Boriana Koleva
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Publications by Boriana Koleva (bibliography)
» 2009 «
Benford, Steve, Giannachi, Gabriella, Koleva, Boriana and Rodden, Tom (2009): From interaction to trajectories: designing coherent journeys through user experiences. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 709-718. Available online
The idea of interactional trajectories through interfaces has emerged as a sensitizing concept from recent studies of tangible interfaces and interaction in museums and galleries. We put this concept to work as a lens to reflect on published studies of complex user experiences that extend over space and time and involve multiple roles and interfaces. We develop a conceptual framework in which trajectories explain these user experiences as journeys through hybrid structures, punctuated by transitions, and in which interactivity and collaboration are orchestrated. Our framework is intended to sensitize future studies, help distill craft knowledge into design guidelines and patterns, identify technology requirements, and provide a boundary object to connect HCI with Performance Studies.
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Bedwell, Ben, Schnädelbach, Holger, Benford, Steve, Rodden, Tom and Koleva, Boriana (2009): In support of city exploration. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1171-1180. Available online
The novel experience Anywhere allowed participants to explore an urban area, tying together information not normally available, new points of views and interaction embedded into physical places. Guided by 'unseen', on-the-street performers in an ongoing conversation maintained over mobile phones, they gained access to locative media and staged performances. Our analysis demonstrates how Anywhere produced engaging and uniquely personalised paths through a complex landscape of content, negotiated by the performer-participant pair around various conflicting constraints. We reflect our analysis through the lens of the key characteristics exhibited by mechanisms that support city exploration, before focussing on possible extensions to the technological support of teams of professional and amateur guides.
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Koleva, Boriana, Egglestone, Stefan Rennick, Schnädelbach, Holger, Glover, Kevin, Greenhalgh, Chris, Rodden, Tom and Dade-Robertson, Martyn (2009): Supporting the creation of hybrid museum experiences. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1973-1982. Available online
This paper presents the evolution of a tool to support the rapid prototyping of hybrid museum experiences by domain professionals. The developed tool uses visual markers to associate digital resources with physical artefacts. We present the iterative development of the tool through a user centred design process and demonstrate its use by domain experts to realise two distinct hybrid exhibits. The process of design and refinement of the tool highlights the need to adopt an experience oriented approach allowing authors to think in terms of the physical and digital "things" that comprise a hybrid experience rather than in terms of the underlying technical components.
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» 2008 «
Oppermann, Leif, Koleva, Boriana, Benford, Steve, Watkins, Matt and Jacobs, Rachel (2008): Fighting with jelly: user-centered development of wireless infrastructure visualization tools for authoring location-based experiences. In: Inakage, Masa and Cheok, Adrian David (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2008 December 3-5, 2008, Yokohama, Japan. pp. 322-329. Available online
Marshall, Joe, Pridmore, Tony P., Pound, Mike, Benford, Steve and Koleva, Boriana (2008): Pressing the Flesh: Sensing Multiple Touch and Finger Pressure on Arbitrary Surfaces. In: Indulska, Jadwiga, Patterson, Donald J., Rodden, Tom and Ott, Max (eds.) Pervasive 2008 - Pervasive Computing, 6th International Conference May 19-22, 2008, Sydney, Australia. pp. 38-55. Available online
» 2007 «
Ng, Kher Hui, Koleva, Boriana and Benford, Steve (2007): The iterative development of a tangible pin-board to symmetrically link physical and digital documents. In Personal and Ubiquitous Computing, 11 (3) pp. 145-155
» 2006 «
Schnadelbach, Holger, Penn, Alan, Steadman, Phil, Benford, Steve, Koleva, Boriana and Rodden, Tom (2006): Moving office: inhabiting a dynamic building. In: Proceedings of ACM CSCW06 Conference on Computer-Supported Cooperative Work 2006. pp. 313-322. Available online
Mixed Reality Architecture (MRA) supports distributed teams in their everyday work activities by linking multiple physical spaces across a shared three-dimensional virtual world. User configurable audio-visual connections give the inhabitants of MRA full control over whom they want to be in contact with and when they make themselves available, as well as over the overall configuration. We report on the design of MRA, its deployment in an office environment and results from a long-term observational study. The study shows that MRA supports the management of awareness, social interaction and privacy well, that the architectural design features are crucial for this process and that the dynamic architectural topology of MRA and social interaction within it are linked in a fundamental way.
