- Innovative Human-Technology Interaction
- Multimedia Communication and Technology
- Interactive and Immersive Displays
- Augmented Reality Applications
- Virtual Reality Applications and Impacts
- Peer-to-Peer Network Technologies
- Music Technology and Sound Studies
- Context-Aware Activity Recognition Systems
- Usability and User Interface Design
- Distributed and Parallel Computing Systems
- ICT in Developing Communities
- Data Visualization and Analytics
- Human Motion and Animation
- Music and Audio Processing
- Opportunistic and Delay-Tolerant Networks
- Mobile Agent-Based Network Management
- Personal Information Management and User Behavior
- Innovative Teaching and Learning Methods
- Digital Games and Media
- Team Dynamics and Performance
- Human Mobility and Location-Based Analysis
- Network Traffic and Congestion Control
- Speech and dialogue systems
- Scientific Computing and Data Management
- Semantic Web and Ontologies
University of Nottingham
2015-2024
Information Technology University
2003-2005
University of Southampton
2003
University of Manchester
2003
European Bioinformatics Institute
2003
University of Newcastle Australia
2003
University of Sheffield
2003
KTH Royal Institute of Technology
2001
BT Research
1997-1999
article Share on Collaborative virtual environments Authors: Steve Benford Univ. of Nottingham NottinghamView Profile , Chris Greenhalgh Tom Rodden James Pycock Cambridge Lab Xerox Research Centre, Europe EuropeView Authors Info & Claims Communications the ACMVolume 44Issue 7July 2001 pp 79–85https://doi.org/10.1145/379300.379322Published:01 July 2001Publication History 220citation5,594DownloadsMetricsTotal Citations220Total Downloads5,594Last 12 Months344Last 6 weeks34 Get Citation...
We describe a prototype virtual reality teleconferencing system called MASSIVE which has been developed as part of our on-going research into collaborative environments. This allows multiple users to communicate using arbitrary combinations audio, graphics, and text media over local wide area networks. Communication is controlled by so-called spatial model interaction so that one user's perception another user sensitive their relative positions orientations. The key concept in this the...
We argue for deliberately and systematically creating uncomfortable interactions as part of powerful cultural experiences. identify the potential benefits under general headings entertainment, enlightenment sociality. then review artworks performances that have employed discomfort, including two complementary examples from worlds entertainment performance. From this, we articulate a suite tactics designing four primary forms discomfort referred to visceral, cultural, control intimate....
We propose an approach to creating shared mixed realities based on the construction of transparent boundaries between real and virtual spaces. First, we introduce a taxonomy that classifies current approaches spaces according three dimensions transportation, artificiality, spatiality. Second, discuss our experience staging poetry performance simultaneously within theaters. This demonstrates complexities involved in establishing social interaction motivates development systematic mixing...
We describe two games in which online participants collaborated with mobile on the city streets. In first, players were and professional performers The second reversed this relationship. Analysis of these experiences yields new insights into nature context. show how context is more socially than technically constructed. exploited (and resolved conflicts between) multiple indications including GPS, GPS error, audio talk, ambient audio, timing, local knowledge trust. recommend not overly...
Article Free Access Share on Fragmented interaction: establishing mutual orientation in virtual environments Authors: Jon Hindmarsh Work, Interaction & Technology Research Group, The Management Centre, King's College London, London W8 7AH, UK UKView Profile , Mike Fraser Communications Department of Computer Science, University Nottingham, Nottingham NG7 2RD, Christian Heath Steve Benford Chris Greenhalgh Authors Info Claims CSCW '98: Proceedings the 1998 ACM conference supported cooperative...
We investigate whether opportune moments to deliver notifications surface at the endings of episodes mobile interaction (making voice calls or receiving SMS) based on assumption that collocate with naturally occurring breakpoint in user's primary task. Testing this a naturalistic experiment we find interruptions (notifications) are attended and dealt significantly more quickly after user has finished an episode compared random baseline condition, supporting potential utility notification...
In this paper we investigate effects of the content interruptions and time interruption delivery on mobile phones. We review related work report a naturalistic quasi-experiment using experience-sampling that showed receptivity to an is influenced by its rather than in employed modality - SMS. also examined underlying variables increase perceived quality found factors interest, entertainment, relevance actionability influence people's significantly. Our findings inform system design seeks...
