Skip to main content

Research Repository

Advanced Search

All Outputs (55)

Participatory polyvocal performative and playful interpreting Resnik's 4 for creative placemaking with digital tools (2023)
Book Chapter
Grandison, T., Flint, T., & Jamieson, K. (2023). Participatory polyvocal performative and playful interpreting Resnik's 4 for creative placemaking with digital tools. In D. Giglitto, L. Ciolfi, E. Lockley, & E. Kaldeli (Eds.), Digital Approaches to Inclusion and Participation in Cultural Heritage: Insights from Research and Practice in Europe (114-140). Routledge. https://doi.org/10.4324/9781003277606-7

This chapter discusses inclusive playful encounters made possible through a Digi-Mapping project that ran in partnership with local arts organisation WHALE Arts and participants aged between 8 and 11 from three local primary schools. As part of a bot... Read More about Participatory polyvocal performative and playful interpreting Resnik's 4 for creative placemaking with digital tools.

When will Immersive Virtual Reality have its day? Challenges to IVR adoption in the home as exposed in studies with teenagers, parents and experts (2021)
Journal Article
Hall, L., Paracha, S., Mitsche, N., Flint, T., Stewart, F., MacFarlane, K., & Hagan-Green, G. (2022). When will Immersive Virtual Reality have its day? Challenges to IVR adoption in the home as exposed in studies with teenagers, parents and experts. Presence: Teleoperators and Virtual Environments, 28, 169-201. https://doi.org/10.1162/pres_a_00347

In response to the pandemic, many countries have had multiple lockdowns punctuated by partial freedoms limiting physically being together. In 2020-21, during the COVID-19 pandemic parents were stressed and exhausted by the challenges of work, home sc... Read More about When will Immersive Virtual Reality have its day? Challenges to IVR adoption in the home as exposed in studies with teenagers, parents and experts.

Still looking for new ways to play and learn… Expert perspectives and expectations for interactive toys (2021)
Journal Article
Hall, L., Paracha, S., Flint, T., MacFarlane, K., Stewart, F., Hagan-Green, G., & Watson, D. (2022). Still looking for new ways to play and learn… Expert perspectives and expectations for interactive toys. International Journal of Child-Computer Interaction, 31, Article 100361. https://doi.org/10.1016/j.ijcci.2021.100361

The use of interactive, smart and connected toys is expected to increase rapidly with many claiming not only new ways to play, but also to have educational benefits. However, there is a lack of evidence to support such claims and the purpose of the c... Read More about Still looking for new ways to play and learn… Expert perspectives and expectations for interactive toys.

Blended Interactions Exhibition 2019 (2019)
Exhibition / Performance
Flint, T. Blended Interactions Exhibition 2019. [https://www.list.co.uk/event/1303469-blended-interactions-exhibition-2019/]. 3 August 2019 - 3 August 2019. (Unpublished)

Farmingdale State College, New York and Edinburgh Napier University

Enjoy visions of tomorrow with a glass of wine. Celebrating the third year of collaboration between the two universities, this exhibition communicates work undertaken in a two-wee... Read More about Blended Interactions Exhibition 2019.

Psychogeography With Technology (2018)
Presentation / Conference Contribution
Flint, T., Grandison, T., & Barrett, H. (2018, November). Psychogeography With Technology. Poster presented at Engage 2018, Edinburgh, Scotland

No abstract available.

Designing Mixed Reality Experiences and Pedagogies on the NYC High Line (2018)
Presentation / Conference Contribution
O’Keefe, B., Flint, T., Friedman, E., & Benyon, D. (2018, October). Designing Mixed Reality Experiences and Pedagogies on the NYC High Line. Poster presented at Celebration of Scholarship, SUNY Farmingdale State College New York

No abstract available.

Virtualizing the real: a virtual reality contemporary sculpture park for children (2018)
Journal Article
Flint, T., Hall, L., Stewart, F., & Hagan, D. (2018). Virtualizing the real: a virtual reality contemporary sculpture park for children. Digital Creativity, 29(2/3), 191-207. https://doi.org/10.1080/14626268.2018.1511601

This paper discusses a virtual reality experience for a contemporary sculpture park, Jupiter Artland, developed in Minecraft targeting 9-11-year-old children. Issues of fidelity, realism and authenticity are considered, examining the use of Minecraft... Read More about Virtualizing the real: a virtual reality contemporary sculpture park for children.

