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EMPress: Practical Hand Gesture Classification with Wrist-Mounted EMG and Pressure Sensing In-Air Gesture / McIntosh, Jess / McNeill, Charlie / Fraser, Mike / Kerber, Frederic / Löchtefeld, Markus / Krüger, Antonio Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2332-2342
ACM Digital Library Link
Summary: Practical wearable gesture tracking requires that sensors align with existing ergonomic device forms. We show that combining EMG and pressure data sensed only at the wrist can support accurate classification of hand gestures. A pilot study with unintended EMG electrode pressure variability led to exploration of the approach in greater depth. The EMPress technique senses both finger movements and rotations around the wrist and forearm, covering a wide range of gestures, with an overall 10-fold cross validation classification accuracy of 96%. We show that EMG is especially suited to sensing finger movements, that pressure is suited to sensing wrist and forearm rotations, and their combination is significantly more accurate for a range of gestures than either technique alone. The technique is well suited to existing wearable device forms such as smart watches that are already mounted on the wrist.

PowerShake: Power Transfer Interactions for Mobile Devices How can Smartphones Fit Our Lives? / Worgan, Paul / Knibbe, Jarrod / Fraser, Mike / Plasencia, Diego Martinez Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4734-4745
ACM Digital Library Link
Summary: Current devices have limited battery life, typically lasting less than one day. This can lead to situations where critical tasks, such as making an emergency phone call, are not possible. Other devices, supporting different functionality, may have sufficient battery life to enable this task. We present PowerShake; an exploration of power as a shareable commodity between mobile (and wearable) devices. PowerShake enables users to control the balance of power levels in their own devices (intra-personal transactions) and to trade power with others (inter-personal transactions) according to their ongoing usage requirements. This paper demonstrates Wireless Power Transfer (WPT) between mobile devices. PowerShake is: simple to perform on-the-go; supports ongoing/continuous tasks (transferring at 3.1W); fits in a small form factor; and is compliant with electromagnetic safety guidelines while providing charging efficiency similar to other standards (48.2% vs. 51.2% in Qi). Based on our proposed technical implementation, we run a series of workshops to derive candidate designs for PowerShake enabled devices and interactions, and to bring to light the social implications of power as a tradable asset.

Resonant Bits: Harmonic Interaction with Virtual Pendulums Paper Session 2: Focus on Interaction / Bennett, Peter / Nolan, Stuart / Uttamchandani, Ved / Pages, Michael / Cater, Kirsten / Fraser, Mike Proceedings of the 2015 International Conference on Tangible and Embedded Interaction 2015-01-15 p.49-52
ACM Digital Library Link
Summary: This paper presents the concept of Resonant Bits, an interaction technique for encouraging engaging, slow and skilful interaction with tangible, mobile and ubiquitous devices. The technique is based on the resonant excitation of harmonic oscillators and allows the exploration of a number of novel types of tangible interaction including: ideomotor control, where subliminal micro-movements accumulate over time to produce a visible outcome; indirect tangible interaction, where a number of devices can be controlled simultaneously through an intermediary object such as a table; and slow interaction, with meditative and repetitive gestures being used for control. The Resonant Bits concept is tested as an interaction method in a study where participants resonate with virtual pendulums on a mobile device. The Harmonic Tuner, a resonance-based music player, is presented as a simple example of using resonant bits. Overall, our ambition in proposing the Resonant Bits concept is to promote skilful, engaging and ultimately rewarding forms of interaction with tangible devices that takes time and patience to learn and master.

VideoHandles: replicating gestures to search through action-camera video Spatial gestures / Knibbe, Jarrod / Seah, Sue Ann / Fraser, Mike Proceedings of the 2014 ACM Symposium Spatial User Interaction 2014-10-04 p.50-53
ACM Digital Library Link
Summary: We present VideoHandles, a novel interaction technique to support rapid review of wearable video camera data by re-performing gestures as a search query. The availability of wearable video capture devices has led to a significant increase in activity logging across a range of domains. However, searching through and reviewing footage for data curation can be a laborious and painstaking process. In this paper we showcase the use of gestures as search queries to support review and navigation of video data. By exploring example self-captured footage across a range of activities, we propose two video data navigation styles using gestures: prospective gesture tagging and retrospective gesture searching. We describe VideoHandles' interaction design, motivation and results of a pilot study.

