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Brendan Walker

dblp:89/2536 · DBLP profile ↗
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13ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 13 · 1 since 2021

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
8 papers
Design research and methods · 29% Games and playful interaction · 21% Immersive interaction · 18%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%

Topics — the 6 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods
research through design
0.212013
Performance-Led Research in the Wild · ACM Trans. Comput. Hum. Interact. 2013
Design research and methods
experience design
0.112012
Uncomfortable interactions · CHI 2012
Interaction techniques and input › sensor-based interaction
physiological input
0.112011
Breath control of amusement rides · CHI 2011
Interaction techniques and input
sensor-based interaction
0.112005
Expected, sensed, and desired: A framework for designing sensing-based interaction · ACM Trans. Comput. Hum. Interact. 2005
Games and playful interaction › interactive art
interactive performance
0.012013
Performance-Led Research in the Wild · ACM Trans. Comput. Hum. Interact. 2013
Collaborative and social computing › computer-supported cooperative work › coordination mechanisms
orchestration
0.012008
Performing thrill: designing telemetry systems and spectator interfaces for amusement rides · CHI 2008

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

case study · 0.9ethnographic study · 0.4historical account · 0.2observation · 0.1interview study · 0.1wearable telemetry · 0.1video analysis · 0.1interviews · 0.1framework analysis · 0.1
YearPublicationVenuePosition
2021 Contesting control: journeys through surrender, self-awareness and looseness of control in embodied interaction
abstract
As computer interfaces spread across and even into our bodies, so we find ourselves engaged in ever more deeply connected bodily interactions. From the mouse and keyboard, to wearables and gestural...
Steve Benford, Richard Ramchurn, Joe Marshall, Max L. Wilson 0001, Matthew Pike, Sarah Martindale, Adrian Hazzard, Christopher Greenhalgh, Maria Kallionpää, Paul Tennent, Brendan Walker
Hum. Comput. Interact.11
2019 Abstract Machines: Overlaying Virtual Worlds on Physical Rides
Paul Tennent, Joe Marshall, Patrick Brundell, Brendan Walker, Steve Benford
CHI4
2017 The Challenges of Visual-Kinaesthetic Experience
abstract
Virtual reality experiences typically isolate the user from the real world. Notions of immersion are conventionally associated with the idea of convincing users that they are in another place, disassociated from physical reality. Given the user is however situated in that physical reality, kinesthetic bodily sensations often conflict with the virtual reality. In this paper we seek to elucidate the challenges associated with developing Visual-Kinaesthetic Experiences - experiences which provide related visual and kinaesthetic spectacle. Rather than use complex motion platforms, we submit here that physical reality is replete with interesting kinaesthetic experiences, which may be repurposed by the application of new visuals to create engaging hybrid experiences. We approach this by describing the development and deployment of Oscillate - a virtual reality experience that takes place on a swing, using it as an example to draw out what makes such experiences intrinsically interesting, and to construct three design challenges for this space.
Paul Tennent, Joe Marshall, Brendan Walker, Patrick Brundell, Steve Benford
Conference on Designing Interactive Systems3
2017 Performing Research: Four Contributions to HCI
abstract
This paper identifies a body of HCI research wherein the researchers take part in digitally mediated creative experiences alongside participants. We present our definition and rationale for "self-situated performance research" based on theories in both the HCI and performance literatures. We then analyse four case studies of this type of work, ranging from overtly "performative" staged events to locative audio and public making.
Robyn Taylor, Jocelyn Spence, Brendan Walker, Bettina Nissen, Peter C. Wright
CHI3
2015 The Challenges of Using Biodata in Promotional Filmmaking
abstract
We present a study of how filmmakers collected and visualized physiological data—“biodata”—to construct a series of short promotional films depicting people undergoing “thrilling” experiences. Drawing on ethnographic studies of two major advertising campaigns, we highlight key concerns for integrating sensors and sensor data into film production. Our findings address the perceived benefits of using biodata within narratives; the nature of different on-screen representations of biodata; and the challenges presented when integrating biodata into production processes. Drawing on this, we reconsider the nature of information visualization in the filmmaking context. Further implications from our case studies provide recommendations for human--computer interaction (HCI) collaborations with filmmaking and broadcast industries, focusing both on the practical matters of fitting sensor technologies into and handling data within production workflows, as well as discussing the broader implications for managing the veracity of that data within professional media production.
Stuart Reeves, Sarah Martindale, Paul Tennent, Steve Benford, Joe Marshall, Brendan Walker
ACM Trans. Comput. Hum. Interact.6
2013 Performance-Led Research in the Wild
abstract
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 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.5
2012 Uncomfortable interactions
abstract
