12 results

Place, Sense of Place, and Presence

Journal Article
Turner, P., & Turner, S. (2006)
Place, Sense of Place, and Presence. Presence: Teleoperators and Virtual Environments, 15(2), 204-217. https://doi.org/10.1162/pres.2006.15.2.204
Recreating real places--as distinct from virtual spaces or environments--using virtual reality technology raises a series of significant challenges. Fortunately there is a lar...

My Grandfather's iPod: an investigation of emotional attachment to digital and non-digital artefacts.

Conference Proceeding
Turner, P., & Turner, S. (2011)
My Grandfather's iPod: an investigation of emotional attachment to digital and non-digital artefacts. In ECCE '11 Proceedings of the 29th Annual European Conference on Cognitive Ergonomics (149-156). https://doi.org/10.1145/2074712.2074742
Motivation -- to explore the nature and dimensions of attachment to digital and non-digital artefacts and explicate any differences in emotional attachment between digital and...

Using participatory visualisation of soundscapes to compare designers’ and listeners’ experiences of sound designs

Journal Article
McGregor, I., Turner, P., & Benyon, D. (2014)
Using participatory visualisation of soundscapes to compare designers’ and listeners’ experiences of sound designs. Journal of Sonic Studies, 6(1),
There are numerous rules and well-established guidelines to help designers with the visual appearance of interactive technologies. In contrast, when it comes to the use of sou...

Telling people about virtual places: A qualitative perspective

Conference Proceeding
Turner, P., & McGregor, I. (2004)
Telling people about virtual places: A qualitative perspective
This paper presents an investigation into how sound can be used to create a sense of place (that is, the sense of being in that particular place). In the study, people were as...

Soundscape mapping: a tool for evaluating sounds and auditory environments

Conference Proceeding
McGregor, I., LePlâtre, G., Turner, P., & Flint, T. (2010)
Soundscape mapping: a tool for evaluating sounds and auditory environments. In Proceedings of the 16th International Conference on Auditory Display
This paper describes a soundscape mapping tool, and provides an illustration of its use in the evaluation of an in-car auditory interface. The tool addresses three areas: comm...

Evaluating soundscapes as a means of creating a sense of place

Conference Proceeding
Turner, P., McGregor, I., Turner, S., & Carroll, F. (2003)
Evaluating soundscapes as a means of creating a sense of place
We report an empirical study into the creation of, and response to, a soundscape of a computer centre. We contrast the use of presence questionnaires, as means of assessing th...

Affordance as context

Journal Article
Turner, P. (2005)
Affordance as context. Interacting with Computers, 17(6), 787-800. https://doi.org/10.1016/j.intcom.2005.04.003
The concept of affordance is relatively easy to define, but has proved to be remarkably difficult to engineer. This paradox has sparked numerous debates as to its true nature....

The role of appropriation in the design of engaging artefacts

Presentation / Conference
Flint, T., & Turner, P. (2011, May)
The role of appropriation in the design of engaging artefacts. Paper presented at Re-Thinking Technology in Museums 2011
Creating engaging artefacts is a key objective for anyone involved in the design and implementation of interactive media. This is particularly true for those artefacts that co...

How we cope with digital technology.

Journal Article
Turner, P. (2013)
How we cope with digital technology. Synthesis lectures on human-centered informatics, 6(3), 1-109. https://doi.org/10.2200/S00519ED2V01Y201307HCI018
Digital technology has become a defining characteristic of modern life. Almost everyone uses it, we all rely on it, and many of us own a multitude of devices. What is more, we...

The “Book Problem” and its neural correlates

Journal Article
Turner, P. (2013)
The “Book Problem” and its neural correlates. AI & society, https://doi.org/10.1007/s00146-013-0491-x
Presence research can tell us why we feel present in the real world and can experience presence while using virtual reality technology (and movies and games) but has strikingl...