Chris Greenhalgh

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Publications by Chris Greenhalgh (bibliography)

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» 2009 «

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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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Egglestone, Stefan Rennick, Boucher, Andy, Rodden, Tom, Law, Andy, Humble, Jan and Greenhalgh, Chris (2009): Supporting the design of network-spanning applications. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2987-3002. Available online

In this case study, we describe our use of ECT, a tool intended to simplify the design and development of network-spanning applications. We have used ECT throughout the course of a two-year collaboration, which has involved individuals with expertise in a variety of fields, including interaction design and computer systems engineering. We describe our experiences with this tool, with a particular focus on its emerging role in helping us to structure our collaboration. We conclude by presenting lessons that we have learned, and by suggesting future directions for the development of tools to support the design of network-spanning applications.

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» 2007 «

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Chamberlain, Alan, Benford, Steve, Greenhalgh, Chris, Hampshire, Alastair, Tandavanitj, Nick, Adams, Matt, Oldroyd, Amanda and Sutton, Jon (2007): Professor Tanda: greener gaming & pervasive play. In: Proceedings of DUX07 Designing for User eXperiences 2007. p. 26. Available online

This study examines the development of a mobile phone-based pervasive game that related its user's environmental footprint. It discusses the design challenges, development and evaluation of the prototype game in order to identify the key strategies and mechanisms that relate to the production of pervasive systems for mass participation. Designing the user experience for such systems is particularly difficult, as the game had to educate and entertain without patronizing or preaching to the user. A prototype system was developed and trialed in order to identify and understand how users related to the experience and how the game may be further developed. We found that character-led tailored physical activities were generally found to be the most enjoyable, while players wanted more interaction with each other and more score-based content. Creating interdependent question sets and orchestrating the game arduous process. In the future a fully automated system will be key to its use.

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Greenhalgh, Chris, Benford, Steve, Drozd, Adam, Flintham, Martin, Hampshire, Alastair, Oppermann, Leif, Smith, Keir and Tycowicz, Christoph von (2007): Addressing Mobile Phone Diversity in Ubicomp Experience Development. In: Krumm, John, Abowd, Gregory D., Seneviratne, Aruna and Strang, Thomas (eds.) UbiComp 2007 Ubiquitous Computing - 9th International Conference September 16-19, 2007, Innsbruck, Austria. pp. 447-464. Available online

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Tolmie, Peter, Crabtree, Andy, Rodden, Tom, Greenhalgh, Chris and Benford, Steve (2007): Making the Home Network at Home: Digital Housekeeping. In: Proceedings of the Tenth European Conference on Computer-Supported Cooperative Work 2007. pp. 331-350. Available online

This paper exploits ethnographic findings to build on and elaborate Grinter et al's 2005 study of "the work to make the home network work". We focus particularly on the work involved in setting up and maintaining home networks, which we characterize as 'digital housekeeping'. Our studies reveal that it is through digital housekeeping that the home network is 'made at home' or made into an unremarkable and routine feature of domestic life. The orderly ways in which digital housekeeping 'gets done' elaborate a distinct 'social machinery' that highlights some important implications for the continued development of network technologies for the home. These include a requirement that designers take existing infrastructure into account and pay considerable attention to how future technologies may be incorporated into existing routines. The preoccupation of household members with making the home network transparent and accountable so that it is available to practical reasoning suggests designers should also consider the development of dedicated management interfaces to support digital housekeeping.

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» 2006 «

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Crabtree, Andy, Benford, Steve, Greenhalgh, Chris, Tennent, Paul, Chalmers, Matthew and Brown, Barry (2006): Supporting ethnographic studies of ubiquitous computing in the wild. In: Proceedings of DIS06: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2006. pp. 60-69. Available online

Ethnography has become a staple feature of IT research over the last twenty years, shaping our understanding of the social character of computing systems and informing their design in a wide variety of settings. The emergence of ubiquitous computing raises new challenges for ethnography however, distributing interaction across a burgeoning array of small, mobile devices and online environments which exploit invisible sensing systems. Understanding interaction requires ethnographers to reconcile interactions that are, for example, distributed across devices on the street with online interactions in order to assemble coherent understandings of the social character and purchase of ubiquitous computing systems. We draw upon four recent studies to show how ethnographers are replaying system recordings of interaction alongside existing resources such as video recordings to do this and identify key challenges that need to be met to support ethnographic study of ubiquitous computing in the wild.