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Schnädelbach, Holger, Koleva, Boriana, Paxton, Mark, Twidale, Michael, Benford, Steve and Anastasi, Rob (2006): The Augurscope: Refining its Design. In Presence: Teleoperators and Virtual Environments, 15 (3) pp. 278-293
» 2005 «
Ng, Kher Hui, Benford, Steve and Koleva, Boriana (2005): PINS push in and POUTS pop out: creating a tangible pin-board that ejects physical documents. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1981-1984. Available online
There is an asymmetry in many tangible interfaces: while phicons can be used to manipulate digital information, the reverse is often not possible - the digital world cannot push back. We describe a tangible pin-board that pushes back by physically ejecting paper documents when they are digitally deleted. This is realized using pouts, addressable pin-like devices that communicate with a Pin&Play board and that can eject themselves by contracting an internal Muscle Wire actuator to trigger a mechanical latch. To demonstrate and begin to evaluate the technology we have developed an initial application of pouts involving a game where online players vote to eject physical pictures from a pin-board.
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Tallyn, Ella, Koleva, Boriana, Logan, Brian, Fielding, Dan, Benford, Steve, Gelmini, Giulia and Madden, Neil (2005): Embodied Reporting Agents as an Approach to Creating Narratives from Live Virtual Worlds. In: Subsol, Gérard (ed.) ICVS 2005 - Virtual Storytelling, Using Virtual Reality Technologies for Storytelling, Third International Conference November 30 - December 2, 2005, Strasbourg, France. pp. 179-188. Available online
» 2004 «
Rodden, Tom, Crabtree, Andy, Hemmings, Terry, Koleva, Boriana, Humble, Jan, Akesson, Karl-Petter and Hansson, Par (2004): Between the dazzle of a new building and its eventual corpse: assembling the ubiquitous home. In: Proceedings of DIS04: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2004. pp. 71-80. Available online
This paper presents the development of a lightweight component model that allows user to manage the introduction and arrangement of new interactive services and devices in the home. The model is responsive to ethnographic studies of the interplay between the Space-plan or interior layout and Stuff or artefacts placed within the fabric of the home. Interaction techniques developed through user-participation enable household members -- rather than designers -- to configure and reconfigure interactive devices and services to meet local needs. As a result, we have developed a tablet-based editor that discovers available ubiquitous components and presents these to users as 'jigsaw pieces' that can be dynamically assembled and recombined.
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Schnädelbach, Holger, Koleva, Boriana, Twidale, Michael and Benford, Steve (2004): The Iterative Design Process of a Location-Aware Device for Group Use. In: Davies, Nigel, Mynatt, Elizabeth D. and Siio, Itiro (eds.) UbiComp 2004 Ubiquitous Computing 6th International Conference September 7-10, 2004, Nottingham, UK. pp. 329-346. Available online
» 2003 «
Humble, Jan, Crabtree, Andy, Hemmings, Terry, Åkesson, Karl-Petter, Koleva, Boriana, Rodden, Tom and Hansson, Pär (2003): "Playing with the Bits" User-Configuration of Ubiquitous Domestic Environments. In: Dey, Anind K., Schmidt, Albrecht and McCarthy, Joseph F. (eds.) UbiComp 2003 Ubiquitous Computing - 5th International Conference October 12-15, 2003, Seattle, WA, USA. pp. 256-263. Available online
» 2002 «
Schnadelbach, Holger, Koleva, Boriana, Flintham, Martin, Fraser, Mike, Izadi, Shahram, Chandler, Paul, Foster, Malcolm, Benford, Steve and Rodden, Tom (2002): The augurscope: a mixed reality interface for outdoors. In: Terveen, Loren (ed.) Proceedings of the ACM CHI 2002 Conference on Human Factors in Computing Systems Conference April 20-25, 2002, Minneapolis, Minnesota. pp. 9-16.
Benford, Steve, Reynard, Gail, Koleva, Boriana, Greenhalgh, Chris and Fraser, Mike (2002): CSCP. In: Herczeg, Michael and Oberquelle, Horst (eds.) Mensch and Computer 2002 September 2-5, 2002, Hamburg, Germany. . Available online
» 2001 «
Koleva, Boriana, Taylor, Ian, Benford, Steve, Fraser, Mike, Greenhalgh, Chris, Schnadelbach, Holger, Lehn, Dirk vom, Heath, Christian and Adams, Matt (2001): Orchestrating a Mixed Reality Performance. In: Beaudouin-Lafon, Michel and Jacob, Robert J. K. (eds.) Proceedings of the ACM CHI 2001 Human Factors in Computing Systems Conference March 31 - April 5, 2001, Seattle, Washington, USA. pp. 38-45. Available online
A study of a professional touring mixed reality performance called Desert Rain yields insights into how performers orchestrate players' engagement in an interactive experience. Six players at a time journey through an extended physical and virtual set. Each sees a virtual world projected onto a screen made from a fine water spray. This acts as a traversable interface, supporting the illusion that performers physically pass between real and virtual worlds. Live and video-based observations of Desert Rain, coupled with interviews with players and the production team, have revealed how the performers create conditions for the willing suspension of disbelief, and how they monitor and intervene in the players experience without breaking their engagement. This involves carefully timed performances and "off-face" and "virtual" interventions. In turn, these are supported by the ability to monitor players' physical and virtual activity through asymmetric interfaces.
