Mixed Reality Laboratory
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Interactive Works » 2014 — 2010

View works from 2014 2013 2012 2010 Earlier

 

MOVE

MOVE is an architectural prototype and research platform to explore the relationship of body movements and movements in adaptive architecture. Using a Kinect motion sensor, MOVE tracks the gross body movements of a person and allows the flexible mapping of those to the movement of building components. In this way, a person inside MOVE can immediately explore the creation of spatial configurations around them as they are created through the body. This can be done live, by recording body movements and replaying them and through manual choreography of building elements. Trial feedback has shaped our four-stage iterative design and development process. The video shows Tetsudo performers Hamish Elliott and Natalie Heaton exploring interaction with MOVE. 

 

 

The Prediction Machine

The Prediction Machine is an interactive artwork, based on end of the pier fortune telling machines. The machine marks ‘moments of climate change’ in our everyday lives and prints out ‘climate fortunes’ for 30 years in the future, that visitors to the machine can take away with them. These predictions use live weather data captured at a local weather station, matched with projected climate data from future climate models provided by scientists at the UK MET office, and observations by local people. The machine links up to an interactive website that combines narrative and visual representations of the data with more traditional science communication.

The Prediction Machine has been developed in collaboration with local people in the East Midlands (UK) and Rio State (Brazil), engineers, computer scientists, climate scientists and researchers.

Publications
Rachel Jacobs, Steve Benford, Ewa Luger, and Candice Howarth. 2016. The Prediction Machine: Performing Scientific and Artistic Process. In Proceedings of the 2016 ACM Conference on Designing Interactive Systems (DIS '16). ACM, New York, NY, USA, 497-508. https://doi.org/10.1145/2901790.2901825
 
 
 

 

Ministry of Provenance

Working with the Nottingham-based artists group Urban Angel, the game The Apoloclypse of the Ministry of Provenance mixes theatre, art, gaming and research for players to untangle events in a complex mystery thriller, based on the activities of a sinister government organisation, by understanding the history of ownership and modifications of objects.

The game involves players answering questions and completing tasks relating to the digital provenance of objects. These decisions will then be used to assess how people process information and how important provenance — the origin of information — is in decision-making.

Publications

Khaled Bachour, Richard Wetzel, Martin Flintham, Trung Dong Huynh, Tom Rodden, and Luc Moreau. 2015. Provenance for the People: An HCI Perspective on the W3C PROV Standard through an Online Game. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15). ACM, New York, NY, USA, 2437-2446. https://doi.org/10.1145/2702123.2702455

 
 
 

 

Cargo

Cargo is a mixed reality street game with elements of treasure hunt and tag. The theme of the game is that a team of six to eight players is trying to help one member (called Cargo) escape the city before being caught by police. Players race against the clock in an attempt to gather enough credits to win the game. In order to collect enough credits, players must visit, or check in, at a number of these game stations scattered around the city. When a player checks in, the station either rewards them with credit or, if the station is “dead”, wipes out their credit total. Players need to figure out which stations are dead and which ones are live. They are aided in that by a software agent we call the Instructor, who calls players on their phones with relevant in-game information.

Publications

Stuart Moran, Nadia Pantidi, Khaled Bachour, Joel E. Fischer, Martin Flintham, Tom Rodden, Simon Evans, and Simon Johnson. 2013. Team reactions to voiced agent instructions in a pervasive game. In Proceedings of the 2013 international conference on Intelligent user interfaces (IUI '13). ACM, New York, NY, USA, 371-382. https://doi.org/10.1145/2449396.2449445

 
 

 

I'd Hide You

I'd Hide you is an online game of stealth, cunning and adventure. Jump onboard with a team of illuminated runners live from the streets as they roam the city trying to film each other.

In I'd Hide You, see the world through the runners eyes as they stream video: ducking and diving, chatting to passersby, taking you down the back alleys to their secret hiding places. And play against your friends online at the same time. Use your wits to choose which runner to ride with. Get a snap of another runner onscreen without getting snapped and you score a point. Get snapped by someone else and you lose a life.

