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  • Inhabited Information Spaces

  • Cover

  • Foreword

  • Acknowledgements

  • Contents

  • List of Contributors

  • Part 1 Introduction

    • 1 Inhabited Information Spaces: An Introduction

      • 1.1 Introduction

      • 1.2 Chapters in this Volume

        • 1.2.1 Pure Virtual Environments

        • 1.2.2 Mixed Reality Environments

        • 1.2.3 Communication

        • 1.2.4 Construction

        • 1.2.5 Community

      • 1.3 Summary

  • Part 2 Pure Virtual Environments

    • 2 WWW3D and the Web Planetarium

      • 2.1 Introduction

      • 2.2 Producing a 3D Representation of a Web Page

      • 2.3 Browsing the Web Using WWW3D

      • 2.4 Improving Scalability

      • 2.5 The Web Planetarium: Creating a Richer Visualisation

        • 2.5.1 Visual Differentiation of Nodes

        • 2.5.2 The Web as a Road Network

        • 2.5.3 Hybrid Browsing

      • 2.6 Conclusion

    • 3 PlaceWorld, and the Evolution of Electronic Landscapes

      • 3.1 Introduction

      • 3.2 Background: The Physical and the Abstract

        • 3.2.1 Watching a Cityscape

        • 3.2.2 The Distributed Legible City

        • 3.2.3 Finding Something to Do?

        • 3.2.4 Abstract Influences: Nuzzle Afar

      • 3.3 PlaceWorld

        • 3.3.1 The Design of PlaceWorld

        • 3.3.2 The User Interface and Presentation System

      • 3.4 Technological Challenges for Electronic Landscapes

        • 3.4.1 Synchronising the Behaviour of Entities

        • 3.4.2 Distribution and Communications

        • 3.4.3 Defining the Behaviour of Entities

        • 3.4.4 Methods and Filters

        • 3.4.5 The Distribution Architecture

      • 3.5 System Support for PlaceWorld

        • 3.5.1 Menus

        • 3.5.2 Access Model

        • 3.5.3 Exploiting Subjectivity

        • 3.5.4 Becoming a Place Where Places Meet

      • 3.6 Conclusions

    • 4 Using a Pond Metaphor for Information Visualisation and Exploration

      • 4.1 Introduction

      • 4.2 The Pond

        • 4.2.1 The Pond Ecosystem Metaphor

        • 4.2.2 The Pond Example Application

        • 4.2.3 The Hardware Platform

        • 4.2.4 The Software Platform

      • 4.3 Interaction

      • 4.4 The Pond Audio Environment

      • 4.5 Observations from Use

      • 4.6 Discussion

      • 4.7 Summary and Future Work

  • Part 3 Mixed Reality Environments

    • 5 City: A Mixture of Old and New Media

      • 5.1 Introduction

      • 5.2 Theory

      • 5.3 System

      • 5.4 Use

      • 5.5 Ongoing and Future Work

      • 5.6 Conclusion

    • 6 Soundscapes

      • 6.1 Introduction

      • 6.2 The Soundscapes System

      • 6.3 Therapeutic Uses of Soundscapes

      • 6.4 Artistic Performances Based on Soundscapes

        • 6.4.1 Interactive Painting

        • 6.4.2 The Four Senses

      • 6.5 Conclusion

    • 7 The Computational Interplay of Physical Space and Information Space

      • 7.1 Introduction

      • 7.2 The Interplay of Physical and Information Spaces

      • 7.3 A Framework for Context-aware Agents

        • 7.3.1 Awareness and Delivery Services

        • 7.3.2 Agents Requirements

      • 7.4 The COMRIS Conference Centre

        • 7.4.1 Delivery Service

        • 7.4.2 Awareness Service

      • 7.4.3 Tasks

      • 7.5 Conclusions

  • Part 4 Communication

    • 8 Communicating in an IIS: Virtual Conferencing

      • 8.1 Introduction

      • 8.2 Virtual Conferencing ?a Historical Perspective: Past,Present and Future

        • 8.2.1 What Do We Mean by Virtual Conferencing?

      • 8.3 Approaches to Virtual Conferencing

        • 8.3.1 Early Videoconferencing

        • 8.3.2 MUDs and MOOs

        • 8.3.3 The Arrival of Graphics

        • 8.3.4 Video Comes of Age

        • 8.3.5 Graphics Come of Age

      • 8.4 Using Virtual Conferencing

        • 8.4.1 Understanding Collaboration

        • 8.4.2 The Importance of First Impressions

        • 8.4.3 Sharing Context

        • 8.4.4 Scalability

        • 8.4.5 Real Versus Abstract: The Role of Video?

