Paul Tennent
University of Nottingham
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Publication
Featured researches published by Paul Tennent.
Fourth International Conference on Coordinated & Multiple Views in Exploratory Visualization (CMV'06) | 2006
Allistair Morrison; Paul Tennent; Matthew Chalmers
As mobile computing technologies become common, there is an ever-greater interest in evaluation and analysis of such systems. Evaluating the use of large, multi-user, mobile systems can be a challenging task and can be aided by analysing both system-generated logs of activity and video of user behaviour. Replayer provides a distributed, cross platform toolkit for utilising multiple coordinated visualisations in the analysis and understanding of these heterogeneous forms of data. In this paper we pay particular attention to the methods used to combine recorded media such as video with numerical visualisations such as histograms and time series graphs. We examine in some detail the architecture behind the system, and the techniques used to maintain synchronisation and coordination when interactively brushing components. We demonstrate how Replayer can be used to explore data sets using an array of available visualisations, can focus analysis of video data on the most salient periods and can provide context for every area of the recorded data
advances in computer entertainment technology | 2011
Paul Tennent; Duncan Rowland; Joe Marshall; Stefan Rennick Egglestone; Alexander Harrison; Zachary Jaime; Brendan Walker; Steve Benford
This paper explores the potential for breath control as an interaction medium for gaming. In particular it examines the positioning of breath control within the stack of interface paradigms: As the only control, as a secondary control and as an ancillary or ambient control. It describes a technology developed using specially adapted gas masks to measure breath flow. By describing five simple games (or game modifications), each developed using breath in a somewhat different way, we show some of the possibilities of this unique interface paradigm. Crucially, the paper aims to demonstrate that breathing, though in principle a one dimensional interface medium, is actually a subtle and viable control mechanism that can be used either as a control mechanism in itself, or to enhance a more traditional game interface, ultimately leading to a satisfying and immersive game experience.
conference on computer supported cooperative work | 2015
Petr Slovák; Anja Thieme; David Murphy; Paul Tennent; Patrick Olivier; Geraldine Fitzpatrick
Well-developed interpersonal skills are crucial for all social interactions. However, understanding how interpersonal skills are taught or learned, and how technology can play a part in this, is yet an under-researched area in CSCW and HCI research. To start addressing this gap, our research explores the learning processes of counselling students, for whom developing interpersonal skills forms a fundamental part of their university education. We followed an iterative process to gain an in-depth understanding of a specific counselling program in the UK, combining interviews and low-fidelity technology prompts. Overall, 26 participants comprising tutors, students and expert counsellors took part. Our findings first provide insights into the highly collaborative and social learning process of the students. We highlight the complexity of interpersonal reflection as a crucial process for developing counselling skills, and identify the challenges to learning that students face. Second, we build on this understanding to draw out empirically grounded design considerations around opportunities for technology innovation in this setting.
human factors in computing systems | 2011
Joe Marshall; Brendan Walker; Steve Benford; George Tomlinson; Stefan Rennick Egglestone; Stuart Reeves; Patrick Brundell; Paul Tennent; Jo Cranwell; Paul Harter; Jo Longhurst
We introduce an interface for horror-themed entertainment experiences based on integrating breath sensors and WiFi into gas masks. Beyond enabling the practical breath control of entertainment systems, our design aims to heighten the intensity of the experience by amplifying the users awareness of their breathing, as well as their feelings of isolation, claustrophobia and fear. More generally, this interface is intended to act as a technology probe for exploring an emerging research agenda around fearsome interactions. We describe the deployment of our gas masks in two events: as a control mechanism for an interactive ride, and to enhance a theme park horror maze. We identify six broad dimensions - cultural, visceral, control, social, performance and engineering - that frame an agenda for future research into fearsome interactions.
acm special interest group on data communication | 2011
Patrick Brundell; Andy Crabtree; Richard Mortier; Tom Rodden; Paul Tennent; Peter Tolmie
Recently, the HCI community has taken a strong interest in problems associated with networking. Many of those problems have also been the focus of much recent networking research, e.g., traffic identification, network management, access control. In this paper we consider these two quite different viewpoints of the problems specifically associated with home networking. Focusing on traffic identification as a core capability required by much recent HCI work, we explore the mismatch between the approaches the two communities have taken, and suggest some resulting challenges and directions for future work.
ACM Transactions on Computer-Human Interaction | 2015
Stuart Reeves; Sarah Martindale; Paul Tennent; Steve Benford; Joe Marshall; Brendan Walker
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.
international conference on pervasive computing | 2007
Alistair Morrison; Paul Tennent; John Williamson; Matthew Chalmers
In evaluating and analysing a pervasive computing system, it is common to log system use and to create video recordings of users. A lot of data will often be generated, representing potentially long periods of user activity. We present a procedure to identify sections of such data that are salient given the current context of analysis; for example analysing the activity of a particular person among many trial participants recorded by multiple cameras. By augmenting the cameras used to capture a mobile experiment, we are able to establish both a location and heading for each camera, and thus model the field of view for each camera over time. Locations of trial participants are also recorded and compared against camera views, to determine which periods of user activity are likely to have been recorded in detail. Additionally the stability of a camera can be tracked and video can be subsequently filtered to exclude footage of unacceptable quality. These techniques are implemented in an extension to Replayer: a software toolkit for use in the development cycle of mobile applications. A report of initial testing is given, whereby the techniques use is demonstrated on a representative mobile application.
designing interactive systems | 2017
Paul Tennent; Joe Marshall; Brendan Walker; Patrick Brundell; Steve Benford
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.
international conference on user modeling adaptation and personalization | 2011
Stefan Rennick-Egglestone; Amanda Whitbrook; Caroline Leygue; Julie Greensmith; Brendan Walker; Steve Benford; Holger Schnädelbach; Stuart Reeves; Joe Marshall; David S. Kirk; Paul Tennent; Ainoje Irune; Duncan Rowland
Theme parks are important and complex forms of entertainment, with a broad user-base, and with a substantial economic impact. In this paper, we present a case study of an existing theme park, and use this to motivate two research challenges in relation to user-modeling and personalization in this environment: developing recommender systems to support theme park visits, and developing rides that are personalized to the users who take part in them. We then provide an analysis, drawn from a real-world study on an existing ride, which illustrates the efficacy of psychometric profiling and physiological monitoring in relation to these challenges. We conclude by discussing further research work that could be carried out within the theme park, but motivate this research by considering the broader contribution to user-modeling issues that it could make. As such, we present the theme park as a microcosm which is amenable to research, but which is relevant in a much broader setting.
designing interactive systems | 2017
Joe Marshall; Paul Tennent
Direct touch between people is a key element of social behaviour. Recently a number of researchers have explored games which sense aspects of such interpersonal touch to control interaction with a multiplayer computer game. In this paper, we describe a long term, in-the-wild study of a two-player arcade game which is controlled by gentle touching between the body parts of two players. We ran the game in a public videogame arcade for a year, and present a thematic analysis of 27 hours of gameplay session videos, organized under three top level themes: control of the system, interpersonal interaction within the game, and social interaction around the game. In addition, we provide a quantitative analysis of observed demographic differences in interpersonal touch behaviour. Finally, we use these results to present four design recommendations for use of interpersonal touch in games.