literature.bib


@INCOLLECTION{Crowley01a,
  TITLE = {Everyday activity and the development of scientific thinking},
  AUTHOR = {Kevin Crowley and J. Galco},
  YEAR = {2001},
  BOOKTITLE = {Designing for Science: Implications from Everyday, Classroom,
				 and Professional Settings},
  PAGES = {393--413},
  CHAPTER = {13},
  PUBLISHER = {Lawrence Erlbaum Associates},
  EDITOR = {Kevin Crowley and Christian D. Schunn and Takeshi Okada}
}


@ARTICLE{Crowley97a,
  TITLE = {Strategy Discovery as a Competitive Negotiation between 
			 Metacognitive and Associative Mechanisms},
  JOURNAL = {Developmental Review},
  AUTHOR = {Kevin Crowley and Jeff Shrager and Robert S. Siegler},
  YEAR = {1997},
  PUBLISHER = {Academic Press},
  VOLUME = {17},
  PAGES = {462--489}
}


@ARTICLE{Schauble97a,
  AUTHOR = {Leona Schauble and Gaea Leinhardt and Laura Martin},
  TITLE = {A Framework for Organizing a Cumulative Research Agenda in Informal
			 Learning Contexts},
  JOURNAL = {Museum Education},
  PAGES = {3--8},
  VOLUME = {22},
  NUMBER = {3},
  YEAR = {1997}
}


@ARTICLE{Crowley01b,
  TITLE = {Emerging research communities and the {World Wide Web}: Analysis of
			 a {Web}-based resource for the field of museum learning},
  AUTHOR = {Kevin Crowley and Gaea Leinhardt and C. F. Chang},
  JOURNAL = {Computers and Education},
  YEAR = {2001},
  PAGES = {1--14},
  VOLUME = {36},
  NUMBER = {1}
}


@ARTICLE{Crowley01c,
  TITLE = {Shared scientific thinking in everyday parent-child activity},
  JOURNAL = {Science Education},
  PAGES = {712--732},
  AUTHOR = {Kevin Crowley and Maureen A. Callanan and Jennifer L. Jipson and
		 	  Jodi Galco and Karen Topping and Jeff Shrager},
  VOLUME = {85},
  NUMBER = {6},
  YEAR = {2001}
}


@INPROCEEDINGS{Fraser03a,
  TITLE = {Assembling History: Achieving Coherent Experiences with Diverse 
			 Technologies},
  AUTHOR = {Mike Fraser and Dana{\"e} Stanton and Kher Hui Ng and Steve 
			  Benford and Claire O'Malley and John Bowers and G. Tax{\'e}n and 
			  Kieran Ferris and Jon Hindmarsh},
  YEAR = {2003},
  BOOKTITLE = {Proceedings of European Conference on Computer Supported 
				 Cooperative Work (ECSCW)},
  LOCATION = {Helsinki, Finland},
  PAGES = {179-198},
  PUBLISHER = {Oulu University Press},
  ABSTRACT = {The public proliferation of increasingly diverse interfaces
	provides new challenges for CSCW --- how can a coherent event be provided
	with divergent interactive technologies? We explore a design approach in
	which electronically tagged paper is used to weave together an experience.
	In a museum setting, visitors follow and annotate paper clues as they
	explore a historical site. Clues are then tagged and used to interact with
	two different displays which provide variable access to a common
	information space. An analysis of visitors? interactions throughout a
	week's public exhibition shows how features of our approach can support
	people in making connections between displays, locations, and historical
	events. However, further support is required to enable casual visitors to
	assemble the bigger picture.}
}


@INPROCEEDINGS{Brown03a,
  TITLE = {Lessons from the Lighthouse: Collaboration in a Shared Mixed 
			 Reality System},
  AUTHOR = {B. Brown and Ian MacColl and Matthew Chalmers and Areti Galani and
			  Cliff Randell and Anthony Steed},
  BOOKTITLE = {Proceedings of Conference on Human Factors in Computing
				 Systems (CHI)},
  YEAR = {2003},
  PAGES = {577--584},
  PUBLISHER = {ACM Press},
  ABSTRACT = {Museums attract increasing numbers of online visitors
	along with their conventional physical visitors. This paper
	presents a study of a mixed reality system that allows web,
	virtual reality and physical visitors to share a museum visit
	together in real time. Our system allows visitors to share
	their location and orientation, communicate over a voice
	channel, and jointly navigate around a shared information
	space. Results from a study of 34 users of the system show
	that visiting with the system was highly interactive and
	retained many of the attractions of a traditional shared
	exhibition visit. Specifically, users could navigate
	together, collaborate around objects and discuss exhibits.
	These findings have implications for non-museum settings,
	in particular how location awareness is a powerful
	resource for collaboration, and how `hybrid objects' can
	support collaboration at-a-distance.}
}


@ARTICLE{vomLehn01b,
  TITLE = {Exhibiting Interaction: Conduct and Collaboration in Museums and
			 Galleries},
  AUTHOR = {Dirk vom Lehn and Christian Heath and Jon Hindmarsh},
  JOURNAL = {Symbolic Interaction},
  YEAR = {2001},
  PAGES = {189--216},
  VOLUME = {24},
  NUMBER = {2},
  ISSN = {0195-6086},
  PUBLISHER = {University of California Press}
}


@INPROCEEDINGS{Grinter02a,
  AUTHOR = {Rebecca E. Grinter and Paul M. Aoki and Margaret H. Szymanski and
			  James D. Thornton and Allison Woodruff and Amy Hurst},
  TITLE = {Revisiting the visit: understanding how technology can shape the 
			 museum visit},
  BOOKTITLE = {Proceedings of ACM Conference on Computer Supported Cooperative
				 Work (CSCW)},
  YEAR = {2002},
  ISBN = {1-58113-560-2},
  PAGES = {146--155},
  LOCATION = {New Orleans, Louisiana, USA},
  URL = {http://doi.acm.org/10.1145/587078.587100},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{Flintham03a,
  AUTHOR = {Martin Flintham and Steve Benford and Rob Anastasi and Terry Hemmings
 		   and Andy Crabtree and Chris Greenhalgh and Nick Tandavanitj and Matt 
		   Adams and Ju Row-Farr},
  TITLE = {Where on-line meets on the streets: experiences with mobile mixed 
  		   reality games},
  BOOKTITLE = {Proceedings of SIGCHI Conference on Human Factors in Computing 
 			  Systems (CHI)},
  YEAR = {2003},
  ISBN = {1-58113-630-7},
  PAGES = {569--576},
  LOCATION = {Ft. Lauderdale, Florida, USA},
  URL = {http://doi.acm.org/10.1145/642611.642710},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{Foxlin03a,
  AUTHOR = {Eric Foxlin and Leonid Naimark},
  TITLE = {{VIS-Tracker}: A Wearable Vision-Inertial Self-Tracker},
  BOOKTITLE = {IEEE Virtual Reality Conference 2003},
  YEAR = {2003},
  MONTH = {March}
}


@ARTICLE{Crowley98a,
  AUTHOR = {Kevin Crowley and Maureen A. Callanan},
  YEAR = {1998},
  TITLE = {Identifying and supporting shared scientific reasoning in 
			 parent-child interactions},
  JOURNAL = {Museum Education},
  VOLUME = {23},
  PAGES = {12-17}
}


@INPROCEEDINGS{Hoff00a,
  AUTHOR = {Bruce Hoff and Ronald Azuma},
  TITLE = {Autocalibration of an Electronic Compass in an Outdoor Augmented 
			 Reality System},
  BOOKTITLE = {Proceedings of IEEE and ACM International Symposium on
				 Augmented Reality (ISAR)},
  YEAR = {2000},
  MONTH = {5--6 October},
  LOCATION = {Munich, Germany},
  ABSTRACT = {Accurate registration in an Augmented Reality system
	requires accurate trackers. An electronic compass can be
	a valuable sensor in an outdoor Augmented Reality
	system because it provides absolute heading estimates.
	However, compasses are vulnerable to distortion caused
	by environmental disturbances to Earth's magnetic field.
	These disturbances vary with geographic location and
	are not trivial to model. Static calibration methods exist
	but these require an explicit initial calibration step and
	do not adapt to changing distortion patterns. This
	paper describes in detail an autocalibration method that
	compensates for changing compass distortions. With
	minimal user input, it automatically measures and
	adjusts the calibration table used to correct the compass
	output. Autocalibration uses redundant heading
	information computed from rate gyroscopes. We
	demonstrate that autocalibration converges to solutions
	similar to a distortion table that was manually measured
	with a mechanical turntable. With autocalibration, an
	electronic compass can provide useful measurements even
	as the user walks around through areas of varying
	magnetic distortion.},
  PAGES = {159--164}
}


@ARTICLE{vomLehn02a,
  AUTHOR = {Dirk vom Lehn and Christian Heath and Jon Hindmarsh},
  YEAR = {2002},
  TITLE = {Video based field studies in museums and galleries},
  JOURNAL = {Visitor Studies Today},
  VOLUME = {V},
  SECTION = {III},
  PAGES = {15--17,20--23}
}


@INPROCEEDINGS{Hindmarsh02a,
  AUTHOR = {Jon Hindmarsh and Christian Heath and Dirk vom Lehn and Jason 
			  Cleverly},
  YEAR = {2002},
  TITLE = {Creating Assemblies: Aboard the Ghost Ship},
  BOOKTITLE = {Proceedings of ACM Conference on Computer Supported Cooperative
				 Work (CSCW)},
  PUBLISHER = {New York: ACM Press},
  PAGES = {156--165}
}


@ARTICLE{MacIntyre03a,
  AUTHOR = {Blair MacIntyre and J. D. Bolter},
  TITLE = {Single-Narrative, Multiple Point-of-View Dramatic Experiences in 
			 Augmented Reality},
  JOURNAL = {Virtual Reality},
  YEAR = {2003}
}


@INBOOK{Maybeck79a,
  AUTHOR = {Peter S. Maybeck},
  TITLE = {Stochastic models, estimation, and control},
  VOLUME = {141},
  SERIES = {Mathematics in Science and Engineering},
  YEAR = {1979},
  CHAPTER = {1},
  PUBLISHER = {Academic Press}
}


@INPROCEEDINGS{Randell02a,
  TITLE = {Exploring the Dynamic Measurement of Position},
  AUTHOR = {Cliff Randell and Henk L. Muller},
  BOOKTITLE = {Sixth International Symposium on Wearable Computers},
  EDITOR = {Mark Billinghurst},
  ISBN = {0-7695-1816-8},
  PUBLISHER = {IEEE Computer Society},
  PAGES = {117--124},
  MONTH = {October},
  YEAR = {2002},
  KEYWORDS = {Wearables,Mobile_Software},
  ABSTRACT = {This paper describes the development of methods for
the dynamic measurement of error distribution for positioning systems.
When a user moves along a path at an unknown speed, it is no longer
feasible to calculate the distance between the measured and real positions.
We apply the methods which we have developed to the evaluation of the
performance of an unusual ultrasonic positioning system using reflected
signal paths and compare it to a conventional ultrasonic systems and
to GPS. Different correction algorithms, and the mounting of antenna/sensors
are also compared. Using these objective methods we are also able to
compare the results with user tests subjectively reporting the effectiveness
of the positioning systems. },
  SOURCE = {tech-reports/2002/2002-randell-1.pdf},
  PUBTYPE = {4}
}


@INPROCEEDINGS{Randell02b,
  TITLE = {Exploring the Potential of Ultrasonic Position Measurement as a 
  		 Research Tool},
  AUTHOR = {Cliff Randell and Ian MacColl and Henk Muller and Yvonne Rogers},
  BOOKTITLE = {First European Workshop on Location Based Services},
  EDITOR = {IEE Communication Networks and Services Professional Network},
  ISSN = {0963-3308},
  PUBLISHER = {Institution of Electrical Engineers},
  ADDRESS = {Savoy Place, London WC2R 0BL},
  PAGES = {171--174},
  MONTH = {September},
  YEAR = {2002},
  KEYWORDS = {Wearables,Mobile_Software},
  ABSTRACT = {This paper describes a simple indoor positioning system
that uses ultrasonic and RF technologies, and further out-lines research
which has been enabled by the system. Existing indoor systems are expensive
and have substantial user or physical impacts. This system is inexpensive
and has minimal impact. It has been used at the University of Sussex
to help understand how children collaboratively explore mixed reality
spaces, and it has also assisted with research into digital and physical
co-visiting in the Mackintosh Interpretation Centre of the Lighthouse
in Glasgow. },
  SOURCE = {tech-reports/2002/2002-rogers-1.pdf},
  PUBTYPE = {4}
}


@ARTICLE{Heath02b,
  AUTHOR = {Christian Heath and Paul Luff and Dirk vom Lehn and Jason 
			  Cleverly},
  TITLE = {Crafting participation: designing ecologies, configuring 
			 experience},
  JOURNAL = {Visual Communication},
  YEAR = {2002},
  VOLUME = {1},
  PAGES = {9--34},
  PUBLISHER = {SAGE Publications}
}