Publications
Stuart Reeves, Christian Greiffenhagen, Martin Flintham, Steve Benford, Matt Adams, Ju Row Farr, and Nicholas Tandavantij. 2015. I'd Hide You: Performing Live Broadcasting in Public. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15). ACM, New York, NY, USA, 2573-2582. https://doi.org/10.1145/2702123.2702257
 
 

 

The Malthusian Paradox

The Malthusian Paradox is an interactive transmedia narrative you can experience online and in real life. The main narrative is also supported by series of short films that will give you clues and move the story along. You become part of the story. It’s like being right inside a thriller where you are one of the characters.

Publications
Elizabeth Evans, Martin Flintham, and Sarah Martindale. The Malthusian Paradox: performance in an alternate reality game. 2014. Personal and ubiquitous computing 18, 7. Springer London, 1567-1582. https://doi.org/ 10.1007/s00779-014-0762-7
 
 

  

Screens in the Wild

Screens in the Wild is a collaborative research project initiated by researchers from the Space Group at University College London. It investigates how media screens located in urban space can be designed to benefit public life, rather than merely transmit commercial content. Screens in the Wild is funded by Research Councils UK through the Digital Economy Programme.

Publications

Nemanja Memarovic, Ava Fatah gen. Schieck, Holger Schnädelbach, Efstathia Kostopoulou, Steve North, and Lei Ye. 2016. Longitudinal, cross-site and "in the Wild": a study of public displays user communities' situated snapshots. In Proceedings of the 3rd Conference on Media Architecture Biennale (MAB). ACM, New York, NY, USA, Article 1, 10 pages. https://doi.org/10.1145/2946803.2946804

Ava Fatah gen. Schieck, Holger Schnädelbach, Wallis Motta, Moritz Behrens, Steve North, Lei Ye, and Efstathia Kostopoulou. 2014. Screens in the Wild: Exploring the Potential of Networked Urban Screens for Communities and Culture. In Proceedings of The International Symposium on Pervasive Displays (PerDis '14), Sven Gehring (Ed.). ACM, New York, NY, USA, 166-168. https://doi.org/10.1145/2611009.2617199

Steve North, Holger Schnädelbach, Ava Fatah gen. Schieck, Wallis Motta, Lei Ye, Moritz Behrens, Efstathia Kostopoulou, . 2013. Tension space analysis: exploring community requirements for networked urban screens. In Human-Computer Interaction--INTERACT 2013: 14th IFIP TC 13 International conference. Springer, Berlin, 81-98. https://doi.org/10.1007/978-3-642-40480-1_6

 
 
 

 

Bucking Bronco

A bucking bronco provides a quite intensive physical experience for a single rider (usually sufficient to throw them off) that is controlled in real-time (by a human operator). Bronco rides clearly push back on the rider, throwing them around and demanding considerable physical exertion as well as concentration. This one is different though — it's controlled by your breathing.

Publications
Joe Marshall, Duncan Rowland, Stefan Rennick Egglestone, Steve Benford, Brendan Walker, and Derek McAuley. 2011. Breath control of amusement rides. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '11). ACM, New York, NY, USA, 73-82. https://doi.org/10.1145/1978942.1978955
 
 

 

Exploding Places

Exploding Places is a prototype of a real world SIM city or Monopoly, played live on the streets of Woolwich and developed in partnership with artists Active Ingredient and Horizon Digital Economy Research Institute. You play on the phone screen and through headphones, as you walk the town’s real streets. Exploding Places encourages us to explore and discover Woolwich in a new way, meet other players in both the real and fictional world of the game and experience the history and geography of Woolwich in a playful way.

Publications
Martin Flintham, Chris Greenhalgh, Andrew Greenman, Tom Lodge, Richard Mortier, Rachel Jacobs, Matt Watkins, and Robin Shackford. 2010. Towards a Platform for Urban Games. In Proceedings of Digital Futures '10.
 
 
 

View works from 2014 2013 2012 2010 Earlier

 

Mixed Reality Laboratory

University of Nottingham
School of Computer Science
Nottingham, NG8 1BB


telephone: +44 (0) 115 846 6780
email: mrl@cs.nott.ac.uk