      • 8.5 Virtual Conferencing Versus Telephony

      • 8.6 Guidelines for Using Virtual Conferencing Effectively

        • 8.6.1 What Is the Task at Hand?

        • 8.6.2 Communication Media

        • 8.6.3 Infrastructural Support

      • 8.7 Final Remarks

    • 9 Getting the Picture: Enhancing Avatar Representations in Collaborative Virtual Environments

      • 9.1 Introduction

      • 9.2 Method

      • 9.3 Analysis

        • 9.3.1 Awareness and Co-ordination

        • 9.3.2 Anticipation

        • 9.3.3 Occlusion

      • 9.4 Summary

      • 9.5 Reflections

        • 9.5.1 Scaleability

        • 9.5.2 Reciprocity of Perspective

        • 9.5.3 Unrealism

      • 9.6 Conclusions

    • 10 New Ideas on Navigation and View Control Inspired by Cultural Applications

      • 10.1 Introduction and Overview

        • 10.1.1 Challenges for Interaction Design

      • 10.2 Interactive Performances

        • 10.2.1 Lightwork

        • 10.2.2 Blink

      • 10.3 Inhabited Television

        • 10.3.1 Heaven and Hell ?Live

        • 10.3.2 Out of This World

      • 10.4 Production Management

        • 10.4.1 Finding and Framing the Action

        • 10.4.2 The Round Table: A Physical Interface

        • 10.4.3 Conclusions

      • 10.5 Discussion: Navigation, Presence and Avatars

        • 10.5.1 Avatar-centred Navigation

        • 10.5.2 Object-centred Navigation

        • 10.5.3 Activity-oriented Navigation

        • 10.5.4 Navigation as Montage, Dispersed Avatars

        • 10.5.5 Accomplishing Presence and Intelligibility

    • 11 Presenting Activity Information in an Inhabited Information Space

      • 11.1 Introduction

      • 11.2 Related Work and Requirements

      • 11.3 User Involvement and Studies

        • 11.3.1 Partner Settings and Evaluation Methods

        • 11.3.2 Do Users Meet at all in a Shared Workspace?

