Steve Benford's research while affiliated with University of Nottingham and other places

Publications (500)

Article
Losing Her Voice is a new opera which highlights the challenges of subtly interweaving digital technologies into established cultural forms. Audience members were encouraged to use their own mobile phones to interact with on-stage projections before, during and after the performance. We chart the trajectories of participation that were designed int...
Chapter
"So you're the one getting this gift? Lucky you! Someone who knows you has visited the museum. They searched out things they thought you would care about, and they took photos and left messages for you." This is the welcoming message for the Gift app, designed to create a very personal museum visit. Hybrid Museum Experiences use new technologies to...
Chapter
"So you're the one getting this gift? Lucky you! Someone who knows you has visited the museum. They searched out things they thought you would care about, and they took photos and left messages for you." This is the welcoming message for the Gift app, designed to create a very personal museum visit. Hybrid Museum Experiences use new technologies to...
Preprint
Museums are interested in designing emotional visitor experiences to complement traditional interpretations. HCI is interested in the relationship between Affective Computing and Affective Interaction. We describe Sensitive Pictures, an emotional visitor experience co-created with the Munch art museum. Visitors choose emotions, locate associated pa...
Article
We report on a somaesthetic design workshop and the subsequent analytical work aiming to demystify what is entailed in a non-dualistic design stance on embodied interaction and why a first-person engagement is crucial to its unfoldings. However, as we will uncover through a detailed account of our process, these first-person engagements are deeply...
Article
Full-text available
The increasing deployments of Internet of Things (IoT) technologies create new opportunities for game design for museums. Previous studies have highlighted the difficulty that designers face in generating ideas for IoT serious games. This paper proposes a card game solution that synthesises design knowledge for IoT serious games in museum with the...
Preprint
Full-text available
Software testing is often hindered where it is impossible or impractical to determine the correctness of the behaviour or output of the software under test (SUT), a situation known as the oracle problem. An example of an area facing the oracle problem is automatic image classification, using machine learning to classify an input image as one of a s...
Article
Full-text available
Software testing is often hindered where it is impossible or impractical to determine the correctness of the behaviour or output of the software under test (SUT), a situation known as the oracle problem. An example of an area facing the oracle problem is automatic image classification, using machine learning to classify an input image as one of a s...
Article
HCI has recently increased its interest in the domains of museums and gifting. The former is often oriented primarily towards the past, while the latter is often oriented towards the future, in terms of anticipating the receiver’s reactions. Our article provides a sustained and well-evidenced new theoretical framework on the role of time-orientatio...
Preprint
Full-text available
The global pandemic has driven musicians online. We report an ethnographic account of how two traditional folk clubs with little previous interest in digital platforms transitioned to online experiences. They followed very different approaches: one adapted their existing singaround format to video conferencing while the other evolved a weekly commu...
Article
This article brings together two distinct, but related perspectives on playful museum experiences: Critical play and hybrid design. The article explores the challenges involved in combining these two perspectives, through the design of two hybrid museum experiences that aimed to facilitate critical play with/in the collections of the Museum of Yugo...
Article
We reflect on two museum visiting experiences that adopted the strategy of interpersonalization in which one visitor creates an experience for another. In the Gift app, visitors create personal mini-tours for specific others. In Never let me go, one visitor controls the experience of another by sending them remote instructions as they follow them a...
Preprint
Full-text available
This article brings together two distinct, but related perspectives on playful museum experiences: Critical play and hybrid design. The article explores the challenges involved in combining these two perspectives, through the design of two hybrid museum experiences that aimed to facilitate critical play with/in the collections of the Museum of Yugo...
Preprint
Full-text available
We reflect on two museum visiting experiences that adopted the strategy of interpersonalization in which one visitor creates an experience for another. In the Gift app, visitors create personal mini-tours for specific others. In Never let me go, one visitor controls the experience of another by sending them remote instructions as they follow them a...
Article
We examine the experience of Thresholds , a virtual reality (VR) recreation of the world's first photographic exhibition, which has toured to multiple museums. Following the method of performance-led research in the wild, we provide an account of the artist's design rationale and the experiences of visitors as the work toured. We reveal how the ove...
Article
The gap between research and design practice has long been a concern for the HCI community. In this article, we explore how different translations of HCI knowledge might bridge this gap. A literature review characterizes the gap as having two key dimensions—one between general theory and particular artefacts and a second between academic HCI resear...
Conference Paper
Full-text available
Previous research on musical embodiment has reported that expert performers often regard their instruments as an extension of their body. Not every digital musical instrument seeks to create a close relationship between body and instrument, but even for the many that do, the design process often focuses heavily on technical and sonic factors, with...