Quick and dirty: streamlined 3D scanning in archaeology Multiple dimensions and displays / Knibbe, Jarrod / O'Hara, Kenton P. / Chrysanthi, Angeliki / Marshall, Mark T. / Bennett, Peter D. / Earl, Graeme / Izadi, Shahram / Fraser, Mike Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.1 p.1366-1376
ACM Digital Library Link
Summary: Capturing data is a key part of archaeological practice, whether for preserving records or to aid interpretation. But the technologies used are complex and expensive, resulting in time-consuming processes associated with their use. These processes force a separation between ongoing interpretive work and capture. Through two field studies we elicit more detail as to what is important about this interpretive work and what might be gained through a closer integration of capture technology with these practices. Drawing on these insights, we go on to present a novel, portable, wireless 3D modeling system that emphasizes "quick and dirty" capture. We discuss its design rational in relation to our field observations and evaluate this rationale further by giving the system to archaeological experts to explore in a variety of settings. While our device compromises on the resolution of traditional 3D scanners, its support of interpretation through emphasis on real-time capture, review and manipulability suggests it could be a valuable tool for the future of archaeology.

m+pSpaces: virtual workspaces in the spatially-aware mobile environment Body, space and motion / Cauchard, Jessica / Löchtefeld, Markus / Fraser, Mike / Krüger, Antonio / Subramanian, Sriram Proceedings of the 14th Conference on Human-computer interaction with mobile devices and services 2012-09-21 p.171-180
ACM Digital Library Link
Summary: We introduce spatially-aware virtual workspaces for the mobile environment. The notion of virtual workspaces was initially conceived to alleviate mental workload in desktop environments with limited display real-estate. Using spatial properties of mobile devices, we translate this approach and illustrate that mobile virtual workspaces greatly improve task performance for mobile devices. In a first study, we compare our spatially-aware prototype (mSpaces) to existing context switching methods for navigating amongst multiple tasks in the mobile environment. We show that users are faster, make more accurate decisions and require less mental and physical effort when using spatially-aware prototypes. We furthermore prototype pSpaces and m+pSpaces, two spatially-aware systems equipped with pico-projectors as auxiliary displays to provide dual-display capability to the handheld device. A final study reveals advantages of each of the different configurations and functionalities when comparing all three prototypes. Drawing on these findings, we identify design considerations to create, manipulate and manage spatially-aware virtual workspaces in the mobile environment.

Augmenting spatial skills with mobile devices Mobile computing & interaction / Boari, Doug / Fraser, Mike / Fraser, Danae Stanton / Cater, Kirsten Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.1611-1620
ACM Digital Library Link
Summary: Mobile devices are increasingly providing novel ways for users to engage with the spaces around them. However, there are few systematic studies of enhancing spatial ability with mobile devices, and applications such as turn-by-turn navigation systems have even been associated with a decline in spatial skills. In this paper we present a study based on the 1971 Shepard-Metzler mental rotation test but performed on a mobile-phone handset and a tablet PC. Our study extends the original experiment with the incorporation of touch and tilt interaction techniques, in order to determine if these affect the use and acquisition of spatial skills. Results suggest that the task is performed faster, and with no significant difference in accuracy, when participants rely on mental abilities rather than interaction techniques to perform 3D rotations. We also find significant differences between tablet and phone handset platforms under interactive conditions. We conclude that applications on mobile devices could be designed to enhance rather than erode spatial skills, by supporting the use of imagination to align real and virtual content.

Surveying the extent of involvement in online academic dishonesty (e-dishonesty) related practices among university students and the rationale students provide: One university's experience / Sendag, Serkan / Duran, Mesut / Fraser, M. Robert Computers in Human Behavior 2012-05 v.28 n.3 p.849-860
Keywords: Computer ethics
Keywords: Cyberethics
Keywords: Online academic integrity
Keywords: Media in education
Link to Article at sciencedirect
Summary: This study reports data from a Midwestern university, investigating the extent of involvement in online academic dishonesty practices (e-dishonesty) among students and the rationale they provided. Involvement in and rationale for e-dishonesty was studied across individual variables including academic level, primary field of study, taking the university's academic integrity tutorial, and taking online and hybrid courses. A total of 1153 students participated in the study by completing a 44 item questionnaire. The findings indicate that the extent of involvement in e-dishonesty practices was significantly greater among freshmen than graduate students in most of the subscales of the survey. In addition, the primary field of study demonstrated a significant relationship between involvement in e-dishonesty and the rationale for e-dishonesty. Students in education and the social sciences reported of the least involvement in e-dishonesty; engineering and physical sciences the most. Completing the university's academic integrity tutorial did not significantly affect e-dishonesty practices while taking online or hybrid courses had some significant effect on e-dishonesty. The results highlight the need for early intervention concerning academic integrity followed by an ongoing and consistent effort throughout students' undergraduate and graduate experience.