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Fraser, Mike, Hindmarsh, Jon, Best, Katie, Heath, Christian, Biegel, Greg, Greenhalgh, Chris and Reeves, Stuart (2006): Remote Collaboration Over Video Data: Towards Real-Time e-Social Science. In Computer Supported Cooperative Work, 15 (4) pp. 257-279

The design of distributed systems to support collaboration among groups of scientists raises new networking challenges that grid middleware developers are addressing. This field of development work, 'e-Science', is increasingly recognising the critical need of understanding the ordinary day-to-day work of doing research to inform design. We have investigated one particular area of collaborative social scientific work -- the analysis of video data. Based on interviews and observational studies, we discuss current practices of social scientific work with digital video in three areas: Preparation for collaboration; Control of data and application; and Annotation configurations and techniques. For each, we describe how these requirements feature in our design of a distributed video analysis system as part of the MiMeG project: our security policy and distribution; the design of the control system; and providing freeform annotation over data. Finally, we review our design in light of initial use of the software between project partners; and discuss how we might transform the spatial configuration of the system to support annotation behaviour.

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Crabtree, Andy, French, Andrew, Greenhalgh, Chris, Benford, Steve, Cheverst, Keith, Fitton, Dan, Rouncefield, Mark and Graham, Connor (2006): Developing Digital Records: Early Experiences of Record and Replay. In Computer Supported Cooperative Work, 15 (4) pp. 281-319

In this paper we consider the development of 'digital records' to support ethnographic study of interaction and collaboration in ubiquitous computing environments and articulate the core concept of 'record and replay' through two case studies. One focuses on the utility of digital records, or records of interaction generated by a computer system, to ethnographic inquiry and highlights the mutually supportive nature of digital records and ethnographic methods. The other focuses on the work it takes to make digital records support ethnography, particularly the work of description and representation that is required to reconcile the fragmented character of interaction in ubiquitous computing environments. The work involved in 'making digital records work' highlights requirements for the design of tools to support the endeavour and informs the development of a Replay Tool. This tool enables ethnographers to visualize the data content of digital records; to extract sequences of relevance to analysis and remove non-relevant features; to marry recorded content with external resources, such as video; to add content from internal and external resources through annotation; and to reorder digital records to reflect the interactional order of events rather than the recorded order of events.

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» 2005 «

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Herrero, Pilar, Greenhalgh, Chris and Antonio, Angelica de (2005): Being On Guard: Intelligent Virtual Agents Reporting Information from Collaborative Virtual Environments. In Presence: Teleoperators and Virtual Environments, 14 (4) pp. 423-433

» 2004 «

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Crabtree, Andy, Benford, Steve, Rodden, Tom, Greenhalgh, Chris, Flintham, Martin, Anastasi, Rob, Drozd, Adam, Adams, Matt, Row-Farr, Ju, Tandavanitj, Nick and Steed, Anthony (2004): Orchestrating a mixed reality game 'on the ground'. In: Dykstra-Erickson, Elizabeth and Tscheligi, Manfred (eds.) Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems April 24-29, 2004, Vienna, Austria. pp. 391-398. Available online

Successfully staging a mixed reality game in which online players are chased through a virtual city by runners located in the real world requires extensive orchestration work. An ethnographic study shows how this concerted achievement extends beyond the control room to the runners on the street. This, in turn, suggests the need to 'decentralize' orchestration and develop support for collaboration 'on the ground'. The study leads to design proposals for orchestration interfaces for mobile experiences that augment situational awareness and surreptitious monitoring among mobile participants and support troubleshooting in situations where participants are disconnected or are unable to access positioning systems such as GPS.

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Gutwin, Carl, Benford, Steve, Dyck, Jeff, Fraser, Mike, Vaghi, Ivan and Greenhalgh, Chris (2004): Revealing delay in collaborative environments. In: Dykstra-Erickson, Elizabeth and Tscheligi, Manfred (eds.) Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems April 24-29, 2004, Vienna, Austria. pp. 503-510. Available online

Delay is an unavoidable reality in collaborative environments. We propose an approach to dealing with delay in which 'decorators' are introduced into the interface. Decorators show the presence, magnitude and effects of delay so that participants can better understand its consequences and adopt their own natural coping strategies. Two experiments with different decorators show that this approach can significantly reduce errors in specific collaborative activities. We conclude that revealing delays is one way in which groupware can benefit from accepting and working with the reality of distributed systems, rather than trying to maintain the illusion of copresent interaction.