@INCOLLECTION{vomLehn01a,
  TITLE = {Configuring Exhibits},
  AUTHOR = {Dirk vom Lehn and Christian Heath and Hubert Knoblauch},
  BOOKTITLE = {Verbal Art Across Cultures: The aesthetics and proto-aesthetics
				 of communication},
  PUBLISHER = {Gunter Narr Verlag Tubingen},
  PAGES = {281--297},
  YEAR = {2001},
  EDITOR = {Hubert Knoblauch and Helga Kotthoff}
}


@TECHREPORT{Heath03b,
  TITLE = {Configuring reception: looking at exhibits in museums and 
			 galleries},
  AUTHOR = {Christian Heath and Dirk vom Lehn},
  BOOKTITLE = {SHAPE Deliverables},
  YEAR = {2003},
  MONTH = {May},
  INSTITUTION = {Kings College, London}
}


@INPROCEEDINGS{Randell01a,
  TITLE = {Low Cost Indoor Positioning System},
  AUTHOR = {Cliff Randell and Henk Muller},
  BOOKTITLE = {Ubicomp 2001: Ubiquitous Computing},
  EDITOR = {Gregory D. Abowd},
  ISBN = {3-540-42614-0},
  PUBLISHER = {Springer-Verlag},
  PAGES = {42--48},
  MONTH = {September},
  YEAR = {2001},
  KEYWORDS = {Wearables,Mobile_Software},
  ABSTRACT = {This report describes a low cost indoor position sensing
system utilising a combination of radio frequency and ultrasonics.
Using a single rf transmitter and four ceiling mounted ultrasonic transmitterst
provides coverage in a typical room in an area greater than 8m by 8m.
As well as finding position within a room, it uses data encoded into
the rf signal to determine the relevant web server for a building,
and which floor and room the user is in. It is intended to be used
primarily by wearable/mobile computers, though it has also been extended
for use as a tracking system. },
  SOURCE = {tech-reports/2001/2001-randell.pdf},
  PUBTYPE = {4}
}


@UNPUBLISHED{Kiriy02a,
  TITLE = {Evaluation of {HMR3000} Digital Compass},
  AUTHOR = {Evgeni Kiriy and Martin Buehler},
  YEAR = {2002},
  MONTH = {April},
  NOTE = {Unpublished report},
  URL = {http://www.cim.mcgill.ca/~kiriy/publications/HMR3000report.pdf}
}


@INPROCEEDINGS{Huhtamo02a,
  TITLE = {On the Origins of the Virtual Museum},
  AUTHOR = {Erkki Huhtamo},
  YEAR = {2002},
  BOOKTITLE = {Nobel Symposium (NS120) on Virtual Museums and Public 
				 Understanding of Science and Culture},
  MONTH = {May}
}


@ARTICLE{Taylor74a,
  AUTHOR = {Lyle H. Taylor and Eugene W. Sucov},
  YEAR = {1974},
  MONTH = {April},
  TITLE = {The movement of people toward lights},
  JOURNAL = {Journal of the Illuminating Engineering Society},
  VOLUME = {3},
  PAGES = {237--241}
}


@INPROCEEDINGS{Heath03a,
  AUTHOR = {Christian Heath and Dirk vom Lehn},
  TITLE = {Misconstruing Interactivity},
  BOOKTITLE = {Interactive Learning in Museums of Art and Design},
  YEAR = {2003},
  MONTH = {May},
  PUBLISHER = {Victoria and Albert Museum},
  EDITOR = {M. Hinton}
}


@INCOLLECTION{Heath02a,
  TITLE = {Analysing Interaction: Video, ethnography and situated conduct},
  BOOKTITLE = {Qualitative Research in Practice},
  AUTHOR = {Christian Heath and Jon Hindmarsh},
  EDITOR = {T. May},
  PAGES = {99--121},
  YEAR = {2002},
  PUBLISHER = {Sage}
}


@ARTICLE{Azuma01a,
  TITLE = {Recent Advances in Augmented Reality},
  AUTHOR = {Ronald Azuma and Y. Baillot and R. Behringer and Steve Feiner and
			  S. Julier and Blair MacIntyre},
  JOURNAL = {Computers and Graphics},
  PAGES = {34--37},
  YEAR = {2001},
  MONTH = {November},
  VOLUME = {21},
  NUMBER = {6}
}


@ARTICLE{Milgram94a,
  AUTHOR = {Paul Milgram and Fumio Kishino},
  TITLE = {A Taxonomy of Mixed Reality Visual Displays},
  JOURNAL = {IEICE Transactions on Information Systems},
  VOLUME = {E77-D},
  NUMBER = {12},
  MONTH = {December},
  YEAR = {1994},
  ABSTRACT = {This paper focuses on Mixed Reality (MR) visual displays, a
	particular subset of Virtual Reality (VR) related technologies that involve
	the merging of real and virtual worlds somewhere along the ``virtuality
	continuum'' which connects completely real environments to completely
	virtual ones. Probably the best known of these is Augmented Reality (AR),
	which refers to all cases in which the display of an otherwise real
	environment is augmented by means of virtual (computer graphic) objects.
	The converse case on the virtuality continuum is therefore Augmented
	Virtuality (AV). Six classes of hybrid MR display environments are
	identified. However, an attempt to distinguish these classes on the basis
	of whether they are primarily video or computer graphics based, whether the
	real world is viewed directly or via some electronic display medium,
	whether the viewer is intended to feel part of the world or on the outside
	looking in, and whether or not the scale of the display is intended to map
	orthoscopically onto the real world leads to quite different groupings
	among the six identified classes, thereby demonstrating the need for an
	efficient taxonomy, or classification framework, according to which
	essential differences can be identified. The 'obvious' distinction between
	the terms ``real'' and ``virtual'' is shown to have a number of different
	aspects, depending on whether one is dealing with real or virtual objects,
	real or virtual images, and direct or non-direct viewing of these. An
	(approximately) three dimensional taxonomy is proposed, comprising the
	following dimensions: Extent of World Knowledge (``how much do we know about
	the world being displayed?''), Reproduction Fidelity (``how 'realistically'
	are we able to display it?''), and Extent of Presence Metaphor (``what is
	the extent of the illusion that the observer is present within that
	world?'').}
}


@INPROCEEDINGS{Schnadelbach02a,
  AUTHOR = {Holger Schn{\"a}delbach and Boriana Koleva and Martin Flintham and 
 		   Mike Fraser and Shahram Izadi and Paul Chandler and Malcolm Foster 
		   and Steve Benford and Chris Greenhalgh and Tom Rodden},
  TITLE = {The {Augurscope}: A mixed reality interface for outdoors},
  BOOKTITLE = {Proceedings of SIGCHI Conference on Human Factors in Computing 
 			  Systems (CHI)},
  YEAR = {2002},
  ISBN = {1-58113-453-3},
  PAGES = {9--16},
  LOCATION = {Minneapolis, Minnesota, USA},
  URL = {http://doi.acm.org/10.1145/503376.503379},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{Koleva00a,
  AUTHOR = {Boriana Koleva and Holger Schn{\"a}delbach and Steve Benford and 
 		   Chris Greenhalgh},
  TITLE = {Developing mixed reality boundaries},
  BOOKTITLE = {Designing Augmented Reality Environments (DARE)},
  YEAR = {2000},
  PAGES = {155--156},
  LOCATION = {Elsinore, Denmark},
  URL = {http://doi.acm.org/10.1145/354666.354690},
  PUBLISHER = {ACM Press}
}


@ARTICLE{Thomas02a,
  AUTHOR = {Bruce Thomas and Ben Close and John Donoghue and John Squires and 
 		   Phillip De Bondi and Wayne Piekarski},
  TITLE = {First Person Indoor/Outdoor Augmented Reality Application: {ARQuake}},
  JOURNAL = {Personal Ubiquitous Computing},
  VOLUME = {6},
  NUMBER = {1},
  YEAR = {2002},
  ISSN = {1617-4909},
  PAGES = {75--86},
  URL = {http://dx.doi.org/10.1007/s007790200007},
  PUBLISHER = {Springer-Verlag}
}


@INPROCEEDINGS{Thomas00a,
  AUTHOR = {Bruce Thomas and Ben Close and John Donoghue and John Squires and
			  Phillip De Bondi and Michael Morris and Wayne Piekarski},
  TITLE = {{ARQuake}: An Outdoor/Indoor Augmented Reality First Person 
			 Application},
  BOOKTITLE = {4th International Symposium on Wearable Computers},
  PAGES = {139--146},
  LOCATION = {Atlanta, Ga, USA},
  MONTH = {October},
  YEAR = {2000}
}


@INPROCEEDINGS{Koleva01a,
  AUTHOR = {Boriana Koleva and Ian Taylor and Steve Benford and Mike Fraser and 
 		   Chris Greenhalgh and Holger Schn{\"a}delbach and Dirk {vom Lehn} and 
		   Christian Heath and Ju Row-Farr and Matt Adams},
  TITLE = {Orchestrating a mixed reality performance},
  BOOKTITLE = {Proceedings of SIGCHI Conference on Human Factors in Computing 
 			  Systems (CHI)},
  YEAR = {2001},
  ISBN = {1-58113-327-8},
  PAGES = {38--45},
  LOCATION = {Seattle, Washington, United States},
  URL = {http://doi.acm.org/10.1145/365024.365033},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{Starner00a,
  AUTHOR = {Thad Starner and Bastian Leibe and Brad Singletary and Jarrell Pair},
  TITLE = {{MIND-WARPING}: Towards creating a compelling collaborative augmented 
 		  reality game},
  BOOKTITLE = {Proceedings of 5th International Conference on Intelligent User 
 			  Interfaces},
  YEAR = {2000},
  ISBN = {1-58113-134-8},
  PAGES = {256--259},
  LOCATION = {New Orleans, Louisiana, United States},
  URL = {http://doi.acm.org/10.1145/325737.325864},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{Piekarski02a,
  AUTHOR = {Wayne Piekarski and Bruce H. Thomas},
  TITLE = {The {Tinmith} system: demonstrating new techniques for mobile 
 		  augmented reality modelling},
  BOOKTITLE = {Proceedings of Third Australasian Conference on User Interfaces},
  YEAR = {2002},
  ISBN = {0-909925-85-2},
  PAGES = {61--70},
  LOCATION = {Melbourne, Victoria, Australia},
  PUBLISHER = {Australian Computer Society, Inc.}
}


@INPROCEEDINGS{Kato99a,
  AUTHOR = {Hirokazu Kato and Mark Billinghurst},
  TITLE = {Marker Tracking and {HMD} Calibration for a Video-Based Augmented
			 Reality Conferencing System},
  BOOKTITLE = {2nd IEEE and ACM International Workshop on Augmented Reality},
  YEAR = {1999},
  PAGES = {85--94},
  LOCATION = {San Francisco, CA},
  MONTH = {October}
}


@INPROCEEDINGS{Billinghurst00a,
  AUTHOR = {Mark Billinghurst and S. Campbell and D. Hendrickson and W. 
			  Chinthammit and I. Poupyrev and K. Takahashi and H. Kato},
  TITLE = {Magic Book: Exploring Transitions in Collaborative {AR} 
			 Interfaces},
  BOOKTITLE = {SIGGRAPH 2000 Emerging Technologies Proposal},
  YEAR = {2000}
}


@TECHREPORT{Anastasi02a,
  AUTHOR = {Rob Anastasi and Nick Tandavanitj and Martin Flintham and Andy 
			  Crabtree and Matt Adams and Ju Row-Farr and Jamie Iddon and Steve
			  Benford and Terry Hemmings and Shahram Izadi and Ian Taylor},
  TITLE = {{{\it Can You See Me Now?}} {A} Citywide Mixed-Reality Gaming 
			 Experience},
  BOOK = {Equator Technical Report},
  YEAR = {2002},
  INSTITUTION = {School of Computer Science \& IT, Nottingham University}
}


@UNPUBLISHED{Greenhalgh00a,
  AUTHOR = {Chris Greenhalgh and Shahram Izadi and Tom Rodden and Steve 
			  Benford},
  TITLE = {The {EQUIP} Platform: Bringing Together Physical and Virtual 
			 Worlds},
  YEAR = {2000},
  NOTE = {Unpublished report}
}


@INPROCEEDINGS{Duff03a,
  AUTHOR = {Paul Duff and Henk Muller},
  YEAR = {2003},
  TITLE = {Autocalibration Algorithm for Ultrasonic Location Systems},
  BOOKTITLE = {Seventh International Symposium on Wearable Computers},
  MONTH = {October},
  PAGES = {21--23},
  LOCATION = {White Plains, New York},
  PUBLISHER = {IEEE Computer Society}
}