ChronoTape: tangible timelines for family history Fold unfold / Bennett, Peter / Fraser, Mike / Balaam, Madeline Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012 v.9 p.49-56
ACM Digital Library Link
Summary: An explosion in the availability of online records has led to surging interest in genealogy. In this paper we explore the present state of genealogical practice, with a particular focus on how the process of research is recorded and later accessed by other researchers. We then present our response, ChronoTape, a novel tangible interface for supporting family history research. The ChronoTape is an example of a temporal tangible interface, an interface designed to enable the tangible representation and control of time. We use the ChronoTape to interrogate the value relationships between physical and digital materials, personal and professional practices, and the ways that records are produced, maintained and ultimately inherited. In contrast to designs that support existing genealogical practice, ChronoTape captures and embeds traces of the researcher within the document of their own research, in three ways: (i) it ensures physical traces of digital research; (ii) it generates personal material around the use of impersonal genealogical data; (iii) it allows for graceful degradation of both its physical and digital components in order to deliberately accommodate the passage of information into the future.

Visual separation in mobile multi-display environments Mobile / Cauchard, Jessica R. / Löchtefeld, Markus / Irani, Pourang / Schoening, Johannes / Krüger, Antonio / Fraser, Mike / Subramanian, Sriram Proceedings of the 201 ACM Symposium on User Interface Software and Technology1 2011-10-16 v.1 p.451-460
ACM Digital Library Link
Summary: Projector phones, handheld game consoles and many other mobile devices increasingly include more than one display, and therefore present a new breed of mobile Multi-Display Environments (MDEs) to users. Existing studies illustrate the effects of visual separation between displays in MDEs and suggest interaction techniques that mitigate these effects. Currently, mobile devices with heterogeneous displays such as projector phones are often designed without reference to visual separation issues; therefore it is critical to establish whether concerns and opportunities raised in the existing MDE literature apply to the emerging category of Mobile MDEs (MMDEs). This paper investigates the effects of visual separation in the context of MMDEs and contrasts these with fixed MDE results, and explores design factors for Mobile MDEs. Our study uses a novel eye-tracking methodology for measuring switches in visual context between displays and identifies that MMDEs offer increased design flexibility over traditional MDEs in terms of visual separation. We discuss these results and identify several design implications.

Cooperative gestures: effective signaling for humanoid robots Paper session 2: affect from appearance & motion / Riek, Laurel D. / Rabinowitch, Tal-Chen / Bremner, Paul / Pipe, Anthony G. / Fraser, Mike / Robinson, Peter Proceedings of the 5th ACM/IEEE International Conference on Human Robot Interaction 2010-03-02 p.61-68
Keywords: affective robotics, cooperation, gestures, human-robot interaction
ACM Digital Library Link
Summary: Cooperative gestures are a key aspect of human-human pro-social interaction. Thus, it is reasonable to expect that endowing humanoid robots with the ability to use such gestures when interacting with humans would be useful. However, while people are used to responding to such gestures expressed by other humans, it is unclear how they might react to a robot making them. To explore this topic, we conducted a within-subjects, video based laboratory experiment, measuring time to cooperate with a humanoid robot making interactional gestures. We manipulated the gesture type (beckon, give, shake hands), the gesture style (smooth, abrupt), and the gesture orientation (front, side). We also employed two measures of individual differences: negative attitudes toward robots (NARS) and human gesture decoding ability (DANVA2-POS). Our results show that people cooperate with abrupt gestures more quickly than smooth ones and front-oriented gestures more quickly than those made to the side, people's speed at decoding robot gestures is correlated with their ability to decode human gestures, and negative attitudes toward robots is strongly correlated with a decreased ability in decoding human gestures.