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Steed, Anthony, MacColl, Ian, Randell, Cliff, Brown, Barry, Chalmers, Matthew and Greenhalgh, Chris (2004): Models of Space in a Mixed-Reality System. In: IV 2004 - 8th International Conference on Information Visualisation 14-16 July, 2004, London, UK. pp. 768-777. Available online

» 2003 «

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Flintham, Martin, Benford, Steve, Anastasi, Rob, Hemmings, Terry, Crabtree, Andy, Greenhalgh, Chris, Tandavanitj, Nick, Adams, Matt and Row-Farr, Ju (2003): Where on-line meets on the streets: experiences with mobile mixed reality games. In: Cockton, Gilbert and Korhonen, Panu (eds.) Proceedings of the ACM CHI 2003 Human Factors in Computing Systems Conference April 5-10, 2003, Ft. Lauderdale, Florida, USA. pp. 569-576.

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Purbrick, Jim and Greenhalgh, Chris (2003): An Extensible Event-Bsed Infrastructure for Networked Virtual Worlds. In Presence: Teleoperators and Virtual Environments, 12 (1) pp. 68-84

» 2002 «

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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

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Izadi, Shahram, Fraser, Mike, Benford, Steve, Flintham, Martin, Greenhalgh, Chris, Rodden, Tom and Schnädelbach, Holger (2002): Citywide: Supporting Interactive Digital Experiences Across Physical Space. In Personal and Ubiquitous Computing, 6 (4) pp. 290-298

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Radenkovic, Milena, Greenhalgh, Chris and Benford, Steve (2002): Deployment issues for multi-user audio support in CVEs. In: Shi, Jiaoying, Hodges, Larry F., Sun, Hanqiu and Peng, Qunsheng (eds.) VRST 2002- Proceedings of the ACM Symposium on Virtual Reality Software and Technology November 11-13, 2002, Hong Kong, China. pp. 179-185. Available online

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Radenkovic, Milena and Greenhalgh, Chris (2002): Multi-party distributed audio service with TCP fairness. In: ACM Multimedia 2002 2002. pp. 11-20. Available online

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Bayon, Victor, Rodden, Tom, Greenhalgh, Chris and Benford, Steve (2002): Going Back to School: Putting a Pervasive Environment into the Real World. In: Mattern, Friedemann and Naghshineh, Mahmoud (eds.) Pervasive 2002 - Pervasive Computing, First International Conference August 26-28, 2002, Zürich, Switzerland. pp. 69-83. Available online

» 2001 «

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Craven, Mike, Taylor, Ian, Drozd, Adam, Purbrick, Jim, Greenhalgh, Chris, Benford, Steve, Fraser, Mike, Bowers, John and Hoch, Michael (2001): Exploiting Interactivity, Influence, Space and Time to Explore Non-Linear Drama in Virtual Worlds. 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. 30-37. Available online

We present four contrasting interfaces to allow multiple viewers to explore 3D recordings of dramas in on-line virtual worlds. The first is an on-line promenade performance to an audience of avatars. The second is a form of immersive cinema, with multiple simultaneous viewpoints. The third is a tabletop projection surface that allows viewers to select detailed views from a bird's-eye overview. The fourth is a linear television broadcast created by a director or editor. A comparison of these examples shows how a viewing audience can exploit four general resources - interactivity, influence, space, and time - to make sense of complex, non-linear virtual drama. These resources provide interaction designers with a general framework for defining the relationship between the audience and the 3D content.

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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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Drozd, Adam, Bowers, John, Benford, Steve, Greenhalgh, Chris and Fraser, Mike (2001): Collaboratively improvising magic: An approach to managing participation in an on-line drama. In: Ecscw 2001 - Proceedings of the Seventh European Conference on Computer Supported Cooperative Work 16-20 September, 2001, Bonn, Germany. pp. 159-178.

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Purbrick, J. and Greenhalgh, Chris (2001): Collaborative Creation of a Persistent Virtual World. In: Proceedings of IFIP INTERACT01: Human-Computer Interaction 2001, Tokyo, Japan. pp. 35-42.