@ARTICLE{Randell02c,
  AUTHOR = {Cliff Randell and Henk L. Muller},
  TITLE = {The Well Mannered Wearable Computer},
  JOURNAL = {Personal Ubiquitous Computing},
  VOLUME = {6},
  NUMBER = {1},
  YEAR = {2002},
  ISSN = {1617-4909},
  PAGES = {31--36},
  URL = {http://dx.doi.org/10.1007/s007790200003},
  PUBLISHER = {Springer-Verlag}
}


@INPROCEEDINGS{Stanton03a,
  AUTHOR = {Dana{\"e} Stanton and Claire O'Malley and Kher Hui Ng and Mike
			  Fraser and Steve Benford},
  TITLE = {Situating Historical Events Through Mixed Reality: Adult-Child
			 Interactions in the Storytent},
  YEAR = {2003},
  BOOKTITLE = {CSCL},
  LOCATION = {Bergen, Norway}
}


@INPROCEEDINGS{Beier03a,
  ADDRESS = {Tokyo, Japan},
  AUTHOR = {D. Beier and R. Billert and B. Br\"uderlin and 
					Bernd Kleinjohann and Dirk Stichling},
  BOOKTITLE = {Proceedings of Second International Symposium on Mixed and 
					Augmented Reality (ISMAR)},
  MONTH = {October},
  TITLE = {Marker-less Vision Based Tracking for Mobile Augmented 
					Reality},
  YEAR = {2003},
  LANGUAGE = {english}
}


@INPROCEEDINGS{Berard03a,
  AUTHOR = {Fran\c{c}ois B\'{e}rard},
  TITLE = {The {Magic} {Table}: Computer-Vision Based Augmentation of a 
			 Whiteboard for Creative Meetings},
  BOOKTITLE = {Proceedings of PROCAM Workshop, IEEE International Conference 
				 in Computer Vision},
  YEAR = {2003},
  MONTH = {October},
  LOCATION = {Nice, France},
  FORMAT = {CD-ROM}
}


@TECHREPORT{Seibert02a,
  AUTHOR = {Helmut Seibert and Michael Schnaider and Bernd Schwald and Tanja
			  Weller},
  TITLE = {Medarpa --- {A} Medical Augmented Reality System for 
			 Minimal-Invasive Interventions},
  MONTH = {July},
  YEAR = {2002},
  INSTITUTION = {Department Visual Computing, Fraunhofer Strasse 5, D-64283 
	Darmstadt, Germany},
  URL = {http://www.tu-darmstadt.de/fb/bi/wb/hh/Mitarbeiter/Tanja.Weller/Publications/MMVR11.pdf},
  ABSTRACT = {Minimal-invasive operation techniques have become
	more important and well accepted in the recent years.
	While offering obvious advantages for the patient, these
	techniques confront the surgeon with a restricted view of
	the region of intervention. This paper presents a novel approach for 
	Computer-Aided Surgery (CAS), 
	applying Augmented Reality (AR)
	techniques together with a novel AR Window. As the main
	objective, the research project Medarpa not only focuses
	on the application of AR techniques in a medical
	scenario, but also addresses their future application in
	real medical scenarios inside the operating room.}
}


@INPROCEEDINGS{Schwald02a,
  TITLE = {A Flexible Tracking Concept Applied to Medical Scenarios Using an 
			 {AR} Window},
  AUTHOR = {Bernd Schwald and Helmut Seibert and Tanja Weller},
  BOOKTITLE = {Proceedings of International Symposium on Mixed and Augmented 
				 Reality (ISMAR)},
  MONTH = {October},
  YEAR = {2002},
  LOCATION = {Darmstadt, Germany},
  PAGES = {261--263}
}


@INPROCEEDINGS{Azuma97a,
  TITLE = {A Survey of Augmented Reality},
  AUTHOR = {Ronald T. Azuma},
  BOOKTITLE = {Presence: Teleoperators and Virtual Environments},
  VOLUME = {6},
  ISSUE = {4},
  PAGES = {355--385},
  MONTH = {August},
  YEAR = {1997}
}


@TECHREPORT{Benford03a,
  TITLE = {Sensible, sensable and desirable: a framework for designing
			 physical interfaces},
  AUTHOR = {Steve Benford and Holger Schn{\"a}delbach and Boriana Koleva and
			  Bill Gaver and Albrecht Schmidt and Andy Boucher and Anthony
			  Steed and Rob Anastasi and Chris Greenhalgh and Tom Rodden and
			  Hans Gellerson},
  YEAR = {2003},
  NUMBER = {EQUATOR-03-003},
  INSTITUTION = {School of Computer Science \& IT, Nottingham University}
}


@ARTICLE{Heath99a,
  TITLE = {Interaction in Isolation: The Dislocated World of the {London
			 Underground} Train Driver},
  AUTHOR = {Christian Heath and Jon Hindmarsh and Paul Luff},
  JOURNAL = {Sociology},
  VOLUME = {33},
  NUMBER = {3},
  PAGES = {555--575},
  YEAR = {1999}
}


@INCOLLECTION{Bitgood02a,
  TITLE = {Environmental Psychology in Museums, Zoos, and Other Exhibition
			 Centers},
  AUTHOR = {Stephen Bitgood},
  BOOKTITLE = {Handbook of Environmental Psychology},
  PUBLISHER = {John Wiley \& Sons},
  PAGES = {461--480},
  EDITOR = {Robert B. Bechtel and Arza Churchman},
  YEAR = {2002}
}


@INCOLLECTION{Abu-Shumays02a,
  AUTHOR = {Mary Abu-Shumays and Gaea Leinhardt},
  YEAR = {2002},
  TITLE = {Two docents in three museums:  A study of central and peripheral 
			 participation},
  EDITOR = {Gaea Leinhardt and Kevin Crowley and Karen Knutson},
  BOOKTITLE = {Learning conversations in museums},
  PAGES = {45--80},
  CHAPTER = {Part I},
  LOCATION = {Mahwah, NJ},
  PUBLISHER = {Lawrence Erlbaum Associates}
}


@ARTICLE{Hopkinson59a,
  TITLE = {Attention and distraction in the lighting of work-places},
  AUTHOR = {R. G. Hopkinson and J. Longmore},
  YEAR = {1959},
  JOURNAL = {Ergonomics},
  VOLUME = {2},
  PAGES = {321--334}
}


@TECHREPORT{Crabtree03a,
  AUTHOR = {Andy Crabtree},
  TITLE = {Informing the Evaluation of {{\it Can You See Me Now?}} in 
			 {Rotterdam}: Runners' and Control Room Work},
  INSTITUTION = {School of Computer Science \& IT, Nottingham University},
  YEAR = {2003},
  NUMBER = {Equator-03-004},
  MONTH = {May}
}


@INPROCEEDINGS{Feiner97a,
  TITLE = {A Touring Machine: Prototyping {3D} Mobile Augmented Reality 
			 Systems for Exploring the Urban Environment},
  AUTHOR = {Steven Feiner and Blair MacIntyre and Tobias Ho\"llerer and 
			  Anthony Webster},
  PAGES = {74--81},
  BOOKTITLE = {Proceedings of International Symposium on Wearable Computing 
				 (ISWC)},
  LOCATION = {Cambridge, MA},
  MONTH = {October},
  YEAR = {1997}
}


@ARTICLE{McManus87a,
  AUTHOR = {Paulette M. McManus},
  TITLE = {It's the Company You Keep \ldots The Social Determination of
		     Learning-related Behaviour in a Science Museum},
  JOURNAL = {The International Journal of Museum Management and Curatorship},
  YEAR = {1987},
  VOLUME = {6},
  PAGES = {263--270},
  PUBLISHER = {Butterworth \& Co Ltd}
}


@ARTICLE{Umiker-Sebeok94a,
  TITLE = {Behavior in a Museum: A Semio-Cognitive Approach to Museum 
			 Consumption Experiences},
  AUTHOR = {Jean Umiker-Sebeok},
  JOURNAL = {Signifying Behavior: A Journal of Research in Semiotics, 
			   Communication Theory and Cognitive Science},
  PAGES = {52--100},
  VOLUME = {1},
  NUMBER = {1},
  YEAR = {1994},
  PUBLISHER = {Toronto: Canadian Scholars' Press}
}


@INCOLLECTION{Lawrence91a,
  AUTHOR = {Ghislaine Lawrence},
  TITLE = {Rats, street gangs and culture: evaluation in museums},
  BOOKTITLE = {Museum Languages: Objects and Texts},
  EDITOR = {Gaynor Kavanagh},
  YEAR = {1991},
  PUBLISHER = {Leicester University Press},
  PAGES = {9--32}
}


@INCOLLECTION{McManus91a,
  AUTHOR = {Paulette McManus},
  TITLE = {Making sense of exhibits},
  BOOKTITLE = {Museum Languages: Objects and Texts},
  EDITOR = {Gaynor Kavanagh},
  YEAR = {1991},
  PUBLISHER = {Leicester University Press},
  PAGES = {33--46}
}


@BOOK{Kavanagh91a,
  TITLE = {Museum Languages: Objects and Texts},
  EDITOR = {Gaynor Kavanagh},
  YEAR = {1991},
  PUBLISHER = {Leicester University Press},
  ISBN = {0-7185-1359-2}
}


@UNPUBLISHED{Harris04a,
  TITLE = {Data recording and reuse: Supporting research and digitally
			 augmented learning experiences},
  AUTHOR = {Eric Harris and Sara Price and Mark Weal},
  NOTE = {Position paper for EQUATOR Record and Reeuse workshop},
  LOCATION = {UCL, London},
  MONTH = {12--13 February},
  YEAR = {2004}
}


@MISC{Oppenheimer01a,
  AUTHOR = {Peter Oppenheimer and Mark Billinghurst},
  YEAR = {2001},
  HOWPUBLISHED = {\url{http://www.hitl.washington.edu/research/sichuan}}
}


@ARTICLE{Korn01a,
  AUTHOR = {Randi Korn},
  YEAR = {2001},
  TITLE = {Measuring Success: Evaluating Informal Learning Programs},
  JOURNAL = {Reaching Out to the Garden Visitor: Informal Learning and 
			   Biodiversity},
  LOCATION = {Kennett Square, PA},
  PUBLISHER = {American Association of Botanical Gardens and Arboreta},
  PAGES = {35--42}
}


@BOOK{Laurel93a,
  TITLE = {Computers as Theatre},
  AUTHOR = {Brenda Laurel},
  YEAR = {1993},
  ISBN = {0201550601},
  PUBLISHER = {Addison-Wesley Longman Publishing Co., Inc.}
}


@INCOLLECTION{Roschelle95a,
  AUTHOR = {Jeremy Roschelle},
  TITLE = {Learning in Interactive Environments: Prior Knowledge and New 
			 Experience},
  BOOKTITLE = {Public Institutions for Personal Learning: Establishing a 
				 Research Agenda},
  PAGES = {37--51},
  LOCATION = {Washington, DC},
  EDITOR = {John Falk and Lynn Dierking},
  PUBLISHER = {American Association of Museums},
  YEAR = {1995},
  ABSTRACT = {Educators often focus on the ideas they want their audiences to have. But research has shown that a learner's prior knowledge often confounds an educator's best efforts to deliver ideas accurately. Neglect of prior knowledge can result in the audience learning something opposed to the educator's intentions, no matter how well those intentions are executed in an exhibit, book, or lecture.}
}


@INPROCEEDINGS{Hein91a,
  AUTHOR = {George Hein},
  TITLE = {Constructivist Learning Theory},
  BOOKTITLE = {The Museum and the Needs of People: International Committee of 
				 Museum Educators (CECA)},
  YEAR = {1991},
  PAGES = {???},
  LOCATION = {Jerusalem, Israel},
  MONTH = {October},
  ABSTRACT = {The latest catchword in educational circles is "constructivism, " applied both to learning theory and to epistemology---both to how people learn, and to the nature of knowledge. We don't need to succumb to each new fad, but we do need to think about our work in relation to theories of learning and knowledge. So we need to ask: what is constructivism, what does it have to tell us that is new and relevant, and how do we apply it to our work?}
}


@INPROCEEDINGS{Thomas02b,
  AUTHOR = {Bruce H. Thomas and Nicholas Krul and Benjamin Close and Wayne 
			  Piekarski},
  TITLE = {Usability and playability issues for {ARQuake}},
  BOOKTITLE = {Proceedings of International Workshop on Entertainment 
				 Computing (IWEC)},
  YEAR = {2002},
  LOCATION = {Makuhari, Chiba, Japan},
  MONTH = {May},
  PAGES = {455--462}
}


@INPROCEEDINGS{Piekarski02b,
  TITLE = {Using {ARToolkit} for {3D} Hand Position Tracking in Mobile Outdoor
			 Environments},
  BOOKTITLE = {Proceedings of IEEE 1st Augmented Reality Toolkit Workshop 
				 (ART)},
  MONTH = {September},
  YEAR = {2002},
  AUTHOR = {Wayne Piekarski and Bruce H. Thomas},
  LOCATION = {Darmstadt, Germany}
}