Taking shortcuts: embedded physical interfaces for spatial navigation Tangible and embedded interaction -- in the lab and in the wild / Boari, Douglas / Fraser, Mike Proceedings of the 3rd International Conference on Tangible and Embedded Interaction 2009-02-18 p.189-196
Keywords: interactive embedded interfaces, physical embodiment, spatial navigation
ACM Digital Library Link
Summary: Designing for embodied physical interaction is just as important at a coarse level of spatial navigation as in the minutiae of object exploration. We created interactive embedded interfaces called 'Navitiles' that can be suspended in a floor to support navigation of a building. Our design uses capacitance and RFID sensors to determine users' location and LEDs to indicate possible directions. We determine whether Navitile cues could help users understand spatial relationships between points of interest. We based our study on a previous experiment that used a simulated VR maze to test whether users were able to exhibit 'shortcut' behaviour that would indicate the formation of spatial maps. Our hypothesis was that the physicality of embodied spatial navigation directed by the Navitiles in a real maze would enable users to achieve similar spatial shortcut behaviours to those found in the virtual task. We found significant evidence that sufficient spatial knowledge was acquired to enable successful shortcut performance between unexplored routes. However, further work is required to measure the effect of physical body movement on spatial skills development.

Using actuated devices in location-aware systems Mobile and tangible interaction / Fraser, Mike / Cater, Kirsten / Duff, Paul Proceedings of the 2nd International Conference on Tangible and Embedded Interaction 2008-02-18 p.19-26
Keywords: actuators, human-robot interaction, location awareness, physicality, pointing, robotics
ACM Digital Library Link
Summary: Location-aware systems have traditionally left mobility to the user through carrying, supporting and manipulating the device itself. This design choice has limited the scale and style of device to corresponding weight and form constraints. This paper presents a project introducing school children to location aware systems. We observed that it is hard to notice, physically grasp and simultaneously share these small personal devices in groups. These behaviours are partly grounded in the physical device design, but also in the location awareness model itself, which provides information 'right here' while the children are looking around and about them. These observations lead us to suggest the alternative model of pointing at locations so that they can be noticed and experienced by groups in public places. We further build this location model into the device itself by introducing actuated components from robotics to make a location-aware device called 'Limbot' that can be physically pointed. A preliminary study of the Limbot with the school children indicates rich sharing behaviours, but that user control of actuation at all points is critical to the ultimate success of our approach, and further exploration of our location model is required.

The Distributed Work of Local Action: Interaction amongst virtually collocated research teams / Tutt, Dylan / Hindmarsh, Jon / Shaukat, Muneeb / Fraser, Mike Proceedings of the Tenth European Conference on Computer-Supported Cooperative Work 2007-09-24 p.199-218
www.ecscw.org/2007/11%20Paper%2026%20Tutt,%20Hindmarsh%20et%20al.pdf
Summary: Existing research on synchronous remote working in CSCW has highlighted the troubles that can arise because actions at one site are (partially) unavailable to remote colleagues. Such 'local action' is routinely characterised as a nuisance, a distraction, subordinate and the like. This paper explores interconnections between 'local action' and 'distributed work' in the case of a research team virtually collocated through 'MiMeG'. MiMeG is an e-Social Science tool that facilitates 'distributed data sessions' in which social scientists are able to remotely collaborate on the real-time analysis of video data. The data are visible and controllable in a shared workspace and participants are additionally connected via audio conferencing. The findings reveal that whilst the (partial) unavailability of local action is at times problematic, it is also used as a resource for coordinating work. The paper considers how local action is interactionally managed in distributed data sessions and concludes by outlining implications of the analysis for the design and study of technologies to support group-to-group collaboration.

Seconds matter: improving distributed coordination bytracking and visualizing display trajectories Distributed coordination / Fraser, Mike / McCarthy, Michael R. / Shaukat, Muneeb / Smith, Phillip Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007-04-28 v.1 p.1303-1312
ACM Digital Library Link
Summary: Pauses in distributed groupware activity can indicate anything from technical latency through infrastructure failure to a participant's thoughtful contemplation. Unraveling these ambiguities highlights mismatches between unseen off-screen activities and on-screen cursor behaviors. In this paper we suggest that groupware systems have typically been poor at representing off-screen activities, and introduce the concept of display trajectories to bridge the sensor gap between the display and its surrounding space. We consider requirements for display trajectories using the distributed social scientific analysis of video data as an example domain. Drawing on these requirements, we prototype a freeform whiteboard pen tracking and visualization technique around displays using ultrasound. We describe an experiment which inspects the impact of display trajectories on remote response efficiency. Our findings show that visualization of the display trajectory improves participants' ability to coordinate their actions by one second per interaction turn, reducing latency in organizing turn taking by a 'standard maximum' conversation pause.