Article
Hybrid gifting combines physical artefacts and experiences with digital interactivity to generate new kinds of gifts. Our review details how gifting is a complex social phenomenon and how digital gifting is less engaging than physical gifting for both givers and receivers. Employing a Research Through Design approach, we developed a portfolio of fo...
Article
Full-text available
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 with embedded microelectronics and ubiquitous computing represent a novel mode of delivering health...
Preprint
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 augmented with embedded microelectronics and ubiquitous computing represent a novel mode of interven...
Chapter
This chapter describes a prototype platform developed by researchers at the Universities of Exeter and Nottingham in collaboration with Tate as part of the Research Councils UK funded Horizon project (2016–7). The prototype, hereafter called Cartography, consists of a web application enabling participants to input data and generate visualizations a...
Conference Paper
Full-text available
A substantial number of Digital Musical Instruments (DMIs) are built upon existing musical instruments by digitally and physically intervening in their design and functionality to augment their sonic and expressive capabilities. These are commonly known as Augmented Musical Instruments (AMIs). In this paper we survey different degress of invasivene...
Conference Paper
Full-text available
We report on the design and deployment of systems for the performance of live score accompaniment to an interactive movie by a Networked Musical Ensemble. In this case, the audiovisual content of the movie is selected in real time based on user input to a Brain-Computer Interface (BCI). Our system supports musical improvisation between human perfor...
Chapter
This chapter explores the space of Brain-Computer Interaction as a tool to enhance storytelling within cinema, as a means to overcome some of the main critiques of interactive film in terms of interaction and immersion in the media. Using the Performance-led Research in the Wild methodology, we create complete professionally-made experiences to exp...
Conference Paper
Full-text available
GIFT is an ongoing EU-funded research project developing hybrid visitor experiences: mixed reality designs that complement, challenge, or overlay physical visits with digital content. Through design exploration of two concepts focusing on gifting and play, the project has developed a design framework and toolbox aimed at helping museums create deep...
Conference Paper
Interactive mirrors, typically combining semi-transparent mirrors, digital screens and interaction mechanisms have been developed for a variety of application areas. Drawing on existing techniques to create interactive mirror spaces, we investigated their performative qualities through artistic discovery and collaborative prototyping. We document a...
Conference Paper
Full-text available
Guitars are physical instruments that require skillful two-handed use. Their use is also supported by diverse digital and physical resources, such as videos and chord charts. To understand the challenges of interacting with supporting resources at the same time as playing we conducted an ethnographic study of the preparation activities of working m...
Conference Paper
Overlaying virtual worlds onto existing physical rides and altering the sensations of motion can deliver new experiences of thrill, but designing how motion is mapped between physical ride and virtual world is challenging. In this paper, we present the notion of an abstract machine, a new form of intermediate design knowledge that communicates moti...
Conference Paper
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 composition that included playing hidden codes within the music so as to control their path through th...
Conference Paper
Full-text available
We explore how usage data captured from ideation cards can enable reflection on design. We deployed a deck of ideation cards on a Masters level module over two years, developing the means to capture the students' designs into a digital repository. We created two visualisations to reveal the relative co-occurrences of the cards as concept space and...
Conference Paper
In the overlap between Human-Computer Interaction (HCI) and Cinematics, sits an interest in physiological responses to experiences. Focusing particularly on brain data, Neurocinematics has emerged as a research field using Brain-Computer Interface (BCI) sensors. Where previous work found inter subject correlations (ISC) between brain measurements o...
Conference Paper
The mixed reality lab has now been a staple of the CHI community for twenty years. From its founding in 1999 through to today, we have placed our relationship with art and artists at the forefront of our research methods. In this retrospective exhibition, we present some of our most recent and exciting work, alongside some of our archived works, an...
Conference Paper
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 stimulation give conflicting signals to users. We synthesize knowledge from HCI, traditional entertainme...
Conference Paper
Full-text available
This paper presents the GIFT smartphone app, an artist-led Research through Design project benefitting from a three-day in-the-wild deployment. The app takes as its premise the generative potential of combining the contexts of gifting and museum visits. Visitors explore the museum, searching for objects that would most appeal to the gift-receiver t...
Conference Paper
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 Interfaces (BCI) may be a promising approach but also revealed a tension between being immersed in the film and thinking about control. We report a p...
Article
Full-text available
Background: There is a clear public health need to reduce office workers' sedentary behaviors (SBs), especially in the workplace. Digital technologies are increasingly being deployed in the workplace to measure and modify office workers' SBs. However, knowledge of the range and nature of research on this topic is limited; it also remains unclear t...