@ARTICLE{Billinghurst02a,
  AUTHOR = {Mark Billinghurst and Hirokazu Kato},
  TITLE = {Collaborative augmented reality},
  JOURNAL = {Communications of the ACM},
  VOLUME = {45},
  NUMBER = {7},
  YEAR = {2002},
  ISSN = {0001-0782},
  PAGES = {64--70},
  URL = {http://doi.acm.org/10.1145/514236.514265},
  PUBLISHER = {ACM Press},
  ABSTRACT = {Blending reality and virtuality, these interfaces let users see each other, along with virtual objects, allowing communication behaviors much more like face-to-face than like screen-based collaboration.}
}


@INPROCEEDINGS{Kato01a,
  AUTHOR = {Hirokazu Kato and Mark Billinghurst and Kentaro Morinaga and
			  Keihachiro Tachibana},
  TITLE = {The effect of spatial cues in augmented reality video 
			 conferencing},
  BOOKTITLE = {Proceedings of the 9th International Conference on 
				 Human-Computer Interaction},
  LOCATION = {New Orleans},
  MONTH = {August},
  PUBLISHER = {Lawrence Erlbaum Associates, NJ},
  YEAR = {2001},
  PAGES = {478--481}
}


@INCOLLECTION{Radley91a,
  AUTHOR = {Alan Radley},
  TITLE = {Bordom, fascination and mortality: reflections upon the experience
			 of museum visiting},
  BOOKTITLE = {Museum Languages: Objects and Texts},
  EDITOR = {Gaynor Kavanagh},
  YEAR = {1991},
  PUBLISHER = {Leicester University Press},
  PAGES = {63--82}
}


@INPROCEEDINGS{Wakkary04a,
  TITLE = {Echoing the conversational space of museums through audio 
			 augmented reality and adaptive information retrieval},
  AUTHOR = {Ron Wakkary and Marek Hatala and Kenneth Newby and Dale 
			  Evernden and Doreen Leo and Gilly Mah},
  BOOKTITLE = {Submitted to CHI04},
  YEAR = {2004},
  PAGES = {},
  MONTH = {},
  ABSTRACT = {We describe an audio augmented reality guide for
	museums, known as {\it ec(h)o}, integrated with a semantic web
	based information retrieval system. The system enables
	interaction by movement and gestures {\it without} the direct use
	of a computer device. {\it ec(h)o} retrieves audio objects based
	on dynamic user models from a network of object
	repositories allowing access from one museum to the digital
	objects of other museums. The audio display dynamically
	combines soundscapes, sounds and informational audio. We
	identify benefits of designing a guide system without a
	computer device interface and with an adaptive and
	networked approach to content. We discuss the design, its
	interaction challenges and how we addressed them. We
	suggest a key approach to designing a visitor experience for
	both an adaptive information system and for a better fit with
	the museum environment is through use of a conversational
	model for interaction between visitors and the system.}
}


@INPROCEEDINGS{Mase96a,
  AUTHOR = {Kenji Mase and Rieko Kadobayashi and Ryohei Nakatsu},
  TITLE = {Meta-Museum: A Supportive Augumented Reality Environment for 
			 Knowledge Sharing},
  BOOKTITLE = {Proceedings of International Conference on Virtual Systems and
				 Multimedia (VSMM96)},
  PAGES = {107--110},
  LOCATION = {Gifu, Japan},
  YEAR = {1996},
  MONTH = {September},
  ABSTRACT = {The Meta-Museum is a newly coined concept which seeks to enhance
	people's knowledge exploration experience in museums. The Meta-Museum blends
	virtual reality and artificial intelligence technologies with conventional 
	museums to maximize the utilization of a museum's archives and knowledge 
	base and to provide an interactive, exciting and educational experience for
	visitors. The Meta-Museum concept is presented along with the current 
	progress of our research on personalized investigation. As an example, an 
	archaeological environment is being developed. A user can walk through the 
	virtual ancient Japanese village and access to the hyper-linked information.
	The visualization of village's evolutionary sequence can provide both the 
	non-expert and expert users with a spatial sensation of house building 
	plans.}
}


@INPROCEEDINGS{Dubois00a,
  AUTHOR = {Emmanuel Dubois and Laurence Nigay},
  TITLE = {Augmented reality: which augmentation for which reality?},
  BOOKTITLE = {Proceedings of Conference on Designing Augmented Reality 
				 Environments (DARE2000)},
  YEAR = {2000},
  PAGES = {165--166},
  LOCATION = {Elsinore, Denmark},
  URL = {http://doi.acm.org/10.1145/354666.354695},
  PUBLISHER = {ACM Press},
  ABSTRACT = {In this paper, we first present a brief review of approaches used for studying and designing Augmented Reality (AR) systems. The variety of approaches and definitions in AR requires classification. We define two intrinsic characteristics of AR systems, {\it task focus} and {\it nature of augmentation}. Based on these two characteristics, we identify four classes of AR systems. In addition our OP-a-S notation provides a complementary characterization method based on interaction. Using OP-a-S, an AR system is modeled as a set of components that communicate with each other. One crucial type of OP-a-S component is the Adapter that establishes a bridge between the real world and the virtual world. By defining a classification scheme, we aim at providing a better understanding of the paradigm of AR and at laying the foundations of future design principles according to the class of systems.}
}


@ARTICLE{Billinghurst01a,
  AUTHOR = {Mark Billinghurst and Hirkazu Kato and Ivan Poupyrev},
  TITLE = {The MagicBook --- Moving Seamlessly between Reality and 
			 Virtuality},
  JOURNAL = {IEEE Computer Graphics and Applications},
  VOLUME = {21},
  NUMBER = {3},
  YEAR = {2001},
  ISSN = {0272-1716},
  PAGES = {6--8},
  PUBLISHER = {IEEE Computer Society Press},
  ABSTRACT = {The MagicBook project is an early attempt to explore how we can use a physical object to smoothly transport users between reality and virtuality. Young children often fantasize about flying into the pages of a fairy tale and becoming part of the story. The MagicBook project makes this fantasy a reality using a normal book as the main interface object. People can turn the pages of the book, look at the pictures, and read the text without any additional technology. However, if a person looks at the pages through an augmented reality display, they see 3D virtual models appearing out of the pages. The models appear attached to the real page so users can see the augmented reality scene from any perspective by moving themselves or the book. The virtual content can be any size and is animated, so the augmented reality view is an enhanced version of a traditional 3D pop-up book.}
}


@INPROCEEDINGS{Koleva03a,
  AUTHOR = {Boriana Koleva and Steve Benford and Kher Hui Ng and Tom Rodden},
  TITLE = {A Framework for Tangible User Interfaces},
  BOOKTITLE = {Proceedings of Workshop on Physical Interfaces, Fifth 
				 International Symposium on Human Computer Interaction with 
				 Mobile Devices and Services (Mobile HCI 03)},
  MONTH = {September},
  YEAR = {2003},
  LOCATION = {Udine, Italy},
  PAGES = {46--50},
  ABSTRACT = {This paper extends our understanding of tangible user interfaces
	(TUIs) by considering the different ways in which physical and
	digital objects can be computationally coupled. It proposes a
	framework based around the degree of coherence between
	physical and digital objects. Links between physical and digital
	objects are described in terms of a set of underlying properties
	(transformation, sensing, configurability, lifetime, autonomy,
	cardinality and link source). We use our framework to classify a
	representative selection of existing TUI systems. This
	classification raises key implications for the field of tangible
	computing. In particular our focus on enriching physical-digital
	links highlights the need to consider the asymmetry of these links,
	issues surrounding their configuration and the need to represent
	their nature to developers and users.}
}


@ARTICLE{Rogers02a,
  AUTHOR = {Yvonne Rogers and Mike Scaife and Silvia Gabrielli and Hilary 
			  Smith and Eric Harris},
  TITLE = {A conceptual framework for mixed reality environments: designing 
			 novel learning activities for young children},
  JOURNAL = {Presence: Teleoperators and Virtual Environments},
  VOLUME = {11},
  NUMBER = {6},
  YEAR = {2002},
  ISSN = {1054-7460},
  PAGES = {677--686},
  URL = {http://dx.doi.org/10.1162/105474602321050776},
  PUBLISHER = {MIT Press},
  ABSTRACT = {How do we conceptualize and design mixed reality environments (MREs)? Here we describe a first pass at a conceptual framework and use it to inform the design of different kinds of activities for children to experiment with. Our aim was to investigate how different MRE setups affected children's exploratory behavior and their understanding of them. The familiar activity of color mixing was used: different setups were provided, where paint or light colors could be mixed by using either physical tools, digital tools, or a combination of these. The findings of our study showed that novel mixes of physical and digital ``transforms'' engendered much exploration and reflection.}
}


@INPROCEEDINGS{Drascic96a,
  AUTHOR = {David Drascic and Paul Milgram},
  YEAR = {1996},
  TITLE = {Perceptual issues in augmented reality},
  BOOKTITLE = {Proceedings of SPIE, Stereoscopic Displays and Virtual Reality 
				 Systems III},
  VOLUME = {2653},
  PAGES = {123-134},
  ABSTRACT = {Between the extremes of real life and Virtual Reality lies the spectrum of Mixed Reality, in which views of the real world	are combined in some proportion with views of a virtual environment. Combining direct view, stereoscopic video, and	stereoscopic graphics, Augmented Reality describes that class of displays that consists primarily of a real environment, with graphic enhancements or augmentations. Augmented Virtuality describes that class of displays that enhance the virtual experience by adding elements of the real environment. All Mixed Reality systems are limited in their capability of accurately displaying and controlled all relevant depth cues, and as a result, perceptual biases can interfere with task performance. In this paper we identify and discuss eighteen issues that pertain to Mixed Reality in general, and Augmented Reality in particular.}
}


@INPROCEEDINGS{Bowers93a,
  AUTHOR = {John Bowers and Tom Rodden},
  TITLE = {Exploding the interface: Experiences of a {CSCW} network},
  BOOKTITLE = {Proceedings of the SIGCHI Conference on Human Factors in 
				 Computing Systems},
  YEAR = {1993},
  ISBN = {0-89791-575-5},
  PAGES = {255--262},
  LOCATION = {Amsterdam, The Netherlands},
  URL = {http://doi.acm.org/10.1145/169059.169205},
  PUBLISHER = {ACM Press},
  ABSTRACT = {The development of human computer interaction has been
	dominated by the interface both as a design concept and as
	an artefact of computer systems. However, recently
	researchers have been re-examining the role of the interface
	in the user's interaction with the computer. This paper
	further examines the notion of the interface in light of the
	experiences of the authors in establishing a network to
	support cooperative work. The authors argue that the
	concept of the single interface which provides a focus for
	interaction with a computer system is no longer tenable and
	that richer conceptions of the inter-relationships between
	usersand computer systems are needed,
	which arose within the network, Accordingly, we conclude
	by arguing that a richer conceptualisation of the interrelationship
	between users and the systems which support
	their work is required. This reconsideration of the interface
	will be important to the kinds of technical and social
	scientific work emerging in Computer Supported
	Cooperative Work (CSCW) and to HCI more generally.}
}


@INCOLLECTION{Ruhleder97a,
  AUTHOR = {Karen Ruhleder and Brigitte Jordan},
  YEAR = {1997},
  TITLE = {Capturing Complex, Distributed Activities: Video-Based Interaction
	Analysis as a Component of Workplace Ethnography},
  PAGES = {246--275},
  EDITOR = {Allen S Lee and Jonathan Liebenau and Janice I. DeGross},
  BOOKTITLE = {Information Systems and Qualitative Research},
  PUBLISHER = {Chapman and Hall},
  ABSTRACT = {Organizations increasingly carry out their work by relying on complex, distributed activities supported by a wide range of technologies for synchronous and asynchronous communication and collaboration. How do we capture complex, distributed activities? What tools do we use in settings where even a team of trained ethnographers could not comprehend, much less record, all the interplays between team members, the subtleties of a look or tone, the shifts in orientation to people or objects in the workspace? In this paper, we explore the use of video-based Interaction Analysis to extend the ability of traditional ethnographic methods for data collection and analysis. We draw on a study of a distributed organization's use of remote meeting technologies to illustrate how this approach contributes to the depth of insights to be garnered from workplace ethnography.}
}


@ARTICLE{Jordan95a,
  AUTHOR = {Brigitte Jordan and Austin Henderson},
  YEAR = {1995},
  TITLE = {Interaction Analysis: Foundations and Practice},
  JOURNAL = {Journal of the Learning Sciences},
  VOLUME = {4},
  NUMBER = {1},
  PAGES = {39--103}
}


@INPROCEEDINGS{Flintham03b,
  AUTHOR = {Martin Flintham and Rob Anastasi and Steve Benford and Adam Drozd
			  and James Mathrick and Duncan Rowland and Nick Tandavanitj and
			  Matt Adams and Ju Row-Farr and Amanda Oldroyd and Jon Sutton},
  TITLE = {{{\it Uncle Roy All Around You}}: Mixing Games and Theatre on the 
			 City Streets},
  BOOKTITLE = {Proceedings of Level Up: The First International Conference 
				 of the Digital Games Research Association (DIGRA)},
  LOCATION = {Utrecht, The Netherlands},
  MONTH = {November},
  YEAR = {2003},
  ABSTRACT = {}
}


