Martin Flintham

ORCID: 0000-0003-4717-3825
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About
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Research Areas
  • Innovative Human-Technology Interaction
  • Virtual Reality Applications and Impacts
  • Interactive and Immersive Displays
  • Augmented Reality Applications
  • Digital Games and Media
  • Context-Aware Activity Recognition Systems
  • Spatial Cognition and Navigation
  • Mobile Crowdsensing and Crowdsourcing
  • ICT in Developing Communities
  • Multimedia Communication and Technology
  • Personal Information Management and User Behavior
  • Social Robot Interaction and HRI
  • Artificial Intelligence in Games
  • Human Motion and Animation
  • Personality Traits and Psychology
  • Culinary Culture and Tourism
  • Privacy, Security, and Data Protection
  • Data Visualization and Analytics
  • Usability and User Interface Design
  • Innovative Approaches in Technology and Social Development
  • Technology Use by Older Adults
  • Olfactory and Sensory Function Studies
  • Consumer Behavior in Brand Consumption and Identification
  • Digital Mental Health Interventions
  • Media Influence and Health

University of Nottingham
2015-2024

We present a study of mobile mixed reality game called Can You See Me Now? in which online players are chased through virtual model city by ‘runners’ (professional performers equipped with GPS and WiFi technologies) who have to run the actual streets order catch players. an ethnographic as it toured two different cities draws upon video recordings players, runners, technical support crew, also on system logs text communication. Our reveals diverse ways experienced uncertainties inherent...

10.1145/1143518.1143522 article EN ACM Transactions on Computer-Human Interaction 2006-03-01

We describe two games in which online participants collaborated with mobile on the city streets. In first, players were and professional performers The second reversed this relationship. Analysis of these experiences yields new insights into nature context. show how context is more socially than technically constructed. exploited (and resolved conflicts between) multiple indications including GPS, GPS error, audio talk, ambient audio, timing, local knowledge trust. recommend not overly...

10.1145/642611.642710 article EN 2003-04-05

Mobile 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 everyday physical world. A study touring reveals how designers generated excitement and dramatic tension by implicating bystanders encouraging (apparent) crossing normal boundaries behaviour. The also shows dealt associated risks through process careful orchestration. Consequently, we extend an existing framework designing...

10.1145/1124772.1124836 article EN 2006-04-22

In the so called 'post-truth' era, characterized by a loss of public trust in various institutions, and rise 'fake news' disseminated via internet social media, individuals may face uncertainty about veracity information available, whether it be satire or malicious hoax. We investigate attitudes to news delivered subsequent verification strategies applied, not individuals. A survey reveals that two thirds respondents regularly consumed Facebook, one third had at some point come across fake...

10.1145/3173574.3173950 article EN 2018-04-20

We explore the approach of performance-led research in wild which artists drive creation novel performances with support HCI researchers that are then deployed and studied at public performance cultural settings such as galleries, festivals on city streets. motivate describe how it consists three distinct activities -- practice, studies theory interleaved complex ways through nine different relationships. present a historical account has evolved over fifteen-year period, charting evolution...

10.1145/2491500.2491502 article EN ACM Transactions on Computer-Human Interaction 2013-07-01

With location-based games, how you manage uncertainty can make the difference between fun and fiasco. Game designers should know what uncertainties to hide reveal create an engaging experience. This article describes our experiences, focusing on uncertainty, in publicly deploying experimental, mobile mixed-reality game called Can You See Me Now?.

10.1109/mprv.2003.1228525 article EN IEEE Pervasive Computing 2003-07-01

We study a collaborative location-based game in which groups of 'lions' hunt together on virtual savannah that is overlaid an open playing field. The implements straight-forward approach to triggering players must be the same spatial locale order share information and act together. Comparison video recordings physical play with system events reveals subtle complex interactions between highly dynamic player behavior underlying technology. While exhibit fluid group formation, embodies more...

10.1145/1054972.1055072 article EN 2005-04-02

Successfully staging a mixed reality game in which online players are chased through virtual city by runners located the real world requires extensive orchestration work. An ethnographic study shows how this concerted achievement extends beyond control room to on street. This, turn, suggests need 'decentralize' and develop support for collaboration 'on ground'. The leads design proposals interfaces mobile experiences that augment situational awareness surreptitious monitoring among...