      • 11.4 The Tower Architecture

      • 11.5 Personalised Overview of Activities: The Tower Portal

      • 11.6 Awareness in a Working Context: Smartmaps

      • 11.7 Symbolic Actions in a Context-based 3D Environment

        • 11.7.1 The Tower World

        • 11.7.2 User Feedback

      • 11.8 DocuDrama

      • 11.9 Ambient Interfaces

      • 11.10 Lessons Learned About Awareness

        • 11.10.1 Awareness Is Something One Is Not Aware of

        • 11.10.2 Synchronicity of Awareness

        • 11.10.3 Walking and Talking Are Means to Achieve Awareness

        • 11.10.4 Peripheral Awareness in Electronic Settings

        • 11.10.5 Awareness Is Double-situated: The Workspace and the Observer Situation

      • 11.11 Summary and Conclusion

  • Part 5 Construction

    • 12 DIVE: A Programming Architecture for the Prototyping of IIS

      • 12.1 Introduction

      • 12.2 The Virtual World as a Common Interaction Medium

      • 12.3 Partial, Active Database Replication

      • 12.4 Programming the System

        • 12.4.1 The DIVE Programming Model

        • 12.4.2 Programming Interfaces

        • 12.4.3 Building your Application

      • 12.5 DIVE as a Component-based Architecture

        • 12.5.1 System Components

        • 12.5.2 User-oriented Components

        • 12.5.3 The DIVE Run-time Architecture

      • 12.6 The London Demonstrator: An Example Application in More Detail

        • 12.6.1 Centre of London

        • 12.6.2 Collaboration Services for Use by Groups

        • 12.6.3 Tourist Information Data Visualisation Service

        • 12.6.4 Real-time Simulations

      • 12.7 Conclusion and Future Work

    • 13 Communication Infrastructures for Inhabited Information Spaces

      • 13.1 Introduction

        • 13.1.1 Requirements

        • 13.1.2 Information

        • 13.1.3 Avatars

        • 13.1.4 Interaction

        • 13.1.5 Communication Requirements

        • 13.1.6 Resources: Computers and Networks

      • 13.2 Principles

        • 13.2.1 Localisation

        • 13.2.2 Scaling

        • 13.2.3 Persistence

        • 13.2.4 Communication

      • 13.3 Architecture

        • 13.3.1 The DIVE Architecture

        • 13.3.2 PING

      • 13.4 Deployment

        • 13.4.1 Point-to-point

        • 13.4.2 Tunnelled Group

        • 13.4.3 Hybrid

      • 13.5 Conclusion

  • Part 6 Community

    • 14 Peer-to-peer Networks and Communities

      • 14.1 Introduction

      • 14.2 Early Inhabited Information Spaces in CSCW

        • 14.2.1 Rendering the Invisible Visible

        • 14.2.2 ClearBoard

        • 14.2.3 Feather, Scent and Shaker: Supporting Simple Intimacy

        • 14.2.4 Gesture Cam: The Nodding Robot

      • 14.3 P2P Themes and Overall Direction

      • 14.4 Design for Community: Inhabited Information Spaces

        • 14.4.1 Communities: An Aside on Definitions

        • 14.4.2 Communities: An Aside on Use

        • 14.4.3 Communities: An Aside on Philosophy

      • 14.5 P2P, Community and the Design of Inhabited Information Spaces

      • 14.6 Concluding Remarks

    • 15 Inhabitant Uses and Reactions to Usenet Social Accounting Data

      • 15.1 Introduction

      • 15.2 Related Work

      • 15.3 Netscan

      • 15.4 Findings

        • 15.4.1 Social Accounting Data and Author-assessment Threads

        • 15.4.2 Social Accounting Data and Newsgroup-assessment Threads

      • 15.5 Conclusion

  • References

  • Index

Nội dung

Inhabited Information Spaces: Living with your Data David N Snowdon Elizabeth F Churchill Emmanuel Frécon, Editors Springer Computer Supported Cooperative Work 011 011 011 011 11 Springer London Berlin Heidelberg New York Hong Kong Milan Paris Tokyo i Also in this series Gerold Riempp Wide Area Workflow Management 3-540-7643-4 Ralph Schroeder (Ed.) The Social Life of Avatars 1-85233-461-4 Celia T Romm and Fay Sudweeks (Eds) Doing Business Electronically 3-540-76159-4 J.H Erik Andriessen Working with Groupware 1-85233-603-X Fay Sudweeks and Celia T Romm (Eds) Doing Business on the Internet 1-85233-030-9 Paul Kirschner, Chad Carr and Simon Buckingham Shum (Eds) Visualising Argumentation 1-85233-664-1 Elizabeth F Churchill, David N Snowdon and Alan J Munro (Eds) Collaborative Virtual Environments 1-85233-244-1 Christine Steeples and Chris Jones (Eds) Networked Learning 1-85233-471-1 Barry Brown, Nicola Green and Richard Harper (Eds) Wireless World 1-85233-477-0 Reza Hazemi and Stephen Hailes (Eds) The Digital University – Building a Learning Community 1-85233-478-9 Christopher Lueg and Danyel Fisher (Eds) From Usenet to CoWebs 1-85233-532-7 Kristina Höök, David Benyon and Alan J Munro (Eds) Designing Information Spaces: The Social Navigation Approach 1-85233-661-7 Bjørn Erik Munkvold Implementing Collaboration Technologies in Industry 1-85233-418-5 Elayne Coakes, Dianne Willis and Steve Clark (Eds) Knowledge