@BOOK{Feynman96a,
  TITLE = {Feynman Lectures on Computation},
  AUTHOR = {Richard P. Feynman},
  PUBLISHER = {Perseus Books},
  YEAR = {1996},
  EDITORS = {Anthony J. G. Hey and Robin W. Allen}
}


@INBOOK{Feynman96a-chapter_5,
  TITLE = {Feynman Lectures on Computation},
  AUTHOR = {Richard P. Feynman},
  CHAPTER = {5: Reversible Computation and the Thermodynamics of Computing},
  PAGES = {137--184},
  PUBLISHER = {Perseus Books},
  YEAR = {1996},
  EDITORS = {Anthony J. G. Hey and Robin W. Allen}
}


@INPROCEEDINGS{Koleva01b,
  AUTHOR = {Boriana Koleva and Holger Schn{\"a}delbach and Steve Benford and 
			  Chris Greenhalgh},
  TITLE = {Experiencing a presentation through a mixed reality boundary},
  BOOKTITLE = {Proceedings of ACM International Conference on Supporting 
				 Group Work (GROUP)},
  MONTH = {September 30 October 3},
  LOCATION = {Boulder, Colorado, USA},
  YEAR = {2001},
  PAGES = {71--80},
  ISBN = {1-58113-294-8},
  PUBLISHER = {ACM Press},
  ABSTRACT = {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.}
}


@ARTICLE{Hoorn03a,
  AUTHOR = {Johan F. Hoorn and Elly A. Konijn and Gerrit C. van der Veer},
  YEAR = {2003},
  MONTH = {February 15},
  TITLE = {Virtual reality: Do not augment realism, augment relevance},
  BOOKTITLE = {Upgrade --- Human-Computer Interaction: Overcoming Barriers},
  JOURNAL = {European Journal for the Informatics Professional},
  PUBLISHER = {NOV{\'A}TICA},
  VOLUME = {4},
  URL = {http://www.cs.vu.nl/~jfhoorn/lions_paper.html},
  NUMBER = {1},
  PAGES = {18--26},
  ABSTRACT = {Virtual Reality (VR) is not technology and VR is not new. VR is fiction and fiction is as old as humanity. Users of computer systems deal with virtual reality all the time. Typically, they do not distinguish functionality from machinery but create their own User's Virtual Machine. Because users do not clearly discriminate between (their own created) fiction and (misunderstood) reality, delusions can be insidiously destructive to the satisfaction with and efficient use of the system. How to design the experience of fiction and how to develop technologies for implementing this experience such that users are satisfied while the system remains obtrusive? We describe a new model for the perception and experience of fictional characters within situations, while VR is discussed for its truth-value, degree of being realistic, and its place in fiction and reality. We argue that a VR-experience gains more from increased emotional relevance than from higher realistic resolutions.}
}


@INPROCEEDINGS{Aoki02a,
  AUTHOR = {Paul M. Aoki and Rebecca E. Grinter and Amy Hurst and Margaret H. 
			  Szymanski and James D. Thornton and Allison Woodruff},
  TITLE = {{Sotto Voce}: exploring the interplay of conversation and mobile 
			 audio spaces},
  BOOKTITLE = {Proceedings of the SIGCHI conference on Human factors in 
				 computing systems},
  YEAR = {2002},
  ISBN = {1-58113-453-3},
  PAGES = {431--438},
  LOCATION = {Minneapolis, Minnesota, USA},
  URL = {http://doi.acm.org/10.1145/503376.503454},
  PUBLISHER = {ACM Press},
  ABSTRACT = {In addition to providing information to individual visitors,
	electronic guidebooks have the potential to facilitate social interaction
	between visitors and their companions. However, many systems impede visitor
	interaction. By contrast, our electronic guidebook, {\it Sotto Voce}, has
	social interaction as a primary design goal. The system enables visitors to
	share audio information - specifically, they can hear each other's
	guidebook activity using a technologically mediated audio eavesdropping
	mechanism. We conducted a study of visitors using {\it Sotto Voce} while
	touring a historic house. The results indicate that visitors are able to
	use the system effectively, both as a conversational resource and as an
	information appliance. More surprisingly, our results suggest that the
	technologically mediated audio often cohered the visitors' conversation and
	activity to a far greater degree than audio delivered through the open air}
}


@ARTICLE{Heath92a,
  AUTHOR = {Christian Heath and Paul K. Luff},
  YEAR = {1992},
  TITLE = {Collaboration and Control: Crisis management and multimedia 
			 technology in {London Underground} Line Control Rooms},
  JOURNAL = {Journal of Computer Supported Cooperative Work},
  VOLUME = {1},
  NUMBER = {1--2},
  PAGES = {69--94},
  ABSTRACT = {
Despite technical advances over the past few years in the area of
systems support for cooperative work there is still relatively little
understanding of the organisation of collaborative activity in real world,
technologically supported, work environments. Indeed, it has been
suggested that the failure of various technological applications may derive
from their relative insensitivity to ordinary work practice and situated
conduct. In this paper we discuss the possibility of utilising recent
developments within sociology, in particular the naturalistic analysis of
organisational conduct and social interaction, as a basis for the design and
development of tools and technologies to support collaborative work.
Focussing on the Line Control Rooms in London Underground, a
complex multimedia environment in transition, we begin to explicate the
tacit work practices and procedures whereby personnel systematically
communicate information to each other and coordinate a disparate
collection of tasks and activities. The design implications of these empirical
observations, both for Line Control Room and technologies to support
cooperative work, are briefly discussed.}
}


@INPROCEEDINGS{Grudin90a,
  AUTHOR = {Jonathan Grudin},
  TITLE = {Interface},
  BOOKTITLE = {Proceedings of the 1990 ACM Conference on Computer Supported 
				 Cooperative work (CSCW)},
  YEAR = {1990},
  ISBN = {0-89791-402-3},
  PAGES = {269--278},
  LOCATION = {Los Angeles, California, United States},
  URL = {http://doi.acm.org/10.1145/99332.99360},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{Reiser02a,
  AUTHOR = {Brian J. Reiser},
  TITLE = {Why Scaffolding Should Sometimes Make Tasks More Difficult for 
			 Learners},
  BOOKTITLE = {Proceedings of Conference on Computer Supported Cooperative
				 Learning (CSCL)},
  YEAR = {2002},
  PAGES = {255--264},
  LOCATION = {Boulder, CO},
  PUBLISHER = {Lawrence Erlbaum Associates},
  ABSTRACT = {There has been much interest in using software tools to scaffold learners in complex tasks, that is, to provide supports that enable students to deal with more complex content and skill demands than they could otherwise handle. Many different approaches to scaffolding techniques have been presented in a broad range of software tools. We discuss two mechanisms to explain how software tools can scaffold learners. Software tools can help structure the learning task, guiding learners through key components and supporting their planning and performance. In addition, tools can shape students' performance and understanding of the task in terms of key disciplinary content and strategies, thereby problematizing this important content. While making the task more difficult in the short term, by forcing learners to address these ideas, such scaffolded tools make this work more productive opportunities for learning.}
}


@INPROCEEDINGS{Woodruff01a,
  AUTHOR = {Allison Woodruff and Paul M. Aoki and Amy Hurst and Margaret H. 
			  Szymanski},
  TITLE = {Electronic Guidebooks and Visitor Attention},
  BOOKTITLE = {Proceedings of International Cultural Heritage Informatics 
				 Meeting (ICHIM)},
  VOLUME = {1},
  MONTH = {september},
  LOCATION = {Milan, Italy},
  PAGES = {437--454},
  YEAR = {2001},
  URL = {http://www2.parc.com/csl/members/woodruff/publications/2001-Woodruff-ICHIM2001-VisitorAttention.pdf},
  ABSTRACT = {We describe an electronic guidebook prototype and report
	on a study of its use in a historic house. Supported by
	mechanisms in the guidebook, visitors constructed
	experiences that had a high degree of interaction with
	three entities: the guidebook, their companions, and the
	house and its contents. In this paper, we report a
	qualitative analysis of how different properties of the
	guidebook helped or hindered visitors  attempts to
	balance the competing demands of these attentional
	entities. Based on the visitorsf comments and behavior,
	we distill a set of design principles.}
}


@INPROCEEDINGS{Zhong02a,
  AUTHOR = {Xiao Wei Zhong and Pierre Boulanger and Nicolas D. Georganas},
  TITLE = {Collaborative Augmented Reality: A Prototype for Industrial 
			 Training},
  BOOKTITLE = {Proceedings of 21st Biennial Symposium on Communications},
  LOCATION = {Canada},
  MONTH = {June},
  YEAR = {2002},
  ABSTRACT = {In this paper, we describe a prototype of a
	collaborative industrial teletraining system, based on
	distributed augmented reality. Augmented reality
	typically interfaced by a wearable computer is a natural
	method to present computer-based tools by merging
	graphics with a view of the real world. Distribution
	enables users on remote sites to collaborate on the
	training tasks by sharing the view of the local user
	equipped with a wearable computer. In this prototype,
	the users can interactively manipulate virtual objects
	that substitute for real objects, try out and discuss the
	training tasks.}
}


@BOOK{MacDonald02a,
  TITLE = {Behind the Scenes at the Science Museum},
  PUBLISHER = {Berg},
  AUTHOR = {Sharon MacDonald},
  ISBN = {1-85973-571-1},
  YEAR = {2002}
}


@ARTICLE{Shettel73a,
  AUTHOR = {Harris H. Shettel},
  TITLE = {Exhibits: Art form or educational medium?},
  JOURNAL = {Museum News},
  VOLUME = {52},
  NUMBER = {1},
  YEAR = {1973},
  PAGES = {32--41}
}


@ARTICLE{Alt77a,
  AUTHOR = {Mick B. Alt},
  TITLE = {Evaluating didactic exhibits: A critical look at {Shettel's} work},
  JOURNAL = {Curator},
  VOLUME = {20},
  NUMBER = {3},
  PAGES = {241--258},
  YEAR = {1977}
}


@BOOK{Sudnow78a,
  AUTHOR = {David Sudnow},
  TITLE = {Ways of the Hand: The Organization of Improvised Conduct},
  YEAR = {1978},
  PUBLISHER = {Routledge \& Kegan Paul Ltd},
  ISBN = {0-7100-8924-4}
}


@INPROCEEDINGS{Woodruff04a,
  AUTHOR = {Alison Woodruff and Paul M. Aoki},
  TITLE = {Conversation Analysis and the User Experience},
  BOOKTITLE = {Proceedings of Workshop on Exploring Experience Methods Across
				 Disciplines, ACM SIGCHI Conference on Human Factors in 
				 Computing Systems (CHI 2004)},
  LOCATION = {Vienna, Austria},
  MONTH = {April},
  YEAR = {2004},
  ABSTRACT = {We provide two case studies in the application of ideas
	drawn from conversation analysis to the design of
	technologies that enhance the experience of human
	conversation. We first present a case study of the design of
	an electronic guidebook, focusing on how conversation
	analytic principles played a role in the design process. We
	then discuss how the guidebook project has inspired our
	continuing work in social, mobile audio spaces. In
	particular, we describe some as yet unrealized concepts for
	adaptive audio spaces.}
}


@ARTICLE{Benford00a,
  AUTHOR = {Steve Benford and Gail Reynard and Chris Greenhalgh and Dave 
			  Snowdon and Adrian Bullock},
  TITLE = {A Poetry Performance in a Collaborative Virtual Environment},
  PAGES = {66--75},
  JOURNAL = {IEEE Computer Graphics and Applications},
  VOLUME = {20},
  NUMBER = {3},
  MONTH = {May/June},
  YEAR = {2000},
  ISSN = {0272-1716},
  ABSTRACT = {We discuss the design of a public poetry performance in a
		collaborative virtual environment (CVE) and the lessons learned from
		staging it to 200 members of the public. The design, a
		collaborative effort between computer scientists, artists, poets
		and producers, addresses issues of virtual world structure;
		embodiment of performers and audience; navigation interfaces; temporal
		structure of the event; and mixed reality presentation. The lessons
		include virtual audience members ignoring the poets; the poets
		ignoring the audience; conflicting attitudes towards the design of
		embodiments; and problems coping with unpredictable human and
		system behavior. New CVE design possibilities are proposed,
	   including object-cantered interaction and context-sensitive
	   interaction.}
}


@ARTICLE{Schegloff73a,
  AUTHOR = {Emanuel Schegloff and Harvey Sacks},
  YEAR = {1973},
  TITLE = {Opening up Closings},
  JOURNAL = {Semiotica},
  VOLUME = {8},
  PAGES = {289--327}
}


@INCOLLECTION{Sacks74a,
  AUTHOR = {Harvey Sacks},
  TITLE = {An Analysis of the Course of a Joke's Telling in Conversation},
  BOOKTITLE = {Explorations in the Ethnography of Speaking},
  EDITOR = {Richard Bauman and Joel Sherzer},
  PUBLISHER = {Cambridge University Press},
  YEAR = {1974},
  PAGES = {337--353}
}


