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Mike Fraser

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Publications by Mike Fraser (bibliography)

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» 2009 «

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Villar, Nicolas, Izadi, Shahram, Fraser, Mike and Benford, Steve (eds.) TEI 2009 - Proceedings of the 3rd International Conference on Tangible and Embedded Interaction February 16-18, 2009, Cambridge, UK.

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Boari, Douglas and Fraser, Mike (2009): Taking shortcuts: embedded physical interfaces for spatial navigation. In: Villar, Nicolas, Izadi, Shahram, Fraser, Mike and Benford, Steve (eds.) TEI 2009 - Proceedings of the 3rd International Conference on Tangible and Embedded Interaction February 16-18, 2009, Cambridge, UK. pp. 189-196. Available online

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Villar, Nicolas, Izadi, Shahram, Fraser, Mike and Benford, Steve (eds.) Proceedings of Tangible and Embedded Interaction TEI 2009 February 16-18, 2009, Cambridge, UK.

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Villar, Nicolas, Izadi, Shahram, Fraser, Mike and Benford, Steve (eds.) TEI 2009 - Proceedings of the 3rd International Conference on Tangible and Embedded Interaction February 16-18, 2009, Cambridge, UK.

» 2008 «

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Fraser, Mike, Cater, Kirsten and Duff, Paul (2008): Using actuated devices in location-aware systems. In: Schmidt, Albrecht, Gellersen, Hans, Hoven, Elise van den, Mazalek, Ali, Holleis, Paul and Villar, Nicolas (eds.) TEI 2008 - Proceedings of the 2nd International Conference on Tangible and Embedded Interaction February 18-20, 2008, Bonn, Germany. pp. 19-26. Available online

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Pearson, Will and Fraser, Mike (2008): Collaborative Identification of Haptic-Only Objects. In: Ferre, Manuel (ed.) EuroHaptics 2008 - Haptics Perception, Devices and Scenarios - 6th International Conference June 10-13, 2008, Madrid, Spain. pp. 806-819. Available online

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Fraser, Mike, Duff, Paul and Pearson, Will (2008): Grounding Mobile Force Feedback in the Real World. In: Ferre, Manuel (ed.) EuroHaptics 2008 - Haptics Perception, Devices and Scenarios - 6th International Conference June 10-13, 2008, Madrid, Spain. pp. 514-522. Available online

» 2007 «

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Fraser, Mike, McCarthy, Michael R., Shaukat, Muneeb and Smith, Phillip (2007): Seconds matter: improving distributed coordination bytracking and visualizing display trajectories. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 1303-1312. Available online

Pauses in distributed groupware activity can indicate anything from technical latency through infrastructure failure to a participant's thoughtful contemplation. Unraveling these ambiguities highlights mismatches between unseen off-screen activities and on-screen cursor behaviors. In this paper we suggest that groupware systems have typically been poor at representing off-screen activities, and introduce the concept of display trajectories to bridge the sensor gap between the display and its surrounding space. We consider requirements for display trajectories using the distributed social scientific analysis of video data as an example domain. Drawing on these requirements, we prototype a freeform whiteboard pen tracking and visualization technique around displays using ultrasound. We describe an experiment which inspects the impact of display trajectories on remote response efficiency. Our findings show that visualization of the display trajectory improves participants' ability to coordinate their actions by one second per interaction turn, reducing latency in organizing turn taking by a 'standard maximum' conversation pause.

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Tutt, Dylan, Hindmarsh, Jon, Shaukat, Muneeb and Fraser, Mike (2007): The Distributed Work of Local Action: Interaction amongst virtually collocated research teams. In: Proceedings of the Tenth European Conference on Computer-Supported Cooperative Work 2007. pp. 199-218. Available online

Existing research on synchronous remote working in CSCW has highlighted the troubles that can arise because actions at one site are (partially) unavailable to remote colleagues. Such 'local action' is routinely characterised as a nuisance, a distraction, subordinate and the like. This paper explores interconnections between 'local action' and 'distributed work' in the case of a research team virtually collocated through 'MiMeG'. MiMeG is an e-Social Science tool that facilitates 'distributed data sessions' in which social scientists are able to remotely collaborate on the real-time analysis of video data. The data are visible and controllable in a shared workspace and participants are additionally connected via audio conferencing. The findings reveal that whilst the (partial) unavailability of local action is at times problematic, it is also used as a resource for coordinating work. The paper considers how local action is interactionally managed in distributed data sessions and concludes by outlining implications of the analysis for the design and study of technologies to support group-to-group collaboration.

