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We present a spatial model of group interaction in virtual environments. The model aims to provide flexible and natural support for managing conversations among large groups gathered in virtual space. However, it can also be used to control more general interactions among other kinds of objects inhabiting such spaces. The model defines the key abstractions(More)
This paper explores the issue of user embodiment within collaborative virtual environments. By user embodiment we mean the provision of users with appropriate body images so as to represent them to others and also to themselves. By collaborative virtual environments we mean multiuser virtual reality systems which explicitly support cooperative work(More)
In a distributed shared synthetic environment with provisions for high quality 3D visualization and interaction, it is possible to implement a powerful variant of a rooms/space metaphor based on the concept of presence or proximity between participants in 3D space. This kind of model can be used as an interface between the user and the computer, for(More)
This paper explores the issue of user embodiment within collaborative virtual environments. By user embodiment we mean the provision of users with appropriate body images so as to represent them to others and also to themselves. By collaborative virtual environments we mean multiuser virtual reality systems which explicitly support cooperative work(More)
In this paper we describe The Pond, a system used to search for and visualise data elements on an engaging tabletop display. The Pond uses methods of unencumbered interaction and audio feedback to allow users to investigate data elements, and supports shoulder-to-shoulder collaboration with the physical Pond artefact mediating the collaboration between(More)
Synchronisation is a key issue for collaborative user interfaces. An examination of current approaches, in particular the concept WYSIWIS and the use of Video as a communication medium, highlights a number of issues in this area including lack of a common spatial frame of reference, lack of appropriate embodiment of users and inflexible and rigid(More)
With the advance of computer graphics hardware and computer communication technology it is now possible to build personal interactive 3D interfaces. Our research goal is to use this technology to create CSCW environments. There are several problems with existing CSCW applications and environments. We speciticrtlly address three intimately connected problem(More)