Management in the SocioTechnical World 1-85233-441-X Related Title Richard Harper (Ed.) Inside the Smart Home 1-85233-688-9 A list of out of print titles is available at the end of the book ii 1011 2011 3011 4011 611 011 David N Snowdon, Elizabeth F Churchill and Emmanuel Frécon (Eds) Inhabited Information Spaces Living with your Data With 94 Figures 011 011 011 11 iii David N Snowdon, BSc (hons) MSc, PhD Xerox Research Centre Europe, Chemin de Maupertius, 38240 Meylan, France Elizabeth F Churchill, BSc, MSc, PhD FX Palo Alto Laboratory Inc., 3400 Hillview Avenue, Building Paol Alto, CA94110, USA Emmanuel Frécon, MSc Swedish Insitute for Computer Science, Interactive Collaborative Environments Laboratory, Platforms for Collaborative Environments Group, Box 1263, 164 29 Kista, Sweden Series Editors Dan Diaper, PhD, MBCS Professor of Systems Science & Engineering, School of Design, Engineering & Computing, Bournemouth University, Talbot Campus, Fern Barrow, Poole, Dorset BH12 5BB, UK Colston Sanger School of Management, University of Surrey, Guildford, Surrey GU2 7XH, UK British Library Cataloguing in Publication Data Inhabited information spaces : living with your data – (Computer supported cooperative work) Human-computer interaction Interactive computer systems I Snowdon, David N., 1968– II Churchill, Elizabeth F., 1962– III Frécon, Emmanuel 004′.019 ISBN 1852337281 Library of Congress Cataloging-in-Publication Data A catalog record of this book is available from the Library of Congress Apart from any fair dealing for the purposes of research or private study, or criticism or review, as permitted under the Copyright, Designs and Patents Act 1988, this publication may only be reproduced, stored or transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms of licences issued by the Copyright Licensing Agency Enquiries concerning reproduction outside those terms should be sent to the publishers CSCW ISSN 1431-1496 ISBN 1-85233-728-1 Springer-Verlag London Berlin Heidelberg Springer-Verlag is a part of Springer Science+Business Media springeronline.com © Springer-Verlag London Limited 2004 The use of registered names, trademarks, etc in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant laws and regulations and therefore free for general use The publisher makes no representation, express or implied, with regard to the accuracy of the information contained in this book and cannot accept any legal responsibility or liability for any errors or omissions that may be made Typeset by Florence Production, Stoodleigh, Devon, England Printed and bound in the United States of America 34/3830-543210 Printed on acid-free paper SPIN 10910238 iv 1011 2011 3011 4011 611 Foreword The Human Touch: Reflections on i3 011 011 011 011 11 The Machine-centred Mind Set At the Chicago World Fair of 1933, the official motto was: “Science Finds – Industry Applies – Man Conforms” To many of us today this seems quite shocking, yet it has been the driving force of much development in the last century In particular, if you look at the rise of computing over the last 50 years, you will see that, on the whole, development has been extraordinary, but fairly straightforward: it can be characterised as trying to make “faster and faster machines fit into smaller and smaller boxes” Starting from the time of the ENIAC, one of the colossal computers of the 1940s, most IT progress has been driven from the point of view of the machine Since then things have changed – but perhaps not really that much Even if computers can today calculate many times over what was possible a few years ago, and the machines have become somewhat less obtrusive, much of the “mind set” has stayed the same It is the visions of huge calculating machines spanning massive rooms, trying to recreate an absolute artificial intelligence, that still haunt much of the thinking of today Clearly, it is difficult to shake off old mind sets Alternatives Alternatives to the idea of fitting computing into ever smaller boxes can mainly be attributed to Mark Weiser In his paper, “The Computer for the 21st Century”, he outlined notions of how computing could become integrated into the fabric of everyday life by becoming completely distributed into the environment In this way computing would become “ubiquitous” More recently, similarly inspired work on “tangible media”, by Hiroshi Ishii has emerged from the MIT Media Lab Apart from this, the technological revolution of GSM and the mobile phone has also had its share of making information technology come out of its “traditional shell” Alternatives to the machine-centred view to computing were also starting around the same time, such as the “anthropocentric” ideas proposed by Mike v Foreword Dertouzos at the MIT Computer Science Lab; and in a similar vein, cognitive scientist, Don Norman has been pointing out the lack of well-designed information