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Peta Mitchell

dblp:88/6124 · DBLP profile ↗
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5ranked-venue papers
0as first author
0since 2021 · last 2020
0000-0003-4523-6685ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 2Databases, data management, data science and information retrieval · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
3 papers
Games and playful interaction · 58% Design research and methods · 23% Immersive interaction · 20%
Artificial intelligence
1 paper
Speech recognition and synthesis · 100%

Topics — the 3 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
interactive art
0.112011
Building sensitising terms to understand free-play in open-ended interactive art environments · CHI 2011
Immersive interaction › artistic expression
interactive installation
0.112006
Talk2Me: the art of augmenting conversations · ACM Multimedia 2006
Games and playful interaction › interactive art
interactive art installation
0.012007
The lens of ludic engagement: evaluating participation in interactive art installations · ACM Multimedia 2007

Methods — techniques the papers use, named apart from their topics

sensitising terms · 0.1observation · 0.1text-to-speech · 0.1speech-to-text · 0.1keyword-triggering bots · 0.1fieldwork evaluation · 0.1art-criticism techniques · 0.1
YearPublicationVenuePosition
2020 #BlockSidewalk to Barcelona: Technological sovereignty and the social license to operate smart cities
abstract
Abstract This article explores technological sovereignty as a way to respond to anxieties of control in digital urban contexts, and argues that this may promise a more meaningful social license to operate smart cities. First, we present an overview of smart city developments with a critical focus on corporatization and platform urbanism. We critique Alphabet's Sidewalk Labs development in Toronto, which faces public backlash from the #BlockSidewalk campaign in response to concerns over not just privacy, but also lack of community consultation, the prospect of the city losing its civic ability to self‐govern, and its repossession of public land and infrastructure. Second, we explore what a more responsible smart city could look like, underpinned by technological sovereignty, which is a way to use technologies to promote individual and collective autonomy and empowerment via ownership, control, and self‐governance of data and technologies. To this end, we juxtapose the Sidewalk Labs development in Toronto with the Barcelona Digital City plan. We illustrate the merits (and limits) of technological sovereignty moving toward a fairer and more equitable digital society.
Monique Mann, Peta Mitchell, Marcus Foth, Irina Anastasiu
J. Assoc. Inf. Sci. Technol.2
2011 Building sensitising terms to understand free-play in open-ended interactive art environments
abstract
In this paper we introduce and discuss the nature of free-play in the context of three open-ended interactive art installation works. We observe the interaction work of situated free-play of the participants in these environments and, building on precedent work, devise a set of sensitising terms derived both from the literature and from what we observe from participants interacting there. These sensitising terms act as guides and are designed to be used by those who experience, evaluate or report on open-ended interactive art. That is, we propose these terms as a common-ground language to be used by participants communicating while in the art work to describe their experience, by researchers in the various stages of research process (observation, coding activity, analysis, reporting, and publication), and by inter-disciplinary researchers working across the fields of HCI and art. This work builds a foundation for understanding the relationship between free-play, open-ended environments, and interactive installations and contributes sensitising terms useful for the HCI community for discussion and analysis of open-ended interactive art works.
Ann Morrison, Stephen Viller, Peta Mitchell
CHI3
2007 Talk2Me: engaging interactive installation environments
abstract
In this research I explore what elements there may be in common between tangible interactive-technology works that successfully engage their participants. An exploration of existing methods for obtaining useful evaluations for non-use and ambiguous environments forms a part of the discussion.
Ann Morrison, Margot Brereton, Peta Mitchell
Creativity & Cognition3
2007 The lens of ludic engagement: evaluating participation in interactive art installations
abstract
Designers and artists have integrated recent advances in interactive, tangible and ubiquitous computing technologies to create new forms of interactive environments in the domains of work, recreation, culture and leisure. Many designs of technology systems begin with the workplace in mind, and with function, ease of use, and efficiency high on the list of priorities. [1] These priorities do not fit well with works designed for an interactive art environment, where the aims are many, and where the focus on utility and functionality is to support a playful, ambiguous or even experimental experience for the participants. To evaluate such works requires an integration of art-criticism techniques with more recent Human Computer Interaction (HCI) methods, and an understanding of the different nature of engagement in these environments. This paper begins a process of mapping a set of priorities for amplifying engagement in interactive art installations. I first define the concept of ludic engagement and its usefulness as a lens for both design and evaluation in these settings. I then detail two fieldwork evaluations I conducted within two exhibitions of interactive artworks, and discuss their outcomes and the future directions of this research.
Ann Morrison, Peta Mitchell, Margot Brereton
ACM Multimedia2
2006 Talk2Me: the art of augmenting conversations
abstract
This paper describes an interactive installation work set in a large dome space. The installation is an audio and physical re-rendition of an interactive writing work. In the original work, the user interacted via keyboard and screen while online. This rendition of the work retains the online interaction, but also places the interaction within a physical space, where the main 'conversation' takes place by the participant-audience speaking through microphones and listening through headphones. The work now also includes voice and SMS input, using speech-to-text and text-to-speech conversion technologies, and audio and displayed text for output. These additions allow the participant-audience to co-author the work while they participate in audible conversation with keyword-triggering characters (bots). Communication in the space can be person-to-computer via microphone, keyboard, and phone; person-to-person via machine and within the physical space; computer-to-computer; and computer-to-person via audio and projected text.
Ann Morrison, Peta Mitchell, Ralf Mühlberger
ACM Multimedia2