Remote Collaboration Over Video Data: Towards Real-Time e-Social Science / Fraser, Mike / Hindmarsh, Jon / Best, Katie / Heath, Christian / Biegel, Greg / Greenhalgh, Chris / Reeves, Stuart Computer Supported Cooperative Work 2006 v.15 n.4 p.257-279
Keywords: video analysis; e-social science; groupware; synchronous collaboration
Link to Digital Content at Springer
Summary: The design of distributed systems to support collaboration among groups of scientists raises new networking challenges that grid middleware developers are addressing. This field of development work, 'e-Science', is increasingly recognising the critical need of understanding the ordinary day-to-day work of doing research to inform design. We have investigated one particular area of collaborative social scientific work -- the analysis of video data. Based on interviews and observational studies, we discuss current practices of social scientific work with digital video in three areas: Preparation for collaboration; Control of data and application; and Annotation configurations and techniques. For each, we describe how these requirements feature in our design of a distributed video analysis system as part of the MiMeG project: our security policy and distribution; the design of the control system; and providing freeform annotation over data. Finally, we review our design in light of initial use of the software between project partners; and discuss how we might transform the spatial configuration of the system to support annotation behaviour.

Designing the spectator experience Public life / Reeves, Stuart / Benford, Steve / O'Malley, Claire / Fraser, Mike Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005-04-02 v.1 p.741-750
ACM Digital Library Link
Summary: Interaction is increasingly a public affair, taking place in our theatres, galleries, museums, exhibitions and on the city streets. This raises a new design challenge for HCI - how should spectators experience a performer's interaction with a computer? We classify public interfaces (including examples from art, performance and exhibition design) according to the extent to which a performer's manipulations of an interface and their resulting effects are hidden, partially revealed, fully revealed or even amplified for spectators. Our taxonomy uncovers four broad design strategies: 'secretive,' where manipulations and effects are largely hidden; 'expressive,' where they tend to be revealed enabling the spectator to fully appreciate the performer's interaction; 'magical,' where effects are revealed but the manipulations that caused them are hidden; and finally 'suspenseful,' where manipulations are apparent but effects are only revealed as the spectator takes their turn.

Extending game participation with embodied reporting agents / Fielding, Dan / Fraser, Mike / Logan, Brian / Benford, Steve Proceedings of the 2004 International Conference on Advances in Computer Entertainment Technology 2004-09-02 p.100-108
ACM Digital Library Link
Summary: We introduce a multi-agent framework to generate reports of players' activities within multi-player computer games so that other players who are currently unable to participate can keep track of the activities of their colleagues. We describe an initial implementation of our framework as an extension to the Capture the Flag game within Unreal Tournament. We report the results of a preliminary experiment that shows that embodied reporter agents give varying coverage depending on deployment strategies used, and, in particular, suggests that the dynamic assignment of reporter agents by an editor agent can provide more effective coverage than static assignment schemes. Finally, we explore future applications of this work including other genres of games, the emergence of games as spectator sports, implications for pervasive games as well as non-gaming applications.

Revealing delay in collaborative environments / Gutwin, Carl / Benford, Steve / Dyck, Jeff / Fraser, Mike / Vaghi, Ivan / Greenhalgh, Chris Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems 2004-04-24 v.1 p.503-510
ACM Digital Library Link
Summary: Delay is an unavoidable reality in collaborative environments. We propose an approach to dealing with delay in which 'decorators' are introduced into the interface. Decorators show the presence, magnitude and effects of delay so that participants can better understand its consequences and adopt their own natural coping strategies. Two experiments with different decorators show that this approach can significantly reduce errors in specific collaborative activities. We conclude that revealing delays is one way in which groupware can benefit from accepting and working with the reality of distributed systems, rather than trying to maintain the illusion of copresent interaction.

Assembling history: Achieving coherent experiences with diverse technologies / Fraser, M. / Stanton, D. / Ng, K. H. / Benford, S. / Malley, C. O. / Bowers, J. / Taxen, G. / Ferris, K. / Hindmarsh, J. Proceedings of the Eighth European Conference on Computer-Supported Cooperative Work 2003-09-14 p.179-198
The augurscope: a mixed reality interface for outdoors Contextual Displays / Schnadelbach, Holger / Koleva, Boriana / Flintham, Martin / Fraser, Mike / Izadi, Shahram / Chandler, Paul / Foster, Malcolm / Benford, Steve / Greenhalgh, Chris / Rodden, Tom Proceedings of ACM CHI 2002 Conference on Human Factors in Computing Systems 2002-04-20 p.9-16
ACM Digital Library Link
Summary: The augurscope is a portable mixed reality interface for outdoors. A tripod-mounted display is wheeled to different locations and rotated and tilted to view a virtual environment that is aligned with the physical background. Video from an onboard camera is embedded into this virtual environment. Our design encompasses physical form, interaction and the combination of a GPS receiver, electronic compass, accelerometer and rotary encoder for tracking. An initial application involves the public exploring a medieval castle from the site of its modern replacement. Analysis of use reveals problems with lighting, movement and relating virtual and physical viewpoints, and shows how environmental factors and physical form affect interaction. We suggest that problems might be accommodated by carefully constructing virtual and physical content.