environments Roughly at the same time, but from a different perspective, we started thinking about how to give technology more of a “human touch” Now, in principle, this should not be that difficult, as technology is after all, made by humans In practice, however, one has to go quite far to break down the machine-centred and box-centred ways of thinking We decided that the only way to attack the problem with any significance was to try to invert the picture completely – that is, to start thinking from the human point of view and work outwards Our idea of “human centredness” was that it should nurture technological innovation but within a broader context of human values and aspirations This was not the same as “user” driven, or “defined by user needs”, all of which tend to become stuck in improving the status quo, but not growing beyond it At the same time, we also wanted to make sure to break out of the box-centred ways of thinking as much as possible and avoid doing “traditional HCI”, which was mainly involved in improving computers as they were Our ideas were designed to balance questions of technically “how”, with questions of “why?” and “what for?” And the aim was to see if we could start restoring the balance between people’s inventiveness to make new machines, with the essence of being human Our questions became rather: How can we reach a better and more fulfilling balance between technology and people? What could be new ways of thinking about the problems? What could be the new paradigms that could lay the paths for further research and development? The i3 Research Programme It is along these lines that we launched our first call for proposals back in 1995 Our general aim was to look at the relationship between people and information technology in the future: how could people access and use information, and exchange things with others using information technology as a medium? A clear break was needed to get out of stale thinking Therefore, we called for new paradigms of interaction and research on new interfaces between people and the world of information We also asked how such work could intertwine human, societal and technological elements into one dynamic research activity One of the main quotes from our call for proposals was: The goal of i3 is to research and develop new human-centred interfaces for interacting with information, aimed at the broad population (1996) To help define a specific research agenda, we first had a competition for more specific visions of the future “Connected Community” and “Inhabited Information Spaces” were selected as the two visionary themes on which we based a subsequent call for research projects Even though it took some time vi 1011 2011 3011 4011 611 011 011 011 011 11 Foreword ● ●●●●●●●●●●●●●● to have an extra layer of calls for proposals, in retrospect it was better to “reculer pour mieux sauter” The two selected themes had similar yet contrasting underlying philosophies The Connected Community theme, proposed by a team headed by Irene Mac William (Philips Design, Eindhoven) and Marco Susani (Domus Academy, Milan) asked: forget about virtual environments and trying to fit people into some artificial world – how can we help people in their everyday environment, and integrate technology into this? The idea is to understand how information and communication tools start making a difference when they are embedded in a real context, and start being more meaningful for actual people and communities How can technology enhance these environments and activities, rather than replace them? The other schema, Inhabited Information, proposed by a team headed by Tom Rodden (University of Nottingham) took a slightly different perspective It stated: the Internet and the Web already represent a suspended reality, and people want to participate more in these spaces Given that this is a reality, how could it evolve in the future? How could we make it more accessible to the broadest possible public, and make it socially interactive for large groups of people, in meaningful ways? And in similar spirit to the first theme, how can such environments link to the physical everyday world rather than be removed from it? At a later stage, we decided to supplement the research with an emphasis on learning We wanted to explore new relationships between learning and technology The idea was that a lot could be learnt about designing new interfaces by looking at how children interact, play and learn Similar ideas had been experimented in a Lego context by Seymore Papert of the MIT Media Lab In 1997, we decided to have a call on experimental school environments (ese) This centred around learning for very young children, in fact, the 4–8-year-old age range This age range struck us as being particularly challenging because at this stage children don’t have too many of the adult preconceptions of the