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Videos
Available at the conference on hotel televisions and in the Olympic Room. Also
available on NTSC or PAL video tape.
- A Demonstration of Awareness Driven Video Quality of Service
- i-LAND: An Interactive Landscape for Creativity and Innovation
- Insight Lab: A Team Workspace
- The Mirror: Reflections on Inhabited TV
- GestureLaser: Supporting Hand Gestures in Remote Instruction
- Hypermirror: Mirror Reflections Representing Users as If They Are All in the Same Room
- Crisis in Ragan: Orbit At Work
- GAZE: Visual-Spatial Attention in Communication
- The SubCam: An Insight into the Phenomenal Flow of Office Life
- Enabling Personal Tele-Embodiment
- Focus and Awareness in Groupware
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1. A Demonstration of Awareness Driven Video Quality of Service
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Gail Reynard (gtr@cs.nott.ac.uk),
Chris Greenhalgh,
and
Steve Benford,
Computer Science Department, University of Nottingham, U.K.
We present a combined conferencing/mediaspace application that extends
previous work on texture mapping video streams into virtual environments
by introducing awareness driven video Quality of Service (QoS). This uses
movements within a shared virtual world to activate different video
services as defined by their frame-rates. Three different services are
supported: portholes, providing 1 frame of video per 5 minutes; glance, 1
frame per second and full frame rate video. Our application uses
awareness driven video for facial expressions and for views into remote
physical environments. This enables seamless shifts in mutual
involvement and makes underlying QoS mechanisms more visible and
malleable. The video gives a guided tour through the mediaspace,
demonstrating the different video services. This work was published as:
"Awareness Driven Video Quality of Service in Collaborative Virtual
Environments," Gail Reynard, Steve Benford, Chris Greenhalgh and
Christian Heath, Proceedings CHI '98, April, 1998, Los Angeles, pp.
464-471.
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2. i-LAND: An Interactive Landscape for Creativity and Innovation
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Torsten Holmer (holmer@darmstadt.gmd.de),
Laurent Lacour,
and
Norbert Streitz,
GMD-IPSI, German National Research Center for Information Technology - Integrated Publication and Information Systems Institute, Germany
i-LAND constitutes an example of our vision of the workspaces of
the future employing "roomware" components in so called "cooperative
buildings". It provides an innovative work environment supporting
cooperative work of dynamic teams with changing needs resulting from
new work practices as, e.g., ad hoc and on demand teams. We propose an
integrated design of digital information spaces and real architectural
spaces enabling new forms of human-computer interaction and support
for cooperative work. The approach is related to augmented reality and
ubiquitous computing. The central concept presented in the video is
the notion of "roomware" components, i.e. computer-augmented objects
integrating room elements with information technology. We present
the current realization of i-LAND in terms of an interactive wall
(DynaWall), an interactive table (InteracTable), and two computer-enhanced chairs (CommChairs). They are complemented by the Passage
mechanism which allows for an intuitive physical transportation of
digital information. The concept and the usage of the roomware
components is demonstrated with several sample scenes.
(See: http://www.darmstadt.gmd.de/ambiente/activities/i-land.html)
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3. Insight Lab: A Team Workspace
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James Meyers (meyers@cstar.ac.com),
Beth Lange,
and
Mark Jones,
Center for Strategic Technology Research, Andersen Consulting, USA
The Insight Lab is an environment in which teams come together to analyze
complex situations. The lab is particularly valuable when teams are
studying large amounts of qualitative data, including videotapes, audio
recordings, photos or documents. In addition to utilizing a three
monitor large-screen display, the lab takes advantage of electronic
whiteboards, linked sticky notes, and linked printed reports to bring
information out of the computer box and into the physical world. By
linking pieces of paper to the digital world via barcodes, the lab turns
its walls into a huge computer desktop. The Insight Lab utilizes
electronic whiteboards and linked sticky notes to capture critical team
interactions, thereby documenting the rationale behind a group decision.
Working "out-of-the-box" and maintaining a group memory provides a truly
immersive environment, thereby creating a next generation team workspace.