We explore the approach of performance-led research in wild which artists drive creation novel performances with support HCI researchers that are then deployed and studied at public performance cultural settings such as galleries, festivals on city streets. motivate describe how it consists three distinct activities -- practice, studies theory interleaved complex ways through nine different relationships. present a historical account has evolved over fifteen-year period, charting evolution...
This paper outlines the IoT Databox model as a means of making Internet Things (IoT) accountable to individuals. Accountability is key building consumer trust and mandated by European Union's general data protection regulation (GDPR). We focus here on 'external' subject accountability requirement specified GDPR how meeting this turns surfacing invisible actions interactions connected devices social arrangements in which they are embedded. The proposed an principle enabling providing...
This paper explores and evaluates the support for object-focused interaction provided by a desktop Collaborative Virtual Environment. An experimental “design” task was conducted, video recordings of participants' activities facilitated an observational analysis in, through, virtual world. Observations include: problems due to “fragmented” views embodiments in relation shared objects; participants compensating with spoken accounts their actions; difficulties understanding others'...
With location-based games, how you manage uncertainty can make the difference between fun and fiasco. Game designers should know what uncertainties to hide reveal create an engaging experience. This article describes our experiences, focusing on uncertainty, in publicly deploying experimental, mobile mixed-reality game called Can You See Me Now?.
MASSIVE is a distributed virtual reality system. It provides rich facilities to support user interaction and cooperation via text, audio graphics media controlled by spatial model of interaction. The communications architecture based on processes communicating typed connections which have interfaces both ends integrate RPCs, attributes streams in common context. A interface trading service, the aura manager, has been developed concepts embodied manager can be useful other situations,...
Movements of interfaces can be analyzed in terms whether they are expected, sensed, and desired. Expected movements those that users naturally perform; sensed measured by a computer; desired required given application. We show how systematic comparison movements, especially with regard to do not precisely overlap, reveal potential problems an interface also inspire new features. describe this approach has been applied the design three interfaces: pointing flashlights at walls posters order...
Abstract We present a virtual reality application called VR‐VIBE which is intended to support the co‐operative browsing and filtering of large document stores. extends visualisation approach proposed in previous two dimensional system VIBE into three dimensions, allowing more information be visualised at one time supporting powerful styles interaction, The essence that multiple users can explore results applying several simultaneous queries corpus documents. By arranging spatial framework,...
Article Free Access Share on Shared spaces: transportation, artificiality, and spatiality Authors: Steve Benford Department of Computer Science, The University Nottingham, Nottingham NG7 2RD, UK. UK.View Profile , Chris Brown Gail Reynard Greenhalgh Authors Info & Claims CSCW '96: Proceedings the 1996 ACM conference supported cooperative workNovember 1996Pages 77–86https://doi.org/10.1145/240080.240196Published:16 November 1996Publication History 74citation1,531DownloadsMetricsTotal...
Successfully staging a mixed reality game in which online players are chased through virtual city by runners located the real world requires extensive orchestration work. An ethnographic study shows how this concerted achievement extends beyond control room to on street. This, turn, suggests need 'decentralize' and develop support for collaboration 'on ground'. The leads design proposals interfaces mobile experiences that augment situational awareness surreptitious monitoring among...
Article Free Access Share on Crowded collaborative virtual environments Authors: Steve Benford Department of Computer Science, The University Nottingham, Nottingham NG7 2RD, UK UKView Profile , Chris Greenhalgh David Lloyd Authors Info & Claims CHI '97: Proceedings the ACM SIGCHI Conference Human factors in computing systemsMarch 1997 Pages 59–66https://doi.org/10.1145/258549.258588Online:27 March 1997Publication History 65citation1,065DownloadsMetricsTotal Citations65Total...
Collaborative Virtual Environments (CVEs) are shared virtual spaces designed to enhance collaboration between the - usually remote participants. The deployment of over wide area networks increases typical network delays, potentially breaking consistency replicated versions an environment at participants' sites. This paper presents our qualitative observations experiment involving two players engaged in a ball game presence increasing delays. It also describes how delay affected behaviour and...
Ethnography has become a staple feature of IT research over the last twenty years, shaping our understanding social character computing systems and informing their design in wide variety settings. The emergence ubiquitous raises new challenges for ethnography however, distributing interaction across burgeoning array small, mobile devices online environments which exploit invisible sensing systems. Understanding requires ethnographers to reconcile interactions that are, example, distributed...