world, and are still open to new things Young children have a different kind of “language” – a form of communication and expression from which adults can learn a lot From this we wanted to gain insights about how to design meaningful interaction tools for the population at large The header of our call was: The aim of i3-ese, is to research new kinds of IT-based tools designed to enable new approaches to learning, focussing on the age range of to (1997) From each of these programmes we selected a number of individual research projects Together these spanned many universities, research centres and companies across Europe, and involved a mix of people from many walks of life – artists, designers, computer scientists, game companies, technology companies, experimental schools, teachers and children, people in communities, etc At the same time all these different outlooks were united by the common vision: of exploring new relationships between people and technology vii Foreword Grains of the Future In this book you will find some examples of work in particular from the Inhabited Information Spaces Grouping It is interesting to see how some of these ideas are still “futuristic” and others have started to become part of mainstream thinking and made their way into products Some people say that you can find “grains of the future” in the present today – the only problem is, where you start to look? One of the potential advantages of this book is that by looking at the research developments stretching out into recent past, one can identify how some grains developed into trends of the present, and other are still just emerging For those still interested in seeking out “grains of the future”, this book will be a valuable source Jakub Wejchert Information Society DG European Commission Jakub Wejchert grew up in Ireland, with a family background of artists and architects, of Polish origin He studied natural science at Trinity College Dublin, specialising in physics, and holds a doctorate (modelling of non-linear networks) from the same institution Later he worked in the USA with IBM research, working on computer graphics and interface design He joined the European Commission in 1992 At the Future and Emerging Technologies unit, he set up and managed a number of research programmes such as i3 – intelligent information interfaces; i3 – experimental school environments; and the “disappearing computer” He now works as an advisor on vision and strategy to one of the Directors in the Information Society Programme Jakub lives in Waterloo, south of Brussels, with his wife and three sons The opinions expressed here are those of the author and not necessarily reflect the position of the European Commission viii 1011 2011 3011 4011 611 Acknowledgements 011 The editors would like to acknowledge the European i3 initiative and all the authors of the chapters in this volume for their contributions Much of the work described in this volume would not have taken place without funding from the European Commission We would also like to thank SICS, XRCE and FX Palo Alto Laboratory for supporting our activities within this domain Rosie Kemp and Melanie Jackson of Springer also deserve thanks for their help and support throughout the process of preparing this book for publication 011 011 011 11 ix References Hughes, J A., Prinz, W., Rodden, T and Schmidt, K (eds.) 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appropriated, 74 architectural collaboration, 115 artefact, 27 attention, 71 audio communication, 130 audio feedback, 51 augmented reality, 36, 72, 101 Auld Leaky, 77 Aura, 249, 258 authenticity, 166 autonomous, 104, 170 avatar, 236, 253 Avatar-centred Navigation, 176 avatars, 133, 197, 199 AwareBots, 201, 203 awareness, 101, 102, 171, 184, 186, 189, 203, 204, 206, 246, 249 awareness service, 104, 105 011 11 B banner advert, 20, 22 BEAD, 51 Behaviour, 41, 103 blacklist, 22 Blink, 160, 161, 164 boid flock model, 54 boundary architecture, 34 boundary object, 271, 286 brain activity, 91 “broken” link, 14 C CAPIAs, 106 CARE HERE, 94 CARESS, 92, 94 Causal ordering, 242, 245 causality, 242, 244 CAVE, 236 challenges of teleconferencing, 124 chance encounter, 196 characteristics, 40 Charles Rennie Mackintosh, 72 City project, 72, 76 city’s meaning, 75 cityscape, 27, 29 ClearBoard, 275 client/server, 39 closed world, 71 cluster, clustering, 17 coherent perception, 38 collaborate, collaboration, 115 Colour coded, 35 Common goals, 281 common sense, 103 Common sense knowledge, 102 community, 272 Community Place, 165 compound link, 19 Computer Supported Co-operative Work, 271 COMRIS, 102, 105, 107, 108, 109, 110, 111 conceptions of space, 73 Concurrency control, 244 conference calls, 127 conference centre application, 106 Consistency, 242, 243 container, 17 325 Index context, 75 context aware, 103 context of use, 71 contextualisation, 76 continuative