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4. The Mirror: Reflections on Inhabited TV
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Andrew McGrath (andy.mcgrath@bt-sys.bt.co.uk),
Amanda Oldroyd,
and
Graham Walker,
BT Labs, British Telecom, UK
Inhabited TV is a vision of future television services in which
multi-user 3D virtual environments deliver unprecedented levels of
audience participation. Social chat and interaction are mixed with
professional content and programming to create on-line communities. The
Mirror was a ground-breaking collaborative experiment in Inhabited TV,
created by BT, Sony, Illuminations and the BBC. Six on-line worlds were
available to over 2000 viewers of the BBC2 series "The Net" in January
and February 1997, and this video provides a flavour of the project.
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5. GestureLaser: Supporting Hand Gestures in Remote Instruction
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Hideaki Kuzuoka (kuzuoka@kuzuoka-lab.esys.tsukuba.ac.jp)
and
Shinya Oyama,
Institute of Engineering Mechanics, University of Tsukuba, Japan,
Hiroshi Kato
and
Hideyuki Suzuki,
C & C Media Research Laboratories, NEC Corporation, Japan,
Keiichi Yamazaki
and
Akiko Yamazaki,
Faculty of Liberal Arts, Saitama University, Japan,
and
Hiroyuki Miki,
Media Laboratories, Oki Electric Industry Company, Japan
GestureLaser is a remote controlled laser pointer which allows an
instructor to gesture at real world objects over distances. To control
the position of the GestureLaser's spot, a laser beam is reflected by two
mirrors each rotated by a stepping motor. The remote instructor controls
the motion of the laser's spot using a computer mouse in the same way an
ordinary mouse pointer is controlled. The instructor can thus show
position, rotation and direction by moving the spot. The laser's low
illumination mode is used to indicate transitions between gestures while
still allowing operators to track the spot. We have already undertaken a
few experiments in order to understand how users can effectively use the
laser's spot as a substitute for real hand gestures.
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6. Hypermirror: Mirror Reflections Representing Users As If They Are All in the Same Room
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Osamu Morikawa (morikawa@nibh.go.jp),
National Institute of Bioscience and Human Technology, Japan
and
Takanori Maesako,
Faculty of Human Sciences, Osaka University, Japan
HyperMirror is a new video communication system which realizes video
WISIWYS (What I See Is What You See). We create an attractive, highly
understandable communication environment, rather than imitating
face-to-face communication. Like telephones, this system is intended to
have easily understood limitations. Each site has a large screen which
displays not only the remote participants image, but also the overlaid
mirror image of the local participants. In this way, participants can
share exactly the same video space. Thus they can use gestures and
pointing to indicate background objects or images. There are several ways
to synthesize the HyperMirror image. In this video, we present an optical
synthesis and an electronic synthesis uses "chroma-keying".
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7. Crisis in Ragan: Orbit At Work
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Richard Taylor (taylor@dstc.edu.au),
Tim Mansfield,
and
Geraldine Fitzpatrick,
Distributed Systems Technology Centre, University of Queensland, Australia
How can an overworked editor in head office and an unprepared reporter in
the far away land of Ragan get a breaking story to press in less than a
day? We follow these journalists as they use the WORLDS project's
collaboration environment, Orbit, integrated with other prototype tools
developed at the DSTC, to accomplish their task. Orbit is based on the
notion of software locales or "group-zones" to provide contexts for
shared work. A navigator provides access to all the group-zones to which
one of the journalists currently belongs. Users can dynamically change
their view of each of these group-zones to match their changing needs,
and the currently selected documents and folders from all zones are shown
in a desktop-style workspace. They can also use integrated audio and
video conferencing to communicate with each other. As well as Orbit, the
video shows the intrepid team using other integrated DSTC tools including
a backwards recovery workflow system, group awareness, and information
filtering, to work together to make the 5pm bulletin.