Unearthing Virtual History: Using Diverse Interfaces to Reveal Hidden Virtual Worlds Applications and Design Spaces / Benford, Steve / Bowers, John / Chandler, Paul / Ciolfi, Luigina / Flintham, Martin / Fraser, Mike / Greenhalgh, Chris / Hall, Tony / Hellström, Sten Olof / Izadi, Shahram / Rodden, Tom / Schnädelbach, Holger / Taylor, Ian Proceedings of the 2001 International Conference on Ubiquitous Computing 2001-09-30 p.225-231
Link to Digital Content at Springer
Summary: We describe an application in which museum visitors hunt for virtual history outdoors, capture it, and bring it back indoors for detailed inspection. This application provides visitors with ubiquitous access to a parallel virtual world as they move through an extended physical space. Diverse devices, including mobile wireless interfaces for locating hotspots of virtual activity outdoors, provide radically different experiences of the virtual depending upon location, task, and available equipment. Initial reflections suggest that the physical design of such devices needs careful attention so as to encourage an appropriate style of use. We also consider the extension of our experience to support enacted scenes. Finally, we discuss potential benefits of using diverse devices to make a shared underlying virtual world ubiquitously available throughout physical space.

Collaboratively improvising magic: An approach to managing participation in an on-line drama / Drozd, A. / Bowers, J. / Benford, S. / Greenhalgh, C. / Fraser, M. Proceedings of the Seventh European Conference on Computer-Supported Cooperative Work 2001-09-16 p.159-178
Exploiting Interactivity, Influence, Space and Time to Explore Non-Linear Drama in Virtual Worlds Designed Experiences/Experienced Designs / Craven, Mike / Taylor, Ian / Drozd, Adam / Purbrick, Jim / Greenhalgh, Chris / Benford, Steve / Fraser, Mike / Bowers, John / Jaa-Aro, Kai-Mikael / Lintermann, Bernd / Hoch, Michael Proceedings of ACM CHI 2001 Conference on Human Factors in Computing Systems 2001-03-31 p.30-37
Keywords: entertainment applications, virtual reality
Broken Link to ACM Digital Library
Summary: We present four contrasting interfaces to allow multiple viewers to explore 3D recordings of dramas in on-line virtual worlds. The first is an on-line promenade performance to an audience of avatars. The second is a form of immersive cinema, with multiple simultaneous viewpoints. The third is a tabletop projection surface that allows viewers to select detailed views from a bird's-eye overview. The fourth is a linear television broadcast created by a director or editor. A comparison of these examples shows how a viewing audience can exploit four general resources - interactivity, influence, space, and time - to make sense of complex, non-linear virtual drama. These resources provide interaction designers with a general framework for defining the relationship between the audience and the 3D content.

Orchestrating a Mixed Reality Performance Designed Experiences/Experienced Designs / Koleva, Boriana / Taylor, Ian / Benford, Steve / Fraser, Mike / Greenhalgh, Chris / Schnadelbach, Holger / vom Lehn, Dirk / Heath, Christian / Row-Farr, Ju / Adams, Matt Proceedings of ACM CHI 2001 Conference on Human Factors in Computing Systems 2001-03-31 p.38-45
Keywords: mixed reality, performance, traversable interfaces
Broken Link to ACM Digital Library
Summary: A study of a professional touring mixed reality performance called Desert Rain yields insights into how performers orchestrate players' engagement in an interactive experience. Six players at a time journey through an extended physical and virtual set. Each sees a virtual world projected onto a screen made from a fine water spray. This acts as a traversable interface, supporting the illusion that performers physically pass between real and virtual worlds. Live and video-based observations of Desert Rain, coupled with interviews with players and the production team, have revealed how the performers create conditions for the willing suspension of disbelief, and how they monitor and intervene in the players experience without breaking their engagement. This involves carefully timed performances and "off-face" and "virtual" interventions. In turn, these are supported by the ability to monitor players' physical and virtual activity through asymmetric interfaces.
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