We argue for deliberately and systematically creating uncomfortable interactions as part of powerful cultural experiences. We identify the potential benefits of uncomfortable interactions under the general headings of entertainment, enlightenment and sociality. We then review artworks and performances that have employed discomfort, including two complementary examples from the worlds of entertainment and performance. From this, we articulate a suite of tactics for designing four primary forms of discomfort referred to as visceral, cultural, control and intimate. We discuss how moments of discomfort need to be embedded into an overall experience which requires a further consideration of the dramatic acts of exposition, rising action, climax, falling action, and dénouement. Finally, we discuss an ethical framework for uncomfortable interactions which leads us to revisit key issues of consent, withdrawal, privacy and risk.
Steve Benford, Christopher Greenhalgh, Gabriella Giannachi, Brendan Walker, Joe Marshall, Tom Rodden
CHI4
2011 Breath control of amusement rides
abstract
Emerging robotic technologies are enabling the control of individual seats on rollercoasters and other thrill rides. We explore the potential of breathing as an effective and engaging way of driving this. Observations and interviews from trials of an enhanced bucking bronco ride show that breath-control is fun, challenging and intelligible, and reveal riders-x tactics as they battled the machine. We conclude that breath control is feasible and appropriate for controlling rides, unpack its important characteristics, and consider how it might be built into future ride systems. We argue that the combination of voluntary and involuntary factors in breathing is especially appealing for controlling rides as it balances game-like elements of skill and learning against the thrill of surrendering control to the machine.
Joe Marshall, Duncan Rowland, Stefan Rennick Egglestone, Steve Benford, Brendan Walker, Derek McAuley
CHI5
2011 Analysing the Playground: Sensitizing Concepts to Inform Systems That Promote Playful Interaction
Stefan Rennick Egglestone, Brendan Walker, Joe Marshall, Steve Benford, Derek McAuley
INTERACT (1)2
2011 Personalizing the Theme Park: Psychometric Profiling and Physiological Monitoring
Stefan Rennick Egglestone, Amanda M. Whitbrook, Caroline Leygue, Julie Greensmith, Brendan Walker, Steve Benford, Holger Schnädelbach, Stuart Reeves, Joe Marshall, David S. Kirk, Paul Tennent, Ainojie Alexander Irune, Duncan Rowland
UMAP5
2008 Performing thrill: designing telemetry systems and spectator interfaces for amusement rides
abstract
Fairground: Thrill Laboratory was a series of live events that augmented the experience of amusement rides. A wearable telemetry system captured video, audio, heart-rate and acceleration data, streaming them live to spectator interfaces and a watching audience. In this paper, we present a study of this event, which draws on video recordings and post-event interviews, and which highlights the experiences of riders, spectators and ride operators. Our study shows how the telemetry system transformed riders into performers, spectators into an audience, and how the role of ride operator began to include aspects of orchestration, with the relationship between all three roles also transformed. Critically, the introduction of a telemetry system seems to have had the potential to re-connect riders/performers back to operators/orchestrators and spectators/audience, re-introducing a closer relationship that used to be available with smaller rides. Introducing telemetry to a real-world situation also creates significant complexity, which we illustrate by focussing on a moment of perceived crisis.
Holger Schnädelbach, Stefan Rennick Egglestone, Stuart Reeves, Steve Benford, Brendan Walker, Michael Wright
CHI5
2007 Electronic Furniture for the Curious Home: Assessing Ludic Designs in the Field
abstract
This article describes field trials of 3 electronic furniture prototypes designed to encourage ludic engagement in the home. The Drift Table shows slowly scrolling aerial photography controlled by the weight of the objects on its surface. The History Tablecloth creates slowly growing “halos” around things left on it. The Key Table measures the force with which people put things on it and tilts a picture frame to indicate their mood. The pieces were loaned to different households for periods of 1 to 3 months. Because they were designed for user appropriation, a hypothesis-testing paradigm is inappropriate for evaluating their success. The focus instead was on gathering rich, multilayered accounts of people's experience through ethnographic observations and documentary videos. The results helped assess the particular designs, draw lessons for ludic design more generally, and reflect on field methods for evaluating open-ended designs.
William W. Gaver, John Bowers 0001, Andy Boucher 0002, Andy Law, Sarah Pennington, Brendan Walker
Int. J. Hum. Comput. Interact.6
2005 Expected, sensed, and desired: A framework for designing sensing-based interaction
abstract
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 are required by a given application. We show how a systematic comparison of expected, sensed, and desired movements, especially with regard to how they do not precisely overlap, can reveal potential problems with an interface and also inspire new features. We describe how this approach has been applied to the design of three interfaces: pointing flashlights at walls and posters in order to play sounds; the Augurscope II, a mobile augmented reality interface for outdoors; and the Drift Table, an item of furniture that uses load sensing to control the display of aerial photographs. We propose that this approach can help to build a bridge between the analytic and inspirational approaches to design and can help designers meet the challenges raised by a diversification of sensing technologies and interface forms, increased mobility, and an emerging focus on technologies for everyday life.
Steve Benford, Holger Schnädelbach, Boriana Koleva, Rob Anastasi, Christopher Greenhalgh, Tom Rodden, Jonathan Green, Ahmed Ghali, Tony P. Pridmore, William W. Gaver, Andy Boucher 0002, Brendan Walker, Sarah Pennington, Albrecht Schmidt 0001, Hans-Werner Gellersen, Anthony Steed
ACM Trans. Comput. Hum. Interact.12