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The Malthusian Paradox: performance in an alternate reality game., , and . Personal and Ubiquitous Computing, 18 (7): 1567-1582 (2014)Methods for studying technology in the home., , , , , , , and . CHI Extended Abstracts, page 3207-3210. ACM, (2013)fNIRS and Neurocinematics., , , , , and . CHI Extended Abstracts, ACM, (2019)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)#Scanners 2 - The MOMENT: A New Brain-Controlled Movie., , , and . CHI Extended Abstracts, ACM, (2018)"Proof in the Pudding": Designing IoT Plants to Promote Wellbeing., , , and . Conference on Designing Interactive Systems, page 529-540. ACM, (2017)Thresholds: Embedding Virtual Reality in the Museum., , , , , and . ACM Journal on Computing and Cultural Heritage, 13 (2): 12:1-12:35 (2020)The Challenges of Using Biodata in Promotional Filmmaking., , , , , and . ACM Trans. Comput.-Hum. Interact., 22 (3): 11:1-11:26 (2015)Brain-Controlled Cinema., , , , and . Brain Art, Springer, (2019)Wearables or infrastructure: contrasting approaches to collecting behavioural data in the home., , , , , , and . UbiComp Adjunct, page 931-938. ACM, (2014)