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Shin, Peter, Jasso, Hector, Tilak, Sameer, Cotofana, Neil, Fountain, Tony, Yan, Linjun, Fraser, Mike and Elgamal, Ahmed (2007): Automatic Vehicle Type Classification Using Strain Gauge Sensors. In: PerCom Workshops 2007 - Fifth Annual IEEE International Conference on Pervasive Computing and Communications 19-23 March, 2007, White Plains, New York, USA. pp. 425-428. Available online

» 2006 «

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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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» 2005 «

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Reeves, Stuart, Benford, Steve, O'Malley, Claire and Fraser, Mike (2005): Designing the spectator experience. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 741-750. Available online

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 to the extent to which a performer's manipulations of an interface and their resulting effects are hidden, partially revealed, fully revealed or even amplified for spectators. Our taxonomy uncovers four broad design strategies: 'secretive,' where manipulations and effects are largely hidden; 'expressive,' where they tend to be revealed enabling the spectator to fully appreciate the performer's interaction; 'magical,' where effects are revealed but the manipulations that caused them are hidden; and finally 'suspenseful,' where manipulations are apparent but effects are only revealed as the spectator takes their turn.

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» 2004 «

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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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Fielding, Dan, Fraser, Mike, Logan, Brian and Benford, Steve (2004): Extending game participation with embodied reporting agents. In: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology June 3-5, 2004, Singapore. pp. 100-108. Available online

» 2003 «

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Fraser, Mike, Stanton, Danae, Ng, K. H., Benford, Steve, Malley, C. O., Bowers, John, Taxen, G., Ferris, K. and Hindmarsh, Jon (2003): Assembling history: Achieving coherent experiences with diverse technologies. In: Proceedings of the Eighth European Conference on Computer-Supported Cooperative Work 2003. pp. 179-198.

» 2002 «

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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.

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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

» 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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Fraser, Mike (2001): Book review: "Social Navigation of Information Space" by Alan J. Munro, Kristina Hook and David Benyon (eds.). In Computer Supported Cooperative Work, 10 (1) pp. 139-141

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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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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

» 2000 «

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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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» 1999 «

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Fraser, Mike, Benford, Steve, Hindmarsh, Jon and Heath, Christian (1999): Supporting Awareness and Interaction through Collaborative Virtual Interfaces. In: Zanden, Brad Vander and Marks, Joe (eds.) Proceedings of the 12th annual ACM symposium on User interface software and technology November 07 - 10, 1999, Asheville, North Carolina, United States. pp. 27-36. Available online

This paper explores interfaces to virtual environments supporting multiple users. An interface to an environment allowing interaction with virtual artefacts is constructed, drawing on previous proposals for 'desktop' virtual environments. These include the use of Peripheral Lenses to support peripheral awareness in collaboration; and extending the ways in which users' actions are represented for each other. Through a qualitative analysis of a design task, the effect of the proposals is outlined. Observations indicate that, whilst these designs go some way to re-constructing physical co-presence in terms of awareness and interaction through the environment, some issues remain. Notably, peripheral distortion in supporting awareness may cause problematic interactions with and through the virtual world; and extended representations of actions may still allow problems in re-assembling the composition of others' actions. We discuss the potential for: designing representations for distorted peripheral perception; and explicitly displaying the course of action in object-focused interaction.

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» 1998 «

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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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27 Feb 2010: Enabled abstracts to be shown on Mike Fraser's author page.
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Publication statistics

Publication period:1998-2009
Publication count:26
Number of co-authors:54



Productive colleagues

Mike Fraser's 3 most productive colleagues in number of publications:

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


Collaboration count

Number of publications with 3 favourite co-authors:

Steve Benford:17
Chris Greenhalgh:10
Shahram Izadi:6

 

Other options

Learn more about Mike Fraser:
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- ACM
- CSB

Mar 19

As a rule, software systems do not work well until they have been used, and have failed repeatedly, in real applications.

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