Blended Spaces Exhibition (2018)
Exhibition / Performance
Flint, T., & O'Keefe, B. Blended Spaces Exhibition. [https://blendedspaces.tumblr.com/]. Exhibited at Patchogue New York. 4 August 2018. (Unpublished)

The Blended Spaces Exhibition at Mineca Arthouse Patchogue New York is an exhibition of work conducted during an exchange with Farmingdale State College. The exhibition highlights a number of interaction design solutions created by exchange particip... Read More about Blended Spaces Exhibition.

Psychogeography With Technology (2018)
Presentation / Conference Contribution
Grandison, T., Flint, T., & Barrett-Duncan, H. (2018, July). Psychogeography With Technology. Presented at 32nd International BCS Human Computer Interaction Conference (HCI), Belfast

This submission is a co-created map of Wester Hailes which draws from methods of psychogeography. The map is touch sensitive. Touching pictures on the map triggers bespoke audio clips recorded by our co-creators. This map was created with local prima... Read More about Psychogeography With Technology.

MEmorial (2018)
Exhibition / Performance
Flint, T. MEmorial. [https://vimeo.com/353972554]. 3 June 2018. (Unpublished)

MEmorial is a collaboration between artist Beverley Hood, creative technologist Tom Flint, theatre practitioner Sarah Rose Graber and playwright Morna Young. The project team undertook a two-week collaborative research residency at the Museum of Loss... Read More about MEmorial.

Expanding the Child Visitor Experience – mixing realities in a contemporary sculpture park (2018)
Presentation / Conference Contribution
Hall, L., Flint, T., & Mitsche, N. (2018, May). Expanding the Child Visitor Experience – mixing realities in a contemporary sculpture park. Paper presented at 2nd International Research Symposium in Tourism Hospitality & Events

This research considers how the visitor experience could be enhanced through intertwining and blending the real and virtual, creating a new mixed reality that extended and added to the destination. We discuss work undertaken with Jupiter Artland, a c... Read More about Expanding the Child Visitor Experience – mixing realities in a contemporary sculpture park.

Eidolon 360 – a VR experience (2018)
Presentation / Conference Contribution
Hood, B., & Flint, T. (2018, March). Eidolon 360 – a VR experience. Presented at Tangible Embedded Interaction 2018. TEI Arts

Art piece displayed at the ACM International Conference on Tangible, Embedded and Embodied Interaction (TEI) exhibition.

https://tei.acm.org/2018/

Eidolon 360 VR Performance (2017)
Digital Artefact
Hood, B., & Flint, T. (2017). Eidolon 360 VR Performance. [Digital video]

Eidolon 360 was created with Bev Hood as part of her larger Eidolon Project.
The reclining viewer inhabits the point of view of resuscitation manikin Resusci Anne, set within a resuscitation training room. A medic (actress Pauline Goldsmith) appr... Read More about Eidolon 360 VR Performance.

Getting unstuck: Information problem solving in high school STEM students and evidence of metacognitive knowledge (2017)
Presentation / Conference Contribution
Richter, T., Muir, L., Flint, T., Hall, H., & Smith, C. (2017, June). Getting unstuck: Information problem solving in high school STEM students and evidence of metacognitive knowledge. Paper presented at i3- information: interactions and impact

This presentation reports the initial findings from an ongoing empirical study which aims to evaluate how students seek, use, and think about information when they encounter problems in the design, construction, and delivery of digital technology pro... Read More about Getting unstuck: Information problem solving in high school STEM students and evidence of metacognitive knowledge.

Fiction for design: appropriating Hollywood techniques for design fictions (2016)
Book Chapter
Flint, T. (2016). Fiction for design: appropriating Hollywood techniques for design fictions. In P. Turner, & T. Harviainen (Eds.), Digital Make-Believe (49-66). Cham, Switzerland: Springer. https://doi.org/10.1007/978-3-319-29553-4_4

There is evidence that narratives told in a structured manner are more likely to be convincing to an audience. Design Fictions are an increasingly popular medium in HCI. It is important that we make our stories believable so that they can be more rea... Read More about Fiction for design: appropriating Hollywood techniques for design fictions.

Jupiter Artland Minecraft Experience (2016)
Digital Artefact
Flint, T., & McGregor, I. (2016). Jupiter Artland Minecraft Experience. [https://vimeo.com/166204060]

This Android application is free to download from the Google Play Store. This mixed reality game connects the real world with a virtual Minecraft version of Jupiter Artland. The game was launched at the Edinburgh International Science Festival.