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Benford, Steve, Bowers, John, Chandler, Paul, Ciolfi, Luigina, Flintham, Martin, Fraser, Mike, Greenhalgh, Chris, Hall, Tony, Hellström, Sten-Olof, Izadi, Shahram, Rodden, Tom, Schnädelbach, Holger and Taylor, Ian (2001): Unearthing Virtual History: Using Diverse Interfaces to Reveal Hidden Virtual Worlds. In: Abowd, Gregory D., Brumitt, Barry and Shafer, Steven A. (eds.) Ubicomp 2001 Ubiquitous Computing - Third International Conference September 30 - October 2, 2001, Atlanta, Georgia, USA. pp. 225-231. Available online

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Greenhalgh, Chris, Benford, Steve and Craven, Michael P. (2001): Patterns of Network and User Activity in an Inhabited Television Event. In Presence: Teleoperators and Virtual Environments, 10 (1) pp. 35-50

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Lloyd, David, Steed, Anthony, Bullock, Adrian, Greenhalgh, Chris and Frécon, Emmanuel (2001): Making Networked Virtual Environments Work. In Presence: Teleoperators and Virtual Environments, 10 (2) pp. 142-159

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Benford, Steve, Greenhalgh, Chris, Rodden, Tom and Pycock, James (2001): Collaborative virtual environments. In Communications of the ACM, 44 (7) pp. 79-85

» 2000 «

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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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Hindmarsh, Jon, Fraser, Mike, Heath, Christian, Benford, Steve and Greenhalgh, Chris (2000): Object-Focused Interaction in Collaborative Virtual Environments. In ACM Transactions on Computer-Human Interaction, 7 (4) pp. 477-509

This paper explores and evaluates the support for object-focused interaction provided by a desktop Collaborative Virtual Environment. An experimental "design" task was conducted, and video recordings of the participants' activities facilitated an observational analysis of interaction in, and through, the virtual world. Observations include: problems due to "fragmented" views of embodiments in relation to shared objects; participants compensating with spoken accounts of their actions; and difficulties in understanding others' perspectives. Implications and proposals for the design of CVEs drawn from these observations are: the use of semidistorted views to support peripheral awareness; more explicit or exaggerated representations of actions than are provided by pseudohumanoid avatars; and navigation techniques that are sensitive to the actions of others. The paper also presents some examples of the ways in which these proposals might be realized.

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Benford, Steve, Greenhalgh, Chris, Craven, Mike, Walker, Graham, Regan, Tim, Morphett, Jason and Wyver, John (2000): Inhabited Television: Broadcasting Interaction from Within Collaborative Virtual Environments. In ACM Transactions on Computer-Human Interaction, 7 (4) pp. 510-547

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 early experiments raised fundamental questions for inhabited television concerning the extent to which it is possible to establish fast-paced social interaction within a CVE, and to which it is possible to produce a coherent and engaging broadcast of this action. We then present a fourth more recent experiment, Out of This World, that directly addressed these questions. We describe how the formulation of inhabited television design principles, combined with the use of dedicated production software for scripting and directing a show and for controlling virtual cameras, enabled us to create a fast-moving and more coherent experience.

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Greenhalgh, Chris, Purbrick, Jim, Benford, Steve, Craven, Michael P., Drozd, Adam and Taylor, Ian (2000): Temporal links: recording and replaying virtual environments. In: ACM Multimedia 2000 2000. pp. 67-74. Available online

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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 «

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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.

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Benford, Steve, Greenhalgh, Chris, Craven, Mike, Walker, Graham, Regan, Tim, Morphett, Jason, Wyver, John and Bowers, John (1999): Broadcasting on-line social interaction as inhabited television. 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. 179.

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Greenhalgh, Chris and Benford, Steve (1999): Supporting Rich and Dynamic Communication in Large Scale Collaborative Virtual Environments. In Presence: Teleoperators and Virtual Environments, 8 (1) pp. 14-35

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Greenhalgh, Chris, Benford, Steve and Craven, Michael P. (1999): Patterns of network and user activity in an inhabited television event. In: VRST 1999 1999. pp. 34-41. Available online

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Frécon, Emmanuel, Greenhalgh, Chris and Stenius, Mårten (1999): The DiveBone - an application-level network architecture for Internet-based CVEs. In: VRST 1999 1999. pp. 58-65. Available online

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Lloyd, David, Benford, Steve and Greenhalgh, Chris (1999): Formations: explicit group support in collaborative virtual environments. In: VRST 1999 1999. pp. 162-163. Available online