computing, 103, 104, 110 control rooms, 274 conversational orientation, 30 co-operation, 3, 274 co-presence, 150 costly, 32 creative process, 89 creels, 62 crowd, 154, 171 CSCW, 77, 271, 274, 277, 281 Cultural context, 152 CWall, 22 CyberDance, 153 Cyberspace, 11, 74, 116 Cyc, 103 cyclist, 29 D dead reckoning, 213, 242 decontextualised information spaces, 73 delivery service, 104, 105 Desert Rain, 154 design, 287 desktop-VR, 22 DEVA, 26, 39, 40, 44, 47 disability, 89 Dispersed Avatars, 178 distributed computing, 278 distributed file sharing, 278 Distributed Legible City, 29 DIVE, 12, 16, 20, 26, 57, 66, 123, 211, 212, 215, 218, 223, 224, 252, 255, 256, 266 DocuDrama, 184, 198, 199, 205 Domain Name System (DNS), 283 Doors of Perception, 47 dual space, 104 E ecosystem metaphor, 51, 54 electronic, 50 electronic arenas, 151, 152 electronic landscape, 25, 27 Embodiment, 118, 126 Emoticons, 118, 119 emotive communication, 237 Enforced, 42 Equator, 72, 78 EQUIP, 77 eRENA, 151, 152, 153, 155 eSCAPE, 11, 12, 25, 26, 27, 29, 33 326 e-scape, 25, 33 ethnographic, 179 ethnographic studies, 26, 28, 31 expectations, 30 experience, 32 experience design, 152 expression amplifier, 92 EyesWeb, 91 F facial expression, 236 familiar structure, 35 FDP, 15, 22 feedback loop, 95 field of view, 134, 135 filter, 43 Firewalls, 264 flocking algorithm, 55 flocking behaviour, 250 fly, 28 focus, 171, 249 focused engagement, 71 Force Directed Placement (FDP), 15 Four Senses, 96 G game show, 166, 168 GestureCam, 277 Gnutella, 273 Grokster, 278 Groove, 278 groundplane, 27, 36, 47, 168, 176 groupware, 272 H haptic feedback, 143 Head Mounted Display, 236 head-set, 22 Hearing ANd Deaf Sign Singers, 96 heart rate, 91 Heaven and Hell {-} Live, 165, 168 Heidegger, 75 heterogeneity, 81 heterogeneity of media, 76 hierarchical database, 213 hot spots, 178 HTML, 12 HTTP, 58, 77 human{-}computer interaction, 151 human-like representation, 135 hybrid objects, 82 hyperlink, 27 hyperlinking, 36 1011 2011 3011 4011 611 011 011 011 011 11 Index ● ●●●●●●●●●●●●●● I icon, 12 Imbued, 42 immersive, 11, 37, 237, 238 implementing virtual worlds, 37 Indian Ocean, 280 informal interactions, 134 information creatures, 52 Information gathering, 109 infrared, 91, 95 infrared movement sensors, 90 Inhabited Television, 164, 165, 170 Innate, 42 input devices, 31 Instant Messenger, 279 Intelligibility, 179 interactional breakdowns, 86 Interactive painting, 95 interest landscape, 109 interest management, 246 intimacy, 276 introspection, 42 K KaZaA, 278 L LAN, 271 landscape, 35 Large scale participation, 152 large screen, 22 LEADS, 17 legibility, 17 Legible City, 29 LEGO Mindstorm, 202 LEGO Mindstorms, 201 Level of Detail, 251, 258 level of detail (LOD), 12 level-of-detail (LOD), 17 levitate, 28 light collage, 97 Lightwork, 154, 155, 158, 160 Limewire, 278 line of sight, 143 Linux, 93 local area networks, 271 Löcales, 248, 249 LOD, 17 Loom project, 293 M Mackintosh Interpretation Centre, 72 marked-up text, 12 Masaki Fujihata, 33 MASSIVE, 26, 123 MASSIVE 2, 249 MASSIVE 3, 245 MASSIVE-2, 17, 135, 168 mass-participatory, 166 MAVERIK, 38 MAX, 91 MBone, 120, 265 Media rich, 152 mediation services, 104 Memory Theatre VR, 48 metaphors, 31 Microsoft, 12 MIDI, 89, 91, 93 MIDI bass, 90 migrate, 45 migrating, 44 Mixed reality, 151 modify existing artefacts, 32 mood, 96 MOOs, 116, 118 Morecambe, 31 Morpheus, 278 MUDs, 116, 118 multi-agent systems, 104 multicast, 213, 224, 254, 259, 263 multiple simultaneous touches, 64 multiple users, 14 muscle tension, 91 mutual availability, 147 N Nanotechnology, 99 Napster, 273 natural language generation, 108 navigable, 34 navigate, 194, 196 navigating, 24 navigation, 53, 152, 176 NetMeeting, 120 Netscan, 291, 292, 294 Netscape, 22 Netscapes, 12 Network Address Translation (NAT), 283 neuropsychologists, 99 nimbus, 171, 249 Nuzzle Afar, 33, 35 O object, 39 object behaviour, 241 Object-centred Navigation, 177 objective reality, 38 objectivity, 234 OpenGL, 26, 49 327 Index organising concept, 271 Out of this World, 166, 168, 170, 177 out of view, 138 outlined field-of-view, 135 own content, 32 P P2P, 272 Panoramic Navigator, 36 PaRADE, 245, 255 parallelisation, 19 parrot, 108 patch data, 96 pathways, 27 pedestrian areas, 28 peer-to-peer, 39, 213, 272 PeopleGarden, 293 perceptions, 38 Performer, 49 peripheral awareness, 184, 196, 205 peripheral lenses, 135, 146 Persistence, 251 persistent, 103 pervasive computing, 101 phicon, 174, 175 phicons, 175 physical landscape, 36 Physical sensors, 102, 103 physical space, 104 physical tags, 53 Picturephone, 117 PING, 245, 253, 256, 260, 266 PlaceWorld, 25, 27, 39 plasma display, 56 plug-in, 58, 216, 230 PocketPC(tm), 66 popularity, 36 Populated Information Terrains, 133 portals, 20, 27 Presence, 179 Production management, 153, 169 proprioception, 239 proxy server, 22 pseudo-humanoid, 133 public performance, 