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Koleva, Boriana, Schnadelbach, Holger, Benford, Steve and Greenhalgh, Chris (2001): Experiencing a presentation through a mixed reality boundary. In: Ellis, Clarence and Zigurs, Ilze (eds.) Proceedings of the International ACM SIGGROUP Conference on Supporting Group Work 2001 September 30 - October 3, 2001, Boulder, Colorado, USA. pp. 71-80. Available online
We describe a pilot study of the use of a mixed reality environment for distributed presentations involving virtual and physical audiences and speakers. Our aims were to establish mutual awareness between all participants; to present physical and virtual worlds as being spatially integrated; and to support moderate sized audiences. We used a mixed reality boundary to join a physical space to a collaborative virtual environment so that the two appeared to be adjacent but distinct components of a single space. Two presentations were staged to a mixed physical and virtual audience, one by a virtual speaker and one by a physical speaker. Each presentation was followed by a question and answer session. Qualitative analysis of semi-structured interviews and video recordings revealed that some degree of mutual awareness was established between participants and that physical participants may have viewed the environment as being more spatially integrated than virtual participants. We propose that improving avatars and video textures in the virtual environment may further enhance the experience.
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» 2000 «
Koleva, Boriana, Schnadelbach, Holger, Benford, Steve and Greenhalgh, Chris (2000): Traversable Interfaces Between Real and Virtual Worlds. In: Turner, Thea, Szwillus, Gerd, Czerwinski, Mary, Peterno, Fabio and Pemberton, Steven (eds.) Proceedings of the ACM CHI 2000 Human Factors in Computing Systems Conference April 1-6, 2000, The Hague, The Netherlands. pp. 233-240. Available online
Traversable interfaces establish the illusion that virtual and physical worlds are joined together and that users can physically cross from one to the other. Our design for a traversable interface combines work on tele-embodiment, mixed reality boundaries and virtual environments. It also exploits non-solid projection surfaces, of which we describe four examples. Our design accommodates the perspectives of users who traverse the interface and also observers who are present in the connected physical and virtual worlds, an important consideration for performance and entertainment applications. A demonstrator supports encounters between members of our laboratory and remote visitors.
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Koleva, Boriana, Schnädelbach, Holger, Benford, Steve and Greenhalgh, Chris (2000): Developing mixed reality boundaries. In: Designing Augmented Reality Environments 2000 2000. pp. 155-156. Available online
» 1999 «
Koleva, Boriana, Benford, Steve and Greenhalgh, Chris (1999): The properties of mixed reality boundaries. In: Bødker, Susanne, Kyng, Morten and Schmidt, Kjeld (eds.) ECSCW 99 - Proceedings of the Sixth European Conference on Computer Supported Cooperative Work 12-16 September, 1999, Copenhagen, Denmark. p. 119.
» 1998 «
Benford, Steve, Greenhalgh, Chris, Reynard, Gail, Brown, Chris and Koleva, Boriana (1998): Understanding and Constructing Shared Spaces with Mixed-Reality Boundaries. In ACM Transactions on Computer-Human Interaction, 5 (3) pp. 185-223
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 to shared spaces according to the three dimensions of transportation, artificiality, and spatiality. Second, we discuss our experience of staging a poetry performance simultaneously within real and virtual theaters. This demonstrates the complexities involved in establishing social interaction between real and virtual spaces and motivates the development of a systematic approach to mixing realities. Third, we introduce and demonstrate the technique of mixed-reality boundaries as a way of joining real and virtual spaces together in order to address some of these problems.
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Mar 21st, 2010
Changes to this page (author)
21 Feb 2010: Enabled abstracts to be shown on Boriana Koleva's author page.24 Aug 2009: Author was edited 17 Aug 2009: Author was edited
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28 Apr 2003: Added the author to the bibliography