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Vaghi, Ivan, Greenhalgh, Chris and Benford, Steve (1999): Coping with inconsistency due to network delays in collaborative virtual environments. In: VRST 1999 1999. pp. 42-49. Available online

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Greenhalgh, Chris, Benford, Steve and Reynard, Gail (1999): A QoS architecture for collaborative virtual environments. In: ACM Multimedia 1999 1999. pp. 121-130. Available online

» 1998 «

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Reynard, Gail, Benford, Steve, Greenhalgh, Chris and Heath, Christian (1998): Awareness Driven Video Quality of Service in Collaborative Virtual Environments. In: Karat, Clare-Marie, Lund, Arnold, Coutaz, Joëlle and Karat, John (eds.) Proceedings of the ACM CHI 98 Human Factors in Computing Systems Conference April 18-23, 1998, Los Angeles, California. pp. 464-471. Available online

We extend previous work on texture mapping video streams into virtual environments by introducing awareness driven video QoS. This uses movements within a shared virtual world to activate different video services. In turn, these services have different settings for underlying QoS parameters such as frame-rate, resolution and compression. We demonstrate this technique through a combined conferencing/ mediaspace application which uses awareness driven video for facial expressions and for views into remote physical environments. We reflect on the issues of spatial consistency, privacy, seamless shifts in mutual involvement and making underlying QoS mechanisms more visible, malleable and flexible.

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Hindmarsh, Jon, Fraser, Mike, Heath, Christian, Benford, Steve and Greenhalgh, Chris (1998): Fragmented Interaction: Establishing Mutual Orientation in Virtual Environments. In: Poltrock, Steven and Grudin, Jonathan (eds.) Proceedings of the 1998 ACM conference on Computer supported cooperative work November 14 - 18, 1998, Seattle, Washington, United States. pp. 217-226. Available online

This paper explores and evaluates the support for object-focused collaboration provided by a desktop Collaborative Virtual Environment. The system was used to support an experimental 'design' task. Video recordings of the participants' activities facilitated an observational analysis of interaction in, and through, the virtual world. Observations include: problems due to fragmented views of embodiments in relation to shared objects; participants compensating with spoken accounts of their actions; and difficulties in understanding others' perspectives. Design implications include: more explicit representations of actions than are provided by pseudo-humanoid embodiments; and navigation techniques that are sensitive to the actions of others.

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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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» 1997 «

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Benford, Steve, Greenhalgh, Chris, Snowdon, David N. and Bullock, Adrian (1997): Staging a Public Poetry Performance in a Collaborative Virtual Environment. In: Hughes, John F., Prinz, Wolfgang and Schmidt, Kjeld (eds.) Proceedings of the Fifth European Conference on Computer-Supported Cooperative Work 7-11 September, 1997, Lancaster, UK. pp. 125-140.

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Benford, Steve and Greenhalgh, Chris (1997): Introducing Third Party Objects into the Spatial Model of Interaction. In: Hughes, John F., Prinz, Wolfgang and Schmidt, Kjeld (eds.) Proceedings of the Fifth European Conference on Computer-Supported Cooperative Work 7-11 September, 1997, Lancaster, UK. pp. 189-204.

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Greenhalgh, Chris (1997): Analysing movement and world transitions in virtual reality teleconferencing. In: Hughes, John F., Prinz, Wolfgang and Schmidt, Kjeld (eds.) Proceedings of the Fifth European Conference on Computer-Supported Cooperative Work 7-11 September, 1997, Lancaster, UK. pp. 313-328.

» 1996 «

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Benford, Steve, Brown, Chris, Reynard, Gail and Greenhalgh, Chris (1996): Shared Spaces: Transportation, Artificiality, and Spatiality. In: Olson, Gary M., Olson, Judith S. and Ackerman, Mark S. (eds.) Proceedings of the 1996 ACM conference on Computer supported cooperative work November 16 - 20, 1996, Boston, Massachusetts, United States. pp. 77-86. Available online

We review current spatial approaches to CSCW (mediaspaces, spatial video conferencing, collaborative virtual environments and telepresence) and classify them along the proposed dimensions of transportation, artificiality and spatiality. This classification leads us to identify new shared space applications; so called mixed realities. We present an example of a mixed reality called the Internet Foyer, an application which provides a unified entry point into an organisation's physical and electronic environments and which supports awareness and chance encounters between the occupants of physical and synthetic space.