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8. GAZE: Visual-Spatial Attention in Communication
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Roel Vertegaal (roel@acm.org),
Cognitive Ergonomics Department, Twente University, The Netherlands
This video illustrates the importance of conveying visual attention in
multiparty mediated systems. In terms of multiparty turntaking
efficiency, current-day video-conferencing systems do not seem to provide
the expected added value over telephony. We attribute this to a lack of
Conversational Awareness: knowing who's talking to whom. The visual
attention of participants directly relates to their auditory and
articulatory attention, i.e., their gaze direction indicates whom they
listen or speak to. Conveying gaze direction seems to ease turntaking by
allowing more rapid speaker switches and more efficient use of deictic
verbal references (e.g., "What do YOU think?"). This video exemplifies
the differences between face-to-face, traditional video-mediated, and
attention-based conferencing. It features an early simulation of the GAZE
Groupware system, a multiparty mediated system which metaphorically
conveys gaze direction. Using an eyetracker, the system measures where
participants look inside a 3D virtual meeting room, and rotates their
video images to align with their gaze.
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9. The SubCam: An Insight into the Phenomenal Flow of Office Life
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Anne-Laure Fayard (Anne-Laure.Fayard@edfgdf.fr)
and
Saadi Lahlou,
EDF, France
This video presents the SubCam perspective and methods used to analyze the
video data it provides. We study office work in a large industrial research
center and focus on the interactions of office workers with their social and
spatial environment. Current methods (observations, interviews, ethnographic
studies with video) provide interesting data, but fail to identify some key
phenomena on the situated nature of the work. In order to determine the
affordances of the environment, we design a new observation tool: the
Subjective camera or SubCam. It is composed of a pair of glasses on which a
miniature video camera and a microphone are clipped. The SubCam gives a rather
good indication of what the subject sees, although it does not track eye
gaze. It provides an insight in the phenomenal flow in which subjects are
immersed and a subjective view of subjects' movements and interactions. The
SubCam provides a very large and rich set of data. To focus our investigation,
we have chosen 6 foci of analysis grounded on previous results and a first
perusal of the data: 1. Interruption; 2. Feeling lost; 3. Navigation in the
Workspace; 4. Artifacts; 5. Peripheral Awareness; 6. Cooperation.
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10. Enabling Personal Tele-Embodiment
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Eric Paulos (paulos@cs.berkeley.edu)
and
John Canny,
Computer Science Department, University of California, Berkeley, USA
Current internet applications fail to interface to the real physical
world in which we live, work, and play. This video illustrates the
development of several simple, inexpensive, internet-controlled,
untethered tele-robots or PRoPs (Personal Roving Presences) that provide
the sensation of tele-embodiment in a remote real space. These devices
range from small helium filled tele-operated airborne blimps to more
recent ground based systems with longer ranges, battery life, and
abilities. All PRoPs support at least video and two-way audio as well as
mobility through the remote space they inhabit. The physical tele-robot
serves both as an extension of its operator and as a visible, mobile
entity with which other people can interact. ProPs enable their users to
perform a wide gamut of human activities in the remote space, such as
exploring, conversing with people, hanging out, wandering around,
pointing, examining objects, reading, and making simple gestures. The
goal is to identify and distill a small yet sufficient number of traits
that are vital to human communication and interaction and to physically
implement them on PRoPs. For more information please visit
http://www.prop.org.
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11. Focus and Awareness in Groupware
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Carl Gutwin,
Computer Science Department, University of Saskatchewan, Canada
and
Saul Greenberg (saul@cpsc.ucalgary.ca),
Computer Science Department, University of Calgary, Canada
Medium-sized shared workspaces present two design goals to groupware
designers: first, people need to focus on the details of their work;
second, people need to stay aware of others working elsewhere in the
workspace. This video presents and compares four different visualization
techniques for achieving these goals. The techniques are part of a system
for building and editing concept maps, visual languages for representing
ideas and relationships. When people use concept maps, they often need to
work in different parts of the map. Since a groupware workspace can only
show a small part of the map at one time, this means that staying aware
can become a problem. We present four different visual approaches to
supporting both detail and awareness. All approaches extend the earlier
versions illustrated in our CSCW '96 videos, and (for ease of comparison)
all work within the concept map editor. The radar view splits the
interface into detail and awareness windows. The fisheye view uses
distortion to integrate detail and awareness in a single window. The
dragmag view lets people selectively magnify a portion of a large
overview. The two-level view overlays a full-screen overview onto a
detail view.
SDM
/ cscw98-info@acm.org
/ November 6, 1998
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