@ARTICLE{Blud90a,
  AUTHOR = {Linda M. Blud},
  YEAR = {1990},
  TITLE = {Social Interaction and Learning Among Family Groups Visiting a 
			 Museum},
  JOURNAL = {Museum Mangement and Curatorship},
  VOLUME = {9},
  NUMBER = {1},
  PAGES = {43--51}
}


@ARTICLE{Kac96a,
  AUTHOR = {Eduardo Kac},
  TITLE = {Ornitorrinco and {Rara Avis}: Telepresence Art on the Internet},
  JOURNAL = {Leonardo},
  VOLUME = {29},
  NUMBER = {5},
  YEAR = {1996},
  PAGES = {389--400},
  URL = {http://www.ekac.org/ornitrara.html}
}


@BOOK{Garfinkel67a,
  TITLE = {Studies in Ethnomethodology},
  YEAR = {1967},
  AUTHOR = {Harold Garfinkel},
  PUBLISHER = {Prentice-Hall Press}
}


@INBOOK{Garfinkel67a-chapter_2,
  YEAR = {1967},
  TITLE = {Studies in Ethnomethodology},
  AUTHOR = {Harold Garfinkel},
  PUBLISHER = {Prentice-Hall Press},
  CHAPTER = {2: Studies of the Routine Grounds of Everyday Activities},
  PAGES = {35--75}
}


@BOOK{Suchman87a,
  AUTHOR = {Lucy A. Suchman},
  TITLE = {Plans and situated actions: The problem of human-machine 
			 communication},
  YEAR = {1987},
  ISBN = {0-521-33137-4},
  SOURCE = {ISBN 0-521-33739-9 Paperback $11.95},
  PUBLISHER = {Cambridge University Press}
}


@BOOK{Wilson02a,
  AUTHOR = {Stephen Wilson},
  TITLE = {Information Arts: Intersections of art, science and technology},
  YEAR = {2002},
  ISBN = {0-262-23209-X},
  PUBLISHER = {The MIT Press}
}


@INPROCEEDINGS{Rinaldo93a,
  AUTHOR = {Kenneth E. Rinaldo and Mark S. Grossman},
  TITLE = {The Flock},
  BOOKTITLE = {Proceedings of IEEE Computer Graphics Visual (SIGGRAPH)},
  PUBLISHER = {ACM Press},
  YEAR = {1993},
  MONTH = {September}
}


@INPROCEEDINGS{Dix85a,
  AUTHOR = {Alan J. Dix and Colin Runciman},
  YEAR = {1985},
  TITLE = {Abstract models of interactive systems},
  BOOKTITLE = {Proceedings of Conference of the BCS Human Computer Interaction
				 Specialist Group (HCI85), People and Computers: Designing the 
				 Interface},
  EDITORS = {P. Johnson and S. J. Cook},
  PUBLISHER = {Cambridge University Press},
  PAGES = {13--22}
}


@INPROCEEDINGS{Reynolds87a,
  AUTHOR = {Craig W. Reynolds},
  YEAR = {1987},
  TITLE = {Flocks, Herds, and Schools: A Distributed Behavioral Model},
  BOOKTITLE = {Proceedings of Conference on Computer Graphics (SIGGRAPH)},
  VOLUME = {21:4},
  PAGES = {25--34},
  ABSTRACT = {The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of the natural world. But this type of complex motion is rarely seen in computer animation. This paper explores an approach based on simulation as an alternative to scripting the paths of each bird individually. The simulated flock is an elaboration of a particle system, with the simulated birds being the particles. The aggregate motion of the simulated flock is created by a distributed behavioral model much like that at work in a natural flock; the birds choose their own course. Each simulated bird is implemented as an independent actor that navigates according to its local perception of the dynamic environment, the laws of simulated physics that rule its motion, and a set of behaviors programmed into it by the ``animator.'' The aggregate motion of the simulated flock is the result of the dense interaction of the relatively simple behaviors of the individual simulated birds.}
}


@INPROCEEDINGS{Sanneblad04a,
  AUTHOR = {Johan Sanneblad and Lars Erik Holmquist},
  TITLE = {``{Why is everyone inside me?!}'' {Using} Shared Displays in Mobile
			 Computer Games},
  YEAR = {2004},
  BOOKTITLE = {Proceedings of International Conference on Entertainment 
				 Computing (ICEC)},
  MONTH = {October},
  PAGES = {},
  LOCATION = {Delft, The Netherlands},
  ABSTRACT = {We have investigated the use of shared mobile displays to create
	a new type of computer games for mobile devices  Collaborative Games, which
	require players to physically coordinate their activities to succeed. 
	Collaborative Games are played on mobile devices connected in wireless 
	networks where users can start, join and leave games ad hoc. In a user 
	study, one of these mobile games was made available in a caf{\'e} frequented
	by high school students for	a period of two weeks. During the test period we
	noted several new forms of interaction emerging, such as players running 
	away with their displays to avoid other players from accessing them. We also
	found interesting verbal exchanges, such as the use of ``me'' to refer to 
	both the user's handheld display and her on-screen representation. We 
	believe that these new ways of interaction is a result of using the shared 
	display in a new domain.}
}


@INPROCEEDINGS{Benford04a,
  TITLE = {{Uncle Roy All Around You}: Implicating the City in a 
			 Location-Based Performance},
  AUTHOR = {Steve Benford and Martin Flintham and Adam Drozd and Rob Anastasi
			  and Duncan Rowland and Nick Tandavanitj and Matt Adams and Ju 
			  Row-Farr and Amanda Oldroyd and Jon Sutton},
  BOOKTITLE = {Proceedings of Conference on Advanced Computer Entertainment
				 (ACE)},
  LOCATION = {Singapore},
  MONTH = {June},
  YEAR = {2004},
  PAGES = {},
  ABSTRACT = {}
}


@INPROCEEDINGS{Bowers01a,
  AUTHOR = {John Bowers},
  YEAR = {2001},
  TITLE = {{TONETABLE}: A Multi-User, Mixed Media, Interactive Installation},
  BOOKTITLE = {Proceedings of COST G-6 Conference on Digital Audio Effects
				 (DAFX-01)},
  LOCATION = {Limerick, Ireland},
  MONTH = {December}
}


@INPROCEEDINGS{Maynes-Aminzade02a,
  AUTHOR = {Dan Maynes-Aminzade and Randy Pausch and Steve Seitz},
  TITLE = {Techniques for Interactive Audience Participation},
  YEAR = {2002},
  BOOKTITLE = {Proceedings of IEEE International Conference on Multimodal
				 Interfaces (ICMI)},
  PAGES = {},
  ABSTRACT = {At SIGGRAPH in 1991, Loren and Rachel Carpenter
	unveiled an interactive entertainment system that allowed
	members of a large audience to control an onscreen game
	using red and green reflective paddles. In the spirit of this
	approach, we present a new set of techniques that enable
	members of an audience to participate, either cooperatively
	or competitively, in shared entertainment experiences. Our
	techniques allow audiences with hundreds of people to con-trol
	onscreen activity by (1) leaning left and right in their
	seats, (2) batting a beach ball while its shadow is used as a
	pointing device, and (3) pointing laser pointers at the
	screen. All of these techniques can be implemented with
	inexpensive, off the shelf hardware. We have tested these
	techniques with a variety of audiences; in this paper we
	describe both the computer vision based implementation
	and the lessons we learned about designing effective con-tent
	for interactive audience participation.}
}


@INCOLLECTION{Russell03a,
  AUTHOR = {Daniel M. Russell and Alison Sue},
  TITLE = {Large Interactive Public Displays: Use Patterns, Support Patterns,
			 Community Patterns},
  BOOKTITLE = {Public and Situated Displays: Social and Interactional Aspects
				 of Shared Display Technologies},
  PAGES = {3--17},
  YEAR = {2003},
  PUBLISHER = {Kluwer Academic Publishers},
  EDITOR = {Kenton O'Hara and Mark Perry and Elizabeth Churchill and Daniel
			  Russell},
  ABSTRACT = {Large displays have several natural affordances that should
	make it simple to support collaborative work. They are
	large enough to hold multiple work areas, they are easy to
	see and can be manipulated directly via touch. The
	BlueBoard is a large plasma display with touch sensing and
	a badge reader to identify individuals using the board. The
	onboard software acts as a thin client giving access to each
	participantts web-based content (e.g., home pages, project
	pages). The client also has a set of tools and mechanisms
	that support rapid exchange of content between those
	present. The overall design of the BlueBoard is one that is
	easily learnable (under 5 minutes), very simple to use, and
	permits novel uses for collaboration. Our initial field study
	revealed a number of social issues about the use of a large
	display surface, yet indicates that a shared public display
	space truly has distinct properties that lend themselves to
	sharing content. Extreme learnability \& overall simplicity
	of design makes BlueBoard a tool for collaboration that
	supports intermittent, but effective use for side-by-side
	collaboration between colleagues.}
}


@INPROCEEDINGS{Benford00b,
  AUTHOR = {Steve Benford and Benjamin B. Bederson and Karl-Petter {\AA}kesson and Victor Bayon and Allison Druin and P{\"a}r Hansson and Juan Pablo Hourcade and Rob Ingram and Helen Neale and Claire O'Malley and Kristian T. Simsarian and Dana{\"e} Stanton and Yngve Sundblad and Gustav Tax{\'e}n},
  TITLE = {Designing storytelling technologies to encouraging collaboration 
  		   between young children},
  BOOKTITLE = {Proceedings of Conference on Human Factors in 
				 Computing Systems (SIGCHI)},
  YEAR = {2000},
  ISBN = {1-58113-216-6},
  PAGES = {556--563},
  LOCATION = {The Hague, The Netherlands},
  URL = {http://doi.acm.org/10.1145/332040.332502},
  PUBLISHER = {ACM Press},
  ABSTRACT = {We describe the iterative design of two collaborative
	storytelling technologies for young children, KidPad and
	the Klump. We focus on the idea of designing interfaces to
	subtly encourage collaboration so that children are invited
	to discover the added benefits of working together. This
	idea has been motivated by our experiences of using early
	versions of our technologies in schools in Sweden and the
	UK. We compare the approach of encouraging
	collaboration with other approaches to synchronizing
	shared interfaces. We describe how we have revised the
	technologies to encourage collaboration and to reflect
	design suggestions made by the children themselves.}
}


@INPROCEEDINGS{Mynatt99a,
  AUTHOR = {Elizabeth D. Mynatt and Takeo Igarashi and W. Keith Edwards and 
			  Anthony LaMarca},
  TITLE = {Flatland: new dimensions in office whiteboards},
  BOOKTITLE = {Proceedings of the SIGCHI Conference on Human Factors in 
				 Computing Systems (CHI)},
  YEAR = {1999},
  ISBN = {0-201-48559-1},
  PAGES = {346--353},
  LOCATION = {Pittsburgh, Pennsylvania, United States},
  URL = {http://doi.acm.org/10.1145/302979.303108},
  PUBLISHER = {ACM Press},
  ABSTRACT = {Flatland is an augmented whiteboard interface designed for
	informal office work. Our research has investigated
	approaches to building an augmented whiteboard in the
	context of continuous, long term office use. In particular, we
	have pursued three avenues of research based on input from
	user studies: techniques for the management of space on the
	board, the ability to flexibly apply behaviors to support
	varied application semantics, and mechanisms for managing
	history on the board. Unlike some previously reported
	systems, our design choices have been influenced by a
	desire to support preproduction --- rather than final
	production --- work in an office setting.}
}


@ARTICLE{Z00a,
  AUTHOR = {Pamela Z},
  TITLE = {Audible Image/Visible Sound: {Donald Swearingen's} {Living Off The 
			List}},
  MAGAZINE = {21st Century Music},
  JOURNAL = {21st Century Music},
  YEAR = {2000},
  MONTH = {September},
  VOLUME = {8},
  NUMBER = {1}
}


@INCOLLECTION{Agamanolis03a,
  AUTHOR = {Stefan Agamanolis},
  TITLE = {Designing displays for human connectedness},
  BOOKTITLE = {Public and Situated Displays: Social and Interactional Aspects
				 of Shared Display Technologies},
  PAGES = {309--334},
  YEAR = {2003},
  PUBLISHER = {Kluwer Academic Publishers},
  EDITOR = {Kenton O'Hara and Mark Perry and Elizabeth Churchill and Daniel
			  Russell},
  ABSTRACT = {How do we design displays that build and enhance a sense of presence, awareness, and togetherness between members of work groups, families, or communities? Using several projects from the Human Connectedness research group at Media Lab Europe as a context for personal reflection, this paper attempts to assemble an initial framework of design principles for these specific effects and the applications that need them.}
}


