Paul Tennent

Orcid: 0000-0001-6391-0835

According to our database1, Paul Tennent authored at least 43 papers between 2005 and 2023.

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Bibliography

2023
Infrastructures for Virtual Volunteering at Online Music Festivals.
Proc. ACM Hum. Comput. Interact., April, 2023

Beyond Skin Deep: Generative Co-Design for Aesthetic Prosthetics.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Collision Design.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Data-inspired co-design for museum and gallery visitor experiences.
Artif. Intell. Eng. Des. Anal. Manuf., 2022

2021
Unpacking Non-Dualistic Design: The Soma Design Case.
ACM Trans. Comput. Hum. Interact., 2021

Contesting control: journeys through surrender, self-awareness and looseness of control in embodied interaction.
Hum. Comput. Interact., 2021

Manipulating Rotational Perception in Virtual Reality.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality Adjunct, 2021

Articulating Soma Experiences using Trajectories.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Thresholds: Embedding Virtual Reality in the Museum.
ACM Journal on Computing and Cultural Heritage, 2020

Now Wash Your Hands: Understanding Food Legislation Compliance in a Virtual Reality Restaurant Kitchen.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

Soma Design and Sensory Misalignment.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

2019
Demo hour.
Interactions, 2019

How Stress and Mental Workload are Connected.
Proceedings of the 13th EAI International Conference on Pervasive Computing Technologies for Healthcare, 2019

The Limitations of Reality.
Proceedings of the Halfway to the Future Symposium 2019, 2019

Abstract Machines: Overlaying Virtual Worlds on Physical Rides.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Twenty Years of The Mixed Reality Laboratory.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Sensory Alignment in Immersive Entertainment.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Discomfort - The Dark Side of Fun.
Proceedings of the Funology 2 - From Usability to Enjoyment, Second Edition, 2018

Appropriate Control Methods for Mobile Virtual Exhibitions.
Proceedings of the VR Technologies in Cultural Heritage - First International Conference, 2018

How Stress Affects Functional Near-Infrared Spectroscopy (fNIRS) Measurements of Mental Workload.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Archives of Thrill: The V-Armchair Experience.
Proceedings of the International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, 2017

The Challenges of Visual-Kinaesthetic Experience.
Proceedings of the 2017 Conference on Designing Interactive Systems, 2017

Touchomatic: Interpersonal Touch Gaming In The Wild.
Proceedings of the 2017 Conference on Designing Interactive Systems, 2017

2016
Playful Campaigning.
Proceedings of the HCI 2016, 2016

2015
The Challenges of Using Biodata in Promotional Filmmaking.
ACM Trans. Comput. Hum. Interact., 2015

On Becoming a Counsellor: Challenges and Opportunities to Support Interpersonal Skills Training.
Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing, 2015

2014
Augmented analyses : supporting the study of ubiquitous computing systems.
PhD thesis, 2014

Exploring skin conductance synchronisation in everyday interactions.
Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, 2014

Vicarious: A Flexible Framework for the Creative Use of Sensed Biodata.
Proceedings of the Knowledge, Information and Creativity Support Systems - Selected Papers from KICSS'2014, 2014

2013
Do Lab Effects Transfer into the Real-World? And Should We Care?
Proceedings of the CHI 2013 Workshop on the Replication of HCI Research, 2013

Mobile interaction does not exist.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

2012
The machine in the ghost: augmenting broadcasting with biodata.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Personalizing the Theme Park: Psychometric Profiling and Physiological Monitoring.
Proceedings of the User Modeling, Adaption and Personalization, 2011

The network from above and below.
Proceedings of the first ACM SIGCOMM workshop on Measurements up the stack, 2011

The gas mask: a probe for exploring fearsome interactions.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Breathalising games: understanding the potential of breath control in game interfaces.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2008
Introducing DRS (The Digital Replay System): a Tool for the Future of Corpus Linguistic Research and Analysis.
Proceedings of the International Conference on Language Resources and Evaluation, 2008

2007
Using Location, Bearing and Motion Data to Filter Video and System Logs.
Proceedings of the Pervasive Computing, 2007

2006
Interweaving mobile games with everyday life.
Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006

Supporting ethnographic studies of ubiquitous computing in the wild.
Proceedings of the Conference on Designing Interactive Systems, 2006

2005
Three applications for mobile epidemic algorithms.
Proceedings of the 7th Conference on Human-Computer Interaction with Mobile Devices and Services, 2005

Picking Pockets on the Lawn: The Development of Tactics and Strategies in a Mobile Game.
Proceedings of the UbiComp 2005: Ubiquitous Computing, 7th International Conference, 2005

Gaming on the edge: using seams in ubicomp games.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005


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