TAS for Cats: An Artist-led Exploration of Trustworthy Autonomous Systems for Companion Animals
Designing for Trust: Autonomous Animal – Centric Robotic & AI Systems
Gifting in Museums: Using Multiple Time Orientations to Heighten Present-Moment Engagement
Designing for interpersonal museum experiences
Hybrid Museum Experiences
GIFT: Hybrid Museum Experiences through Gifting and Play
From Sharing To Gifting: A web app for deepening engagement
Designing hybrid gifts
Temporal Expansion in Blast Theory’s “Day of the Figurines”
The GIFT Framework: Give Visitors the Tools to Tell Their Own Stories
Blast Theory’s Karen Exploring the ontology of technotexts
Unsettling the ‘friendly’ gaze of dataveillance: the dissident potential of mediatised aesthetics in Blast Theory’s Karen
A Strong Couple New Media and Socially Engaged Art
Intermezzo: play trajectories in mixed reality worlds
Cybernetic-existentialism in interactive performance: strangers, being-for-others and autopoiesis
Attention Please! Changing Modes of Engagement in Device-Enabled One-to-One Performance Encounters
The Audience Is the Message: Blast Theory’s App-Drama Karen
Letting the Truth Get in the Way of a ‘Good’ Story: Spectating Solo and Blast Theory’s Rider Spoke
Works of Game: On the Aesthetics of Games and Art
I’d Hide You: Performing Live Broadcasting in Public
Reigning Territorial Plains—Blast Theory’s ‘Desert Rain’
A critical study of physical participation in Blast Theory’s Can You See Me Now?
Fictionality and Ontology: Ulrike and Eamon Compliant by Dr. Alison Gibbons
Aesthetics of Interaction in Digital Art
Proximity and Alienation: Narratives of City, Self, and Other in the Locative Games of Blast Theory
Performance-Led Research in the Wild
A conversation on engagement, authorship, interstitial spaces and documentary: Matt Adams, twenty years of Blast Theory
Act Natural: Instructions, Compliance and Accountability in Ambulatory Experiences
Creating the Spectacle – Designing Interactional Trajectories through Spectator Interfaces
Locating Experience – Touring a Pervasive Performance
Lessons from Touring a Location-Based Experience
Flypad: Designing Trajectories in a Large-Scale Permanent Augmented Reality Installation
The Documentation and Archiving of Mixed Media Experiences: the Case of Rider Spoke
Temporal Convergence in Shared Networked Narratives: The Case of Blast Theory’s Day of the Figurines
Technology Transfer Present and Futures in the Electronic Arts
Guess A Who, Why, Where, When?: The Visualization of Context Data to Aid the Authoring and Orchestration of a Mobile Pervasive Game
Professor Tanda: Greener Gaming And Pervasive Play
Digital Performance, A History of New Media in Theatet, Dance, Performance Art, and Installation
Day of the Figurines – A Slow Narrative-Driven Game for Mobile Phones Using Text Messaging
Day of the Figurines: Supporting Episodic Storytelling on Mobile Phones
Blast Theory – The Politics and Aesthetics of Interactivity by Natasha Lushetich
Addressing Mobile Phone Diversity in Ubicomp Development
Rider Spoke and New Frontiers in Performance
Supporting the Spectacle: Extending the Scope of the Tangible Interface
Pervasive Presence: Blast Theory’s Day Of The Figurines
Can You See Me Now?
The Design And Experience Of The Location-Based Performance Uncle Roy All Around You
Pushing the boundaries of interaction in public
SuperGaming: Ubiquitous Play and Performance for Massively Scaled Community
Designing Cross Media Games
The Frame of The Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences
I like Frank: A Mixed Reality Game for 3G Phones
Designing Interfaces for Public Places
Uncle Roy All Around You: Implicating the City in a Location-Based Performance
Orchestrating a Mixed Reality Game ‘On the Ground’
The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game
The Threshold of the real: A Site for Participatory Resistance in Blast Theory’s Uncle Roy All Around You (2003)
The Threshold of the real: A Site for Participatory Resistance in Blast Theory’s Uncle Roy All Around You by Kate Adams
Informing the Evaluation of Can You See Me Now? in Rotterdam
Coping with Uncertainty in a Location-Based Game
Uncle Roy All Around You: Mixing Games and Theatre on the City Streets
Where On-Line Meets On-The-Streets: Experiences with Mobile Mixed Reality Games
The Social Life of Uncle Roy: Executive Summary
Provoking Reflection Through Artistic Games
The Design and Experience of the Location-Based Performance Uncle Roy All Around You
Ambiguity as a Resource for Design
The Cooperative Work of Gaming: Orchestrating a Mobile SMS Game
Can You See Me Now? A Citywide Mixed-Reality Gaming Experience
Computer Supported Collaborative Play
Staging and Evaluating Public Performances as an Approach to CVE Research
Staged Mixed Reality Performance ”Desert Rain” by Blast Theory
Pushing Mixed Reality Boundaries
A Guide to Good Practice in Collaborative Working Methods and New Media Tools Creation
Article exploring the documentation of site specific work using Desrt Rain as an example.