' hunt together on a virtual savannah that is overlaid on an open playing field. The game implements a straight-forward approach to location-based triggering in which players must be in the same spatial locale in order to share information and act together. Comparison of video recordings of physical play with system recordings of game events reveals subtle and complex interactions between highly dynamic player behavior and the underlying technology. While players exhibit a fluid approach to group formation, the system embodies a more rigid view, leading to difficulties with sharing context and coordinating actions, most notably when groups of players span virtual locale boundaries or initiate actions while on the move. We propose techniques for extending locales to support more flexible grouping and also discuss the broader implications of our findings for location-based applications in general. Steve Benford, Duncan Rowland, Martin Flintham, Adam Drozd, Richard Hull 0002, Josephine Reid, Jo Morrison, Keri Facer |
CHI | 3 |
| 2005 | The multimedia challenges raised by pervasive gamesabstractPervasive 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 wireless networking, a pervasive game can respond to a player's movements and context and enable them to communicate with a game server and other players. We review recent examples of pervasive games in order to explain their distinctive characteristics as multimedia applications. We then consider the challenge of scaling pervasive games to include potentially very large numbers of players. We propose a new approach based upon a campaign model in which individuals, local groups and experts draw on a combination of pervasive games, online services and broadcasting to take part in national or even global events. We discuss the challenges that this raises for further research. Mauricio Capra, Milena Radenkovic 0001, Steve Benford, Leif Oppermann, Adam Drozd, Martin Flintham |
ACM Multimedia | 6 |
| 2004 | Orchestrating a mixed reality game 'on the ground'abstractSuccessfully staging a mixed reality game in which online players are chased through a virtual city by runners located in the real world requires extensive orchestration work. An ethnographic study shows how this concerted achievement extends beyond the control room to the runners on the street. This, in turn, suggests the need to 'decentralize' orchestration and develop support for collaboration 'on the ground'. The study leads to design proposals for orchestration interfaces for mobile experiences that augment situational awareness and surreptitious monitoring among mobile participants and support troubleshooting in situations where participants are disconnected or are unable to access positioning systems such as GPS. Andy Crabtree, Steve Benford, Tom Rodden, Christopher Greenhalgh, Martin Flintham, Rob Anastasi, Adam Drozd, Matt Adams, Ju Row Farr, Nick Tandavanitj, Anthony Steed |
CHI | 5 |
| 2004 | The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game
Steve Benford, William Seager, Martin Flintham, Rob Anastasi, Duncan Rowland, Jan Humble, Danaë Emma Beckford Stanton Fraser, John Bowers 0001, Nick Tandavanitj, Matt Adams, Ju Row Farr, Amanda Oldroyd, Jon Sutton |
UbiComp | 3 |
| 2003 | Where on-line meets on the streets: experiences with mobile mixed reality gamesabstractWe describe two games in which online participants collaborated with mobile participants on the city streets. In the first, the players were online and professional performers were on the streets. The second reversed this relationship. Analysis of these experiences yields new insights into the nature of context. We show how context is more socially than technically constructed. We show how players exploited (and resolved conflicts between) multiple indications of context including GPS, GPS error, audio talk, ambient audio, timing, local knowledge and trust. We recommend not overly relying on GPS, extensively using audio, and extending interfaces to represent GPS error. Martin Flintham, Steve Benford, Rob Anastasi, Terry Hemmings, Andy Crabtree, Christopher Greenhalgh, Nick Tandavanitj, Matt Adams, Ju Row Farr |
CHI | 1 |
| 2003 | Uncle Roy all around you: mixing games and theatre on the city streets
Martin Flintham, Rob Anastasi, Steve Benford, Adam Drozd, James Mathrick, Duncan Rowland, Amanda Oldroyd, Jon Sutton, Nick Tandavanitj, Matt Adams, Ju Row Farr |
DiGRA Conference | 1 |
| 2002 | The augurscope: a mixed reality interface for outdoorsabstractThe augurscope is a portable mixed reality interface for outdoors. A tripod-mounted display is wheeled to different locations and rotated and tilted to view a virtual environment that is aligned with the physical background. Video from an onboard camera is embedded into this virtual environment. Our design encompasses physical form, interaction and the combination of a GPS receiver, electronic compass, accelerometer and rotary encoder for tracking. An initial application involves the public exploring a medieval castle from the site of its modern replacement. Analysis of use reveals problems with lighting, movement and relating virtual and physical viewpoints, and shows how environmental factors and physical form affect interaction. We suggest that problems might be accommodated by carefully constructing virtual and physical content Holger Schnädelbach, Boriana Koleva, Martin Flintham, Mike Fraser 0001, Shahram Izadi, Paul Chandler, Malcolm Foster, Steve Benford, Christopher Greenhalgh, Tom Rodden |
CHI | 3 |
| 2002 | Applications of Temporal Links: Recording and Replaying Virtual EnvironmentsabstractTemporal 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, support usability and system evaluation, and link VR to other media such as film and television. These applications illustrate just some of the possibilities of a ubiquitous and flexible record and replay facility such as temporal links. Building on our experience of implementing temporal links in the MASSIVE-3 system, we identify key requirements for system architectures that wish to support an equivalent mechanism. Christopher Greenhalgh, Martin Flintham, Jim Purbrick, Steve Benford |
VR | 2 |
| 2002 | Citywide: Supporting Interactive Digital Experiences Across Physical Space
Shahram Izadi, Mike Fraser 0001, Steve Benford, Martin Flintham, Christopher Greenhalgh, Tom Rodden, Holger Schnädelbach |
Pers. Ubiquitous Comput. | 4 |
| 2001 | Unearthing Virtual History: Using Diverse Interfaces to Reveal Hidden Virtual Worlds
Steve Benford, John Bowers 0001, Paul Chandler, Luigina Ciolfi, Martin Flintham, Mike Fraser 0001, Christopher Greenhalgh, Tony Hall, Sten-Olof Hellström, Shahram Izadi, Tom Rodden, Holger Schnädelbach |
UbiComp | 5 |