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» 1995 «

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Benford, Steve, Bowers, John, Fahlen, Lennart E., Greenhalgh, Chris and Snowdon, David N. (1995): User Embodiment in Collaborative Virtual Environments. In: Katz, Irvin R., Mack, Robert L., Marks, Linn, Rosson, Mary Beth and Nielsen, Jakob (eds.) Proceedings of the ACM CHI 95 Human Factors in Computing Systems Conference May 7-11, 1995, Denver, Colorado. pp. 242-249. Available online

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 co-operative work (although we argue that the results of our exploration may also be applied to other kinds of collaborative system). The main part of the paper identifies a list of embodiment design issues including: presence, location, identity, activity, availability, history of activity, viewpoint, actionpoint, gesture, facial expression, voluntary versus involuntary expression, degree of presence, reflecting capabilities, physical properties, active bodies, time and change, manipulating your view of others, representation across multiple media, autonomous and distributed body parts, truthfulness and efficiency. Following this, we show how these issues are reflected in our own DIVE and MASSIVE prototype systems and also show how they can be used to analyse several other existing collaborative systems.

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Greenhalgh, Chris and Benford, Steve (1995): Virtual Reality Tele-Conferencing: Implementation and Experience. In: Marmolin, Hans, Sundblad, Yngve and Schmidt, Kjeld (eds.) ECSCW 95 - Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work 11-15 September, 1995, Stockholm, Sweden. pp. 165-180.

This paper describes the implementation of and early experiences with a virtual reality tele-conferencing system called MASSIVE. This system includes a full realisation of the spatial model of interaction and its concepts of aura, awareness, focus, nimbus and adapters as was presented at ECSCW'93. This model supports users in interacting over ad-hoc combinations of audio, graphical and textual media through both 3-D and 2-D interfaces. Observations arising from the use of MASSIVE to support laboratory meetings are discussed; these include the need to support richer peripheral awareness, the need to improve the sensitivity of navigation, problems with lack of engagement between users, the need to support varying degrees of presence and problems arising from different perceptions of space between 2-D and 3-D users. Possible solutions to these problems are proposed.

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Greenhalgh, Chris and Benford, Steve (1995): MASSIVE: A Collaborative Virtual Environment for Teleconferencing. In ACM Transactions on Computer-Human Interaction, 2 (3) pp. 239-261

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 so-called spatial model of interaction so that one user's perception of another user is sensitive to their relative positions and orientations. The key concept in this spatial model is the (quantitative) awareness which one object has of another. This is controlled by the observing object's focus and the observed object's nimbus, which describe regions of interest and projection, respectively. Each object's aura defines the total region within which it interacts. This is applied independently in each medium. The system (and the spatial model which it implements) is intended to provide a flexible and natural environment for the spatial mediation of conversation. The model also provides a basis for scaling to relatively large numbers of users. Our design goals include supporting heterogeneity, scalability, spatial mediation, balance of power, and multiple concurrent meetings; MASSIVE meets all of these goals. Our initial experiences show the importance of audio in collaborative VR, and they raise issues about field of view for graphical users, speed of navigation, quality of embodiment, varying perceptions of space, and scalability.

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Benford, Steve, Bowers, John, Fahlen, Lennart E., Greenhalgh, Chris, Mariani, John A. and Rodden, Tom (1995): Networked Virtual Reality and Cooperative Work. In Presence: Teleoperators and Virtual Environments, 4 (4) pp. 364-386

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Benford, Steve, Snowdon, Dave, Greenhalgh, Chris, Ingram, Rob, Knox, Ian and Brown, Chris (1995): VR-VIBE: A Virtual Environment for Co-operative Information Retrieval. In Comput. Graph. Forum, 14 (3) pp. 349-360

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Publication statistics

Publication period:1995-2009
Publication count:53
Number of co-authors:81



Productive colleagues

Chris Greenhalgh's 3 most productive colleagues in number of publications:

Steve Benford:107
Carl Gutwin:87
Tom Rodden:87


Collaboration count

Number of publications with 3 favourite co-authors:

Steve Benford:42
Mike Fraser:10
Tom Rodden:9

 

Other options

Learn more about Chris Greenhalgh:
- Google Scholar
- ACM
- CSB

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URL: http://www.interaction-design.org/references/authors/chris_greenhalgh.html