@INPROCEEDINGS{Stewart97a,
  AUTHOR = {Jason Stewart},
  TITLE = {Single Display Groupware},
  BOOKTITLE = {Adjunct Proceedings of the SIGCHI Conference on Human Factors 
				 in Computing Systems (CHI)},
  PUBLISHER = {ACM Press},
  PAGES = {71--72},
  YEAR = {1997},
  ABSTRACT = {Face-to-face collaboration of small groups is one of the most common forms of group work, yet group-aware computer support for this type of collaboration is limited. My research examines the effectiveness of Single Display Groupware (SDG), computer systems that support face-to-face collaboration around a single computer display. Together with the help of a group of elementary school children, I will design and build a prototype SDG system called Sushi that is an authoring tool for interactive multimedia stories.}
}


@INPROCEEDINGS{DeVaul03a,
  AUTHOR = {Richard W. DeVaul and Alex Pentland and Vicka R. Corey},
  TITLE = {The Memory Glasses: Subliminal vs. Overt Memory Support with 
			 Imperfect Information},
  ABSTRACT = {Wearables are frequently designed to support users engaged
	in complex ``real world'' activities, ranging from food
	inspection to ground combat. Unfortunately, wearables
	also have the potential to interfere with the very tasks they
	are designed to support, either by distracting the user or
	providing them with misleading information.
	In 2002 we published a pilot study suggesting that a
	subliminal visual cuing system might be an effective low-attention
	interaction strategy for just-in-time memory support.
	In this paper we present the results of a larger study
	demonstrating that not only is wearable subliminal cuing
	significantly effective (increasing performance by a factor
	of approximately 1.5; p = 0.02), but even incorrect subliminal
	cues can actually improve performance. By contrast,
	consciously-visible incorrect cues caused performance to
	degrade.},
  BOOKTITLE = {Proceedings of 7th IEEE International Symposium on Wearable 
				 Computers (ISWC)},
  MONTH = {October},
  YEAR = {2003},
  LOCATION = {White Plains, New York, USA},
  PAGES = {146--153}
}


@INCOLLECTION{Joiner98a,
  AUTHOR = {David Joiner},
  EDITOR = {Clark Dodsworth Jr},
  TITLE = {Real Interactivity in Interactive Entertainment},
  BOOKTITLE = {Digital Illusion: Entertaining the Future with High
	Technology},
  PUBLISHER = {ACM Press},
  YEAR = {1998},
  PAGES = {151--159},
  ISBN = {0-201-84780-9}
}


@INPROCEEDINGS{Benford04b,
  AUTHOR = {Steve Benford and Duncan Rowland and Martin Flintham and Richard 
	Hull and Jo Reid and Jo Morrison and Keri Facer and Ben Clayton},
  TITLE = {``{Savannah}'': Designing a Location-Based Game Simulating Lion
	Behaviour},
  BOOKTITLE = {Proceedings of Conference on Advances in Computer Entertainment
	(ACE)},
  YEAR = {2004},
  PAGES = {},
  LOCATION = {Singapore},
  MONTH = {June},
  ABSTRACT = {We describe the design of an experimental location-based
	pervasive game entitled ``Savannah''. Players use GPS-tracked
	handheld computers to experience a virtual
	savannah that appears to be overlaid on a football pitch
	sized grassy field. Players act collaboratively to carry out
	a series of lion missions (such as marking their territory,
	hiding their cubs and hunting). A stated aim of the game is
	to encourage players to understand the behaviour of lions
	though personal experience. This directs them to learn
	about the resources that lions require, and to understand
	the daily key decisions that lions have to make in order to
	survive in the wild. As a piece of entertainment, it offers a
	unique opportunity to role play a fascinating animal in a
	novel and engaging way.}
}


@INPROCEEDINGS{Paradiso97a,
  AUTHOR = {Joseph Paradiso and Craig Abler and Kai-yuh Hsiao and Matthew 
	Reynolds},
  TITLE = {The Magic Carpet: Physical Sensing for Immersive Environments},
  BOOKTITLE = {Proceedings of SIGCHI Conference on Human Factors in Computing 
	Systems (CHI), Extended Abstracts},
  YEAR = {1997},
  LOCATION = {Atlanta, GA, USA},
  PAGES = {277--278},
  ABSTRACT = {An interactive environment has been developed that uses a
	pair of Doppler radars to measure upper-body kinematics
	(velocity, direction of motion, amount of motion) and a
	grid of piezoelectric wires hidden under a 6 x 10 foot carpet
	to monitor dynamic foot position and pressure. This
	system has been used in an audio installation, where users
	launch and modify complex musical sounds and sequences
	as they wander about the carpet. This paper describes the
	floor and radar systems, quantifies their performance, and
	outlines the musical application.}
}


@INPROCEEDINGS{Koleva99a,
  AUTHOR = {Boriana Koleva and Steve Benford and Chris Greenhalgh},
  TITLE = {The Properties of Mixed Reality Boundaries},
  BOOKTITLE = {Proceedings of Sixth European Conference on Computer 
	Supported Cooperative Work (CSCW)},
  YEAR = {1999},
  ISBN = {0-7923-5948-8},
  PAGES = {119--137},
  LOCATION = {Copenghagen, Denmark},
  PUBLISHER = {Kluwer Academic Publishers},
  ABSTRACT = {Mixed reality boundaries establish transparent windows between physical and virtual spaces. We introduce a set of properties that allow such boundaries to be configured to support different styles of co-operative activity. These properties are grouped into three categories: permeability (properties of visibility, audibility and solidity); situation (properties of location, alignment, mobility and segmentation); and dynamics (properties of lifetime and configurability). We discuss how each of these properties can be technically realised. We also introduce the meta-properties of symmetry and representation. We then describe and compare two contrasting demonstrations, a performance and an office-door, that rely on different property configurations.}
}


@INPROCEEDINGS{Stanton01a,
  AUTHOR = {Dana{\"e} Stanton and Victor Bayon and Helen Neale and Ahmed 
	Ghali and Steve Benford and Sue Cobb and Rob Ingram and Claire O'Malley and 
	John Wilson and Tony Pridmore},
  TITLE = {Classroom collaboration in the design of tangible interfaces for 
	storytelling},
  BOOKTITLE = {Proceedings of Conference on Human Factors in Computing Systems
	(CHI)},
  YEAR = {2001},
  ISBN = {1-58113-327-8},
  PAGES = {482--489},
  LOCATION = {Seattle, Washington, United States},
  URL = {http://doi.acm.org/10.1145/365024.365322},
  PUBLISHER = {ACM Press},
  ABSTRACT = {We describe the design of tangible interfaces to the KidPad
	collaborative drawing tool. Our aims are to support the re-enactment of
	stories to audiences, and integration within real classroom environments. A
	six-month iterative design process, working with children and teachers in
	school, has produced the  magic carpet, an interface that uses pressure
	mats and video-tracked and barcoded physical props to navigate a story in
	KidPad. Reflecting on this process, we propose four guidelines for the
	design of tangible interfaces for the classroom. (1) Use physical size and
	physical props to encourage collaboration. (2) Be aware of how different
	interfaces emphasize different actions. (3) Be aware that superficial
	changes to the design can produce very different physical interactions. (4)
	Focus on open low-tech technologies rather than (over) polished products.}
}


@ARTICLE{Agre01a,
  AUTHOR = {Philip E. Agre},
  TITLE = {Changing Places: Contexts of Awareness in Computing},
  JOURNAL = {Human-Computer Interaction},
  YEAR = {2001},
  VOLUME = {16},
  NUMBER = {2--4},
  PAGES = {177--192},
  ABSTRACT = {By allowing any social institution to structure activity in any 
	place, wireless
	information services break down the traditional mapping between institutions
	and
	places. This phenomenon greatly complicates the analysis of context for 
	purposes of
	designing context-aware computing systems. Context has a physical, 
	architectural
	aspect, but most aspects of context will also be defined in institutional 
	terms. This
	paper develops two conceptual frameworks for the analysis of context in 
	mobile and ubiquitous computing. The first framework concerns the 
	relationship between architecture, practices, and institutions; it directs 
	attention to the complex middle ground in which information services make 
	use of whatever computational resources	happen to be in the user's physical
	surroundings. The second framework is called the capture model; it 
	rationally reconstructs the traditional systems analysis methods, which 
	reorganize work activities to enable a computer to capture the information 
	it needs. Context-aware computing devices that depart from the capture model
	face a difficult set of design trade-offs.}
}


@INPROCEEDINGS{Sheridan04a,
  TITLE = {Understanding Interaction in Ubiquitous Guerrilla Performances in 
	Playful Arenas},
  AUTHOR = {Jennifer Sheridan and Alan Dix and Simon Lock and Alice Bayliss},
  MONTH = {September},
  YEAR = {2004},
  BOOKTITLE = {Proceedings of British HCI Conference},
  LOCATION = {Leeds, UK},
  PAGES = {},
  ABSTRACT = {The inherent freedom of playful arenas combined with intimate ubiquitous technologies has led to a new breed of guerrilla performance. We draw on theory from computing, performance and club culture to illustrate the Performance Triad model, a method for the analysis, deconstruction and understanding of tripartite interaction in playful arenas. We then apply the Performance Triad model to Schizophrenic Cyborg a part reversal of wearable computing technology where the user is outfitted with an electronic communication display and yet this display is visible to others not the cyborgs themselves. This ubiquitous performance investigates the shifting boundaries between performer, participant and observer and of technology-enhanced guerrilla performance.}
}


@INPROCEEDINGS{Ng02a,
  BOOKTITLE = {Proceedings of the 2002 Conference on New Instruments for 
	Musical Expression (NIME)},
  YEAR = {2002},
  MONTH = {May},
  LOCATION = {Dublin, Ireland},
  TITLE = {Interactive Gesture Music Performance Interface},
  AUTHOR = {Kia Ng},
  PAGES = {183--184},
  ABSTRACT = {This paper briefly describes a number of performance
	interfaces under the broad theme of Interactive Gesture
	Music (IGM). With a short introduction, this paper discusses
	the main components of a {\it Trans-Domain Mapping}
	(TDM) framework, and presents various prototypes
	developed under this framework, to translate meaningful
	activities from one creative domain onto another, to provide
	real-time control of musical events with physical
	movements.}
}


@ARTICLE{Hartson03a,
  TITLE = {Cognitive, physical, sensory, and functional affordances in 
	interaction design},
  AUTHOR = {H. Rex Hartson},
  JOURNAL = {Behaviour and Information Technology},
  MONTH = {September--October},
  YEAR = {2003},
  VOLUME = {22},
  NUMBER = {5},
  PAGES = {315--338},
  SECTION = {24},
  ISSN = {0144-929X},
  ABSTRACT = {In reaction to Norman's (1999) essay on misuse of the term {\it affordance} in human-computer interaction literature, this article is a concept paper affirming the importance of this powerful concept, reinforcing Norman's distinctions of terminology, and expanding on the usefulness of the concepts in terms of their application to interaction design and evaluation. We define and use four complementary types of affordance in the context of interaction design and evaluation: {\it cognitive affordance}, {\it physical affordance}, {\it sensory affordance}, and {\it functional affordance}. The terms cognitive affordance (Norman's perceived affordance) and physical affordance (Norman's real affordance) refer to parallel and equally important usability concepts for interaction design, to which sensory affordance plays a supporting role. We argue that the concept of physical affordance carries a mandatory component of utility or purposeful action (functional affordance). Finally, we provide guidelines to help designers think about how these four kinds of affordance work together naturally in contextualized HCI design or evaluation.}
}


@ARTICLE{Paradiso99a,
  AUTHOR = {Joseph Paradiso},
  TITLE = {The Brain Opera Technology: New Instruments and Gestural Sensors 
	for Musical Interaction and Performance},
  JOURNAL = {Journal of New Music Research},
  VOLUME = {28},
  NUMBER = {2},
  YEAR = {1999},
  PAGES = {130--149},
  ABSTRACT = {This paper describes the array of new musical instruments and interactive installations	developed for the Brain Opera, a large, touring multimedia production, where the audience first explores a set of musical modes at a variety of novel, interactive stations before experiencing them in an actual performance. Most of the Brain Opera's installations were intended for the general public, employing different gestural measurements and mappings that allow an untrained audience to intuitively interact with music and graphics at various levels of complexity. Another set of instruments was designed for a trio of trained musicians, who used more deliberate technique to perform the composed music. This paper outlines the hardware and sensor systems behind these devices: the electric field sensors of the Gesture Wall and Sensor Chair, the smart piezoelectric touchpads of the Rhythm Tree, the instrumented springs in Harmonic Driving, the pressure-sensitive touch screens of the Melody Easels, and the multimodal Digital Baton, containing a tactile interface, inertial sensors, and precise optical tracker. Also discussed are a set of controllers developed for the Brain Opera, but not currently touring with the production, including the Magic Carpet (immersive body sensing with a smart floor and Doppler radar) and an 8-channel MIDI-controlled sonar rangefinder.}
}


