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The Malthusian Paradox: performance in an alternate reality game.

, , and . Personal and Ubiquitous Computing, 18 (7): 1567-1582 (2014)

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Methods for studying technology in the home., , , , , , , and . CHI Extended Abstracts, page 3207-3210. ACM, (2013)Improvising a Live Score to an Interactive Brain-Controlled Film., , , , , and . NIME, page 31-36. nime.org, (2019)fNIRS and Neurocinematics., , , , , and . CHI Extended Abstracts, ACM, (2019)Thresholds: Embedding Virtual Reality in the Museum., , , , , and . ACM Journal on Computing and Cultural Heritage, 13 (2): 12:1-12:35 (2020)Infrastructures for Virtual Volunteering at Online Music Festivals., , , , , , , , , and 1 other author(s). Proc. ACM Hum. Comput. Interact., 7 (CSCW1): 1-26 (April 2023)Current Issues and Future Directions in Methods for Studying Technology in the Home., , , , , , , , , and 5 other author(s). PsychNology Journal, 11 (2): 159-184 (2013)"Proof in the Pudding": Designing IoT Plants to Promote Wellbeing., , , and . Conference on Designing Interactive Systems, page 529-540. ACM, (2017)#Scanners 2 - The MOMENT: A New Brain-Controlled Movie., , , and . CHI Extended Abstracts, ACM, (2018)Brain-Controlled Cinema., , , , and . Brain Art, Springer, (2019)MeMa: Designing the Memory Machine., , , , , , and . Conference on Designing Interactive Systems (Companion Volume), page 271-276. ACM, (2019)