Article
Full-text available
Background: There is a clear public health need to reduce office workers’ sedentary behaviors (SBs), especially in the workplace. Digital technologies are increasingly being deployed in the workplace to measure and modify office workers’ SBs. However, knowledge of the range and nature of research on this topic is limited; it also remains unclear to...
Chapter
Steve Benford is Professor of Collaborative Computing at the Mixed Reality Laboratory at the University of Nottingham. His research interests span creative and cultural applications of computing, from interactive art to mainstream entertainment, with a particular focus on new interaction techniques. He has over twenty years experience of collaborat...
Conference Paper
In this paper we present the creation and deployment of a concerted set of Mixed Reality Technologies designed for creating engaging public experiences and enhanced storytelling opportunities focused on artefacts. Under the title of the Mixed Reality Storytelling (MXRS) project, we combined Internet of Things-inspired approaches and Virtual and Aug...
Conference Paper
Full-text available
The GIFT project develops new approaches to creating hybrid physical digital visitor experiences in museums. Through design exploration of two concepts focusing on gifting and playful appropriation, the project charts how museums can create a deeper and more meaningful experience by giving visitors the tools to tell their own stories. The project i...
Conference Paper
Full-text available
The practice of working musicians extends beyond the act of performing musical works at a concert. Rather, a significant degree of individual and collaborative preparation is necessitated prior to the moment of presentation to an audience. Increasingly, these musicians call upon a range of digital resources and tools to support this 'living' proces...
Presentation
Full-text available
An AI-Based Design Framework to Support Musicians’ Practices (workshop paper presentation)
Conference Paper
This note introduces the notion of immersive technologies, accompanies a presentation and by starting to think about the nature of such systems we develop a position that questions existing preconceptions of immersive technologies. In order to accomplish this, we take a series of technologies that we have developed at the Mixed Reality Lab and pres...
Conference Paper
Full-text available
This paper presents research based on the creation and development of two Brain Controlled Interface (BCI) based film experiences. The focus of this research is primarily on the audio in the films; the way that the overall experiences were designed, the ways in which the soundtracks were specifically developed for the experiences and the ways in wh...
Chapter
For many of us, the notion of ‘fun’ conjures up visions of experiences that are amusing, pleasant, entertaining, playful—perhaps even frivolous. Rides, games, shows and perhaps even the experience of visiting an art gallery can embody these senses of fun, providing amusing and momentary distractions from the toils of life. And yet, such experiences...
Conference Paper
This paper outlines some of the issues that we will be discussing in the workshop “The Design of Future Music Technologies: ‘Sounding Out’ AI, Immersive Experiences & Brain Controlled Interfaces.” Musical creation, performance and consumption is at a crossroads, how will future technologies be affected by exciting and innovative new developments in...
Conference Paper
Full-text available
Visual markers, in particular QR codes, have become widely adopted in museums to enable low cost interactive applications. However, visitors often do not engage with them. In this paper we explore the application of visual makers that can be designed to be meaningful and that can be created by visitors themselves. We study both the use of these mar...
Preprint
Please help peer-review this article on JMIR-Open Peer Review platform: http://preprints.jmir.org/preprint/11079 Many thanks!
Conference Paper
Full-text available
We report on a novel use of metamorphic relations (MRs) in machine learning: instead of conducting metamorphic testing, we use MRs for the augmentation of the machine learning algorithms themselves. In particular, we report on how MRs can enable enhancements to an image classification problem of images containing hidden visual markers ("Artcodes")....
Preprint
Full-text available
We report on a novel use of metamorphic relations (MRs) in machine learning: instead of conducting metamorphic testing, we use MRs for the augmentation of the machine learning algorithms themselves. In particular, we report on how MRs can enable enhancements to an image classification problem of images containing hidden visual markers ("Artcodes")....
Conference Paper
Full-text available
We report on the design, premiere and public evaluation of a multifaceted audience interface for a complex non-linear musical performance called Climb! which is particularly suited to being experienced more than once. This interface is designed to enable audiences to understand and appreciate the work, and integrates a physical instrument and stagi...
Conference Paper
While many still consider interactive movies an unrealistic idea, current delivery platforms like Netflix, commercial VR, and the proliferation of wearable sensors mean that adaptive and responsive entertainment experiences are an immediate reality. Our prior work demonstrated a brain-responsive movie that showed different views of scenes depending...
Article
Full-text available
‘Embodiment’ need not focus on isolated individuals or group interactions. This article articulates the potential for designs that prompt participants to bring relationships with other people to mind. These can be fleeting relationships between participants and unknown others, or remembered relationships with romantic partners, family members, or c...