Steve Benford

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~s paper explores and evaluates the support for objectfocused cotiaboration provided by a destiop CoUaborative Virtual Environment me system was usd to support an experimental ‘design’ task. Video recordings of the participants’ activities factitated an observationrd analysis of interaction in, and through, the virtual world. Observations include problems(More)
We describe a prototype virtual reality teleconferencing system called MASSIVE which has been developed as part of our on-going research into collaborative virtual environments. This system allows multiple users to communicate using arbitrary combinations of audio, graphics, and text media over local and wide area networks. Communication is controlled by a(More)
Interaction is increasingly a public affair, taking place in our theatres, galleries, museums, exhibitions and on the city streets. This raises a new design challenge for HCI - how should spectators experience a performer's interaction with a computer? We classify public interfaces (including examples from art, performance and exhibition design) according(More)
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)
We present a study of a mobile mixed reality game called <i>Can You See Me Now?</i> in which online players are chased through a virtual model of a city by &#8216;runners&#8217; (professional performers equipped with GPS and WiFi technologies) who have to run through the actual city streets in order to catch the players. We present an ethnographic study of(More)
MASSIVE is a distributed virtual reality system. It provides rich facilities to support user interaction and cooperation via text, audio and graphics media, and interaction is controlled by a spatial model of interaction. The communications architecture is based on processes communicating via typed connections which have interfaces on both ends and which(More)
We introduce a location--based game called Feeding Yoshi that provides an example of seamful design, in which key characteristics of its underlying technologies-the coverage and security characteristics of WiFi-are exposed as a core element of gameplay. Feeding Yoshi is also a long--term, wide--area game, being played over a week between three different(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 multi-user virtual reality systems which explicitly support cooperative work(More)
We describe two games in which online participants collaborated with mobile participants on the city streets. In the first, the players were online and professional performers were on the streets. The second reversed this relationship. Analysis of these experiences yields new insights into the nature of context. We show how context is more socially than(More)