10.1145/985692.985742 article EN 2004-04-25

An ethnographic study reveals how professional artists created a spectator interface for the interactive game Day of Figurines, designing size, shape, height and materials two tabletop interfaces before carefully arranging them in local setting. We also show participants experienced this interface. consider worked with multi-scale notion interactional trajectory that combined trajectories through individual displays, ecology an entire experience. Our findings shed light on discussions within...

10.1145/1993060.1993061 article EN ACM Transactions on Computer-Human Interaction 2011-07-01

The augurscope is a portable mixed reality interface for outdoors. A tripod-mounted display wheeled to different locations and rotated tilted view virtual environment that aligned with the physical background. Video from an onboard camera embedded into this environment. Our design encompasses form, interaction combination of GPS receiver, electronic compass, accelerometer rotary encoder tracking. An initial application involves public exploring medieval castle site its modern replacement....

10.1145/503376.503379 article EN 2002-04-20

SHAPE, Situating Hybrid Assemblies in Public Environments, is an EU Future and Emerging Technologies project of the Disappearing Computer initiative, concerned with designing developing novel technology to enhance interpersonal interaction public locales: exploratoria, galleries, museums, for example. This paper outlines a use hybrid reality users' social experience learning about antique artefacts their related history. We describe early SHAPE technical work where we explore whether there...

10.1145/584993.585008 article EN 2001-11-28

This paper charts the distinctive challenges of designing mobile experiences for cyclists and presents two studies cycle-based experiences: one a heritage tour; other an exploration city at dusk involving recording listening to personal stories. To understand cyclists' questionnaires, interviews observations are drawn on derive eight lessons interaction including: cycling proficiency, physicality, impact environment, media hardware design, collaboration, safety. The conclusion is that design...

10.1145/1613858.1613886 article EN 2009-09-15

Self-care apps offer a wide variety of different therapy paradigms, pedagogies and concepts for people to maintain make sense their mental health. However, as human-made artefacts, these are being imbued with designers' interests, opinions, biases assumptions about self-care. This paper is interested in making (often) implicit notions visible. After selecting 69 from the Google Play Store, we use Feminist Content Analysis investigate store descriptions apps: Inductively through thematic...

10.1145/3411764.3445500 article EN 2021-05-06

Globally, nearly one third of food produced for human consumption is lost or wasted. This equals a total 1.3. billion tonnes per year, which large, unnecessary burden the environment and economy. Research development have delivered wealth resources understanding waste, yet little known about where wasting occurs in home. The study begins with literature review articles that deal waste consumer behaviour, reflecting on their definition 'waste', approach, findings recommendations. Having...

10.3390/foods11142048 article EN cc-by Foods 2022-07-11

Pervasive gaming is a new form of multimedia entertainment that extends the traditional computer experience out into real world. Through combination personal devices, positioning systems and other sensors, combined with wireless networking, pervasive game can respond to player's movements context enable them communicate server players. We review recent examples games in order explain their distinctive characteristics as applications. then consider challenge scaling include potentially very...

10.1145/1101149.1101163 article EN 2005-11-06

We present a study of mixed reality game called 'I'd Hide You' that involves live video streaming from the city streets. chart significant challenges facing performers on streets who must simultaneously engage in game, stream compelling footage featuring themselves, and interact with remote online audience. reveal how these street manage four key tensions: between their body camera; demands audiences what takes place on-the-street; appears 'frontstage' camera versus happens 'backstage';...

10.1145/2702123.2702257 article EN 2015-04-17

This paper presents the design and field study of Connected Shower, a bespoke IoT device that captures water flow, temperature, shower-head movement, shower product weight. We deployed in six UK homes for week to understand use 'intimate data' as captured by systems. Findings from our contextual interviews unpack a) how such intimate data is collaboratively made sense accounting social order showering practices part parcel everyday routines; b) makes details accountable their partners; c)...

10.1145/3287054 article EN Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies 2018-12-27

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 temporal links, showing how they can add new content worlds, support usability system evaluation, link VR other media such as film television. These illustrate just some the possibilities ubiquitous record replay facility links. Building on our experience implementing MASSIVE-3 system, we identify requirements for...

10.1109/vr.2002.996512 article EN 2003-06-25

We present an ethnographic study of the practice miniature wargaming in order to shed light onto complex lives physical things and ways which they acquire data footprints. take extended view practice, revealing how people invest great effort into crafting miniatures, playing with them, curating telling stories about passing them on. Throughout, we emphasise use both traditional digital technologies build rich In discussing our findings, adopt a "thing-centric" perspective that focuses on...

10.1145/2702123.2702377 article EN 2015-04-17
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