89, 152 puppy camera, 172, 174 Q QPIT, 51 Q-SPACE, 15 Quake, 279 328 R radio frequency, 78 realism, 134 Real-time applications, 152 reciprocal perspectives, 147, 148 recommender system, 87 relaxed WYSIWIS, 134 remote collaboration, 81, 87 representation, 133 representations, 285 responsiveness, 237, 242 RFID, 57, 58, 62, 66 ribbons of light, 27 Round Table, 174, 179 S Saussure, 75 scalability, 16, 146, 251 scalable, 241 scenegraph, 238, 241, 253, 257 Script Programming, 219 seamfulness, 87 search engine, 273 searchability, 274 sense-of-presence, 150 seven fat years for CSCW, 271 seven lean years for CSCW, 272 SGI Reality Monster, 93 Shared awareness, 84 shared awareness of location, 82 shared environment, 124, 126 shared location, 84 shared objects, 134 shared visiting experience, 78 shared whiteboard, 121 Shared Workspace, 186 shoal, 55, 59, 61, 63 shutter glasses, 93 Smartmaps, 183, 190, 191, 192, 193 social accounting, 284, 292 Social accounting data, 295, 298 Social contacts, 182 social interaction, 71, 76, 83 social surroundings, 108 social translucence, 293 society of agents, 105 solidity, 143 sonifying, 171 Sony Playstation(r), 97 Spatial awareness, 78 Spatial Interaction Model, 171 spatialised, 224 spatialised audio, 146, 215 speed of movement, 134 Spelunk, 258 1011 2011 3011 4011 611 011 011 011 011 Index ● ●●●●●●●●●●●●●● Spline, 255 SQL, 51 structuralist semiotics, 73 subjective perception, 38 subjective view, 39, 228, 245, 258 subjective visualisations, 24 subjects, 39 Symbolic Actions, 194 Symbolic gestures, 196 synchronisation, 47 synomorphy, 181 synthesiser, 96 T tangible artefacts, 72 technological limitations, 37 telephone space, 74 teleport, 177 teleporting, 27 telepresence, 117 tele-workers, 203 tethered viewpoints, 147 text chat, 116 texture, 20 texture mapping, 12 texture maps, 20 The Pond, 51, 52, 216, 219 theatre of work, 186 3D browser, 212 3D world, 93 To the Unborn Gods, 154 Touch Compass, 96 touch screen, 36 touchable interface, 37 touch-sensitive, 56 Tourist Information Centre, 31 trace, 33 Trackballs, 33 traditional media, 72 trails, 27 travellators, 168 tree-map, 192 trigger zones, 80 TWI-AYSI, 92, 94 twines, 40 ultrasonic, 95 ultrasonics, 78 unencumbered interaction, 51 urban design, 75 urban evolution, 28 urban models, 72 Usenet, 283, 291, 292, 294, 296 Utility Fog, 99 V Video avatars, 236, 238 Video imagery, 130 Videoconferencing, 117 view control, 152, 170 Virtual Communities, 271 virtual conferencing, 115, 127 virtual creatures, 61 virtual reality, 275 visual complexity, 17 visual syntax, 34 visualiser, 40, 57, 58 VR Juggler, 77 VRML, 11, 20, 86, 251 VR-VIBE, 51, 216, 218 W wayfinding, 28, 33 wearable computer, 101, 105, 108 web, 12 web browser, 11, 12, 22 web decoration, 20, 22 web page, 27 Web Planetarium, 52, 216, 219 whiteboard, 216 William Gibson, 11 working life, 275 workplace, 73 X XML, 58, 77 Z ZKM, 29, 36, 174 zooming, 61, U ubiquitous computing, 101 Ultima Online, 246 11 329 Out of print titles Mike Sharples (Ed.) Computer Supported Collaborative Writing 3-540-19782-6 Dan Diaper and Colston Sanger CSCW in Practice 3-540-19784-2 Steve Easterbrook (Ed.) CSCW: Cooperation or Conflict? 3-540-19755-9 John H Connolly and Ernest A Edmonds (Eds) CSCW and Artificial Intelligence 3-540-19816-4 Duska Rosenberg and Chris Hutchison (Eds) Design Issues in CSCW 3-540-19810-5 Peter Thomas (Ed.) CSCW Requirements and Evaluation 3-540-19963-2 Peter Lloyd and Roger Whitehead (Eds) Transforming Organisations Through Groupware: Lotus Notes in Action 3-540-19961-6 John H Connolly and Lyn Pemberton (Eds) Linguistic Concepts and Methods in CSCW 3-540-19984-5 Alan Dix and Russell Beale (Eds) Remote Cooperation 3-540-76035-0 Stefan Kirn and Gregory O’Hare (Eds) Cooperative Knowledge Processing 3-540-19951-9 Reza Hazemi, Stephen Hailes and Steve Wilbur (Eds) The Digital University: Reinventing the Academy 1-85233-003-1 Alan J Munro, Kristina Höök and David Benyon (Eds) Social Naviation of Information Space 1-85233-090-2 Mary Lou Maher, Simeon J Simoff and Anna Cicognani Understanding Virtual Design Studios 1-85233-154-2 Elayne Coakes, Dianne Willis and Raymond Lloyd-Jones (Eds) The New Sociotech 1-85233-040-6 1011 2011 3011 4011 611 ... Elizabeth F Churchill and Emmanuel Frécon (Eds) Inhabited Information Spaces Living with your Data With 94 Figures 011 011 011 11 iii David N Snowdon, BSc (hons) MSc, PhD Xerox Research Centre Europe,... and virtual reality (VR) spaces, information visualisation and computer-supported co-operative work (CSCW) 11 Inhabited Information Spaces The term ? ?Inhabited Information Spaces? ?? derived from... Guildford, Surrey GU2 7XH, UK British Library Cataloguing in Publication Data Inhabited information spaces : living with your data – (Computer supported cooperative work) Human-computer interaction Interactive

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