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Inhabited television combines collaborative virtual environments (CVEs) with broadcast television so that on-line audiences can participate in television shows within shared virtual worlds. We describe a series of experiments with inhabited television, beginning with the NOWninety6 poetry performance, The Mirror, and Heaven & Hell—Live. These(More)
Principal Component Analysis (PCA) is a well-established technique in image processing and pattern recognition. Incremental PCA and robust PCA are two interesting problems with numerous potential applications. However, these two issues have only been separately addressed in the previous studies. In this paper, we present a novel algorithm for incremental(More)
Wearable computers provide constant access to computing and communications resources. In this paper we describe how the computing power of wearables can be used to provide spatialized 3D graphics and audio cues to aid communication. The result is a wearable augmented reality communication space with audio enabled avatars of the remote collaborators(More)
Two dimensional windows based interfaces may not be appropriate for wearable computers. In this paper we draw on established virtual reality techniques to design and evaluate several alternate methods for information presentation in a wearable environment. We find simple body-spatialised displays provide benefits over traditional head-stabilised displays.(More)
Mark Weiser's vision that ubiquitous computing will overcome the problem of information overload by embedding computation in the environment is on the verge of becoming a reality. Nevertheless today's technology is now capable of handling many different forms of multimedia that pervade our lives and as a result is creating a healthy demand for new content(More)
Inhabited TV combines collaborative virtual environments (CVEs) with broadcast TV so that on-line audiences can participate in TV shows within shared virtual worlds. Three early experiments with inhabited TV raised fundamental questions concerning the extent to which it is possible to establish fast-pace social interaction within a CVE and produce a(More)