@INPROCEEDINGS{Drozd01a,
  AUTHOR = {Adam Drozd and John Bowers and Steve Benford and Chris Greenhalgh
	and Mike Fraser},
  TITLE = {Collaboratively Improvising Magic: An Approach to Managing 
	Participation in an On-Line Drama},
  BOOKTITLE = {Proceedings of European Conference on Computer-Supported
	Cooperative Work (ECSCW)},
  YEAR = {2001},
  LOCATION = {Bonn, Germany},
  PAGES = {159--178},
  PUBLISHER = {Kluwer},
  ABSTRACT = {We describe how a behind-the-scenes production crew managed
		participation in an on-line improvised dramatic performance in a shared
			virtual world that was broadcast to viewers. We introduce the
			approach of collaboratively improvising magic, where participants
			indirectly request interactions with objects through extended
			incantations, rather than manipulating them directly. Invisible
			stage-hands follow these participants around the world, monitoring
			their activities and granting requests when appropriate. We
			describe how this was realised in {\it Avatar Farm}, a two hour
			long improvised drama that involved four members of the public,
		seven actors and an extensive production crew. We discuss the provision
			of technical support within the MASSIVE-3 system to realise our
			approach. Empirical analysis of interaction in {\it Avatar Farm}
		illustrates some key issues. We see how participants weave accounts of
			technical problems into the narrative; how actors vary the pacing
			of the narrative to co-ordinate the timing of a local scene in
			relation to parallel scenes that are happening elsewhere; amongst
			other matters. We conclude with some general lessons from our
			approach for CSCW.}
}


@BOOK{Lamont99a,
  AUTHOR = {Peter Lamont and Richard Wiseman},
  TITLE = {Magic in Theory: An introduction to the theoretical and 
	psychological elements of conjouring},
  YEAR = {1999},
  PUBLISHER = {University of Hertfordshire Press},
  ISBN = {0-900458-93-3}
}


@INPROCEEDINGS{Crabtree02,
  TITLE = {Ethnography and Design?},
  AUTHOR = {Andy Crabtree and Tom Rodden},
  YEAR = {2002},
  BOOKTITLE = {Proceedings of the International Workshop on InterpretiveÓ
	Approaches to Information Systems and Computing Research},
  PAGES = {70--74},
  LOCATION = {London},
  ABSTRACT = {We consider the role of `workplace studies' in technology
	design and specifically, what it means to use ethnography
	to `inform' design? We reflect on our experiences of the
	ethnography-design relationship and suggest that there is a
	need for a change in the traditional configuration of the
	two. The need to reconfigure the practical relationship
	between ethnography and design is driven by the shift from
	a product-oriented model, where ethnography is configured
	to inform requirements specification, to a socio-technical
	model of research where ethnography is employed as a
	research tool supporting exploration of the social aspects of
	increasingly adventurous and innovative technologies.}
}


@INCOLLECTION{Rokeby98a,
  AUTHOR = {David Rokeby},
  EDITOR = {Clark Dodsworth Jr},
  TITLE = {The Construction of Experience: Interface as Content},
  BOOKTITLE = {Digital Illusion: Entertaining the Future with High
	Technology},
  PUBLISHER = {ACM Press},
  YEAR = {1998},
  PAGES = {151--159},
  ISBN = {0-201-84780-9},
  ABSTRACT = {Entertainment has traditionally involved heavily coded communication. It has predominantly been delivered through words, sounds, symbols and gestures which stimulate the imagination to render an experience. The visual arts and theatre at various times in history, and film and television in the past century use the direct visual experience of images as a way to make the experience more immediate\ldots to make the audience feel more ``there.'' But these experiences remain things that happen to you. Interactivity's promise is that the experience of culture can be something you do rather than something you are given. This complicates our conventional ideas about ``content'' in the context of this new medium.}
}


@BOOK{Raskin00a,
  AUTHOR = {Jef Raskin},
  TITLE = {The Humane Interface: New Directions for Designing Interactive
	Systems},
  YEAR = {2000},
  ISBN = {0-201-37937-6},
  PUBLISHER = {ACM Press}
}


@UNPUBLISHED{Dix04a,
  AUTHOR = {Alan Dix and Jennifer Sheridan and Simon Lock and Ellis},
  YEAR = {2004},
  TITLE = {{absenT} Presence},
  NOTE = {Position paper for EQUATOR Record and Reeuse workshop},
  LOCATION = {UCL, London},
  MONTH = {12--13 February},
  ABSTRACT = {Cyberspace is lonely, each web page or document is empty. And
	yet cyberspace connects, mobile phone and IRC. Like a solo yachtsman we
	chatter on the shortwave, but the sky touches ocean all around. We connect
	to distant places, but follow fellow-less paths.

	Many environments are like this, repeatedly inhabited over time, but where
	individual visitors may be alone; some are virtiual such as web pages, some
	physical such as museums. Can we augment these environments so that
	visitors can in some way sense the presence of those who have gone before
	... and also so that the visitors' own presence is in some way is taken
	forward for others.  For example, lights might playon a gallery floor
	following the footsteps of past visitors.

	We call this sense of past presence `absent presence.'

	This paper describes two experiences in absent presence. One is a
	collection of ambient visualisations on the theme absent presence produced
	by a one-day 'competition' at Lancaster, the Scrapheap (computing)
	challenge. The other is a web visualisation Quantum Web Fields, which
	attempts to give a view of human visition to a web site.}
}


@INPROCEEDINGS{Gaver93a,
  AUTHOR = {William W. Gaver and Abigail Sellen and Christian Heath and Paul 
	Luff},
  TITLE = {One is not enough: multiple views in a media space},
  BOOKTITLE = {Proceedings of SIGCHI Conference on Human Factors in 
	Computing Systems (CHI)},
  YEAR = {1993},
  ISBN = {0-89791-575-5},
  PAGES = {335--341},
  LOCATION = {Amsterdam, The Netherlands},
  URL = {http://doi.acm.org/10.1145/169059.169268},
  PUBLISHER = {ACM Press},
  ABSTRACT = {Media spaces support collaboration, but the limited access
	they provide to remote colleagues' activities can undermine
	their utility. To address this limitation, we built an
	experimental system in which four switchable cameras were
	deployed in each of two remote offices, and observed
	participants using the system to collaborate on two tasks.
	The new views allowed increased access to task-related
	artifacm indeed, users preferred these views to more typical
	`face-to-face' ones. However, problems of establishing a
	joint frame of reference were exacerbated by the additional
	complexity, leading us to speculate about more effective
	ways to expand access to remote sites.}
}


@UNPUBLISHED{Lasen02a,
  AUTHOR = {Amparo Lasen},
  YEAR = {2002},
  TITLE = {A comparative Study of Mobile Phone Use in {London}, {Madrid} and 
		{Paris}},
  INSTITUTION = {Digital World Research Centre, University of Surrey},
  NOTE = {Unpublished report},
  URL = {http://www.surrey.ac.uk/dwrc/papers/CompStudy.pdf}
}


@UNPUBLISHED{Geser01a,
  AUTHOR = {Hans Geser},
  TITLE = {Towards a Sociological Theory of the Mobile Phone},
  YEAR = {2001},
  MONTH = {March},
  NOTE = {Unpublished report},
  INSTITUTION = {University of Z{\"u}rich},
  URL = {http://socio.ch/mobile/t_geser1.pdf}
}


@INPROCEEDINGS{Ghali03a,
  AUTHOR = {Ahmed Ghali and Boumi, S. and Steve Benford and Jonathan Green and
	Tony Pridmore},
  TITLE = {Visually Tracked Flashlights as Interaction Devices},
  YEAR = {2003},
  LOCATION = {Zurich, Switzerland},
  MONTH = {September},
  BOOKTITLE = {Proceedings of 9th IFIP TC13 International Conference on 
	Human-Computer Interaction (INTERACT)},
  PUBLISHER = {IFIP},
  ABSTRACT = {We describe a technique for visually tracking flashlights so
	that they can be used as fun, cheap, intuitive and safe interaction devices
	with a wide range of surfaces. Our implementation includes a run-time
	system for tracking flashlight beams as they appear in a video image and an
	interface for dynamically configuring targets on the surface and
	associating them with sound files. We present two early applications of
	this approach: exploring a series of underground caves at a museum and
	interactive posters and wall displays.  Early experience raises issues of
	dealing with wobbly flashlights, setting and conveying the extent of
	tracking range, and making users aware of system state. We emphasise that
	the defining feature of flashlights is that they throw a pool of light and
	suggest various ways in which this can be exploited to improve the
	flexibility of this approach.},
  URL = {http://www.equator.ac.uk/PublicationStore/Interactfinal.pdf}
}


@INPROCEEDINGS{Ferris04a,
  AUTHOR = {Kieran Ferris and Liam Bannon and Luigina Ciolfi and Paul 
	Gallagher and Tony Hall and Marilyn Lennon},
  TITLE = {Shaping experiences in the {Hunt Museum}: A design case study},
  BOOKTITLE = {Proceedings of ACM Conference on Designing Interactive 
   	Systems},
  YEAR = {2004},
  ISBN = {1-58113-787-7},
  PAGES = {205--214},
  LOCATION = {Cambridge, MA, USA},
  URL = {http://doi.acm.org/10.1145/1013115.1013144},
  PUBLISHER = {ACM Press},
  ABSTRACT = {Re-Tracing the Past: exploring objects, stories, mysteries, was
	an exhibition held at the Hunt Museum, in Limerick, Ireland from 9th--19th
	June 2003. We attempted to create an exhibition that would be an engaging
	experience for visitors, that would open avenues for exploration, allow for
	the collection of visitor opinions,and that would add to the understanding
	of material already in the Museum,rather than focus on ``gee-whiz''
	technology. Thus our augmented environment completely hid the technology
	from view. A key objective was to be faithful to the ethos of the Museum,
	and to produce an exhibition that would stand up to scrutiny by Museum
	professionals. This design study paper gives a flavour of the exhibition by
	taking the reader on a tour of the whole design and development
	cycle-through site pictures, drawings, scenarios, pictures of the
	exhibition spaces, the interactive components, and visitor comments.}
}


@ARTICLE{Cohen97a,
  JOURNAL = {Stanford Humanities Review, Constructions of the Mind: 
	Artificial Intelligence and the Humanities},
  AUTHOR = {Harold Cohen},
  VOLUME = {4},
  NUMBER = {2},
  YEAR = {1997},
  TITLE = {The further exploits of {AARON}, painter}
}


@INPROCEEDINGS{Bellotti02a,
  AUTHOR = {Victoria Bellotti and Maribeth Back and W. Keith Edwards and 
	Rebecca E. Grinter and Austin Henderson and Cristina Lopes},
  TITLE = {Making sense of sensing systems: Five questions for designers and 
	researchers},
  BOOKTITLE = {Proceedings of SIGCHI Conference on Human Factors in Computing
	Systems (CHI)},
  YEAR = {2002},
  ISBN = {1-58113-453-3},
  PAGES = {415--422},
  LOCATION = {Minneapolis, Minnesota, USA},
  URL = {http://doi.acm.org/10.1145/503376.503450},
  PUBLISHER = {ACM Press},
  ABSTRACT = { This paper borrows ideas from social science to inform the
	design of novel ``sensing'' user-interfaces for computing technology.
	Specifically, we present five design challenges inspired by analysis of
	human-human communication that are mundanely addressed by traditional
	graphical user interface designs (GUIs). Although classic GUI conventions
	allow us to finesse these questions, recent research into innovative
	interaction techniques such as `Ubiquitous Computing' and `Tangible
	Interfaces' has begun to expose the interaction challenges and problems
	they pose. By making them explicit we open a discourse on how an approach
	similar to that used by social scientists in studying human-human
	interaction might inform the design of novel interaction mechanisms that
	can be used to handle human-computer communication accomplishments}
}


@BOOK{Rosen02a,
  AUTHOR = {Charles Rosen},
  TITLE = {Piano Notes: The Hidden World of the Pianist},
  PUBLISHER = {Penguin Press},
  YEAR = {2002},
  ISBN = {0-7139-9522-X}
}


@INPROCEEDINGS{Bowers00a,
  AUTHOR = {John Bowers and Sten Olof Hellstr{\"o}m},
  TITLE = {Simple interfaces to complex sound in improvised music},
  BOOKTITLE = {Extended Abstracts on Human Factors in Computing Systems 
	(CHI)},
  YEAR = {2000},
  ISBN = {1-58113-248-4},
  PAGES = {125--126},
  LOCATION = {The Hague, The Netherlands},
  URL = {http://doi.acm.org/10.1145/633292.633364},
  PUBLISHER = {ACM Press},
  ABSTRACT = {We describe some interaction design principles and two
	interactive algorithms for the transformation of user-input
	from simple low degree of freedom (DOF) devices to
	support the synthesis of sound in music improvisation. We
	offer `algorithmically mediated interaction' as an alternative
	to direct manipulation (DM) to describe auditory interfaces
	of this sort. A short performance complements this paper.}
}


@UNPUBLISHED{Agre01b,
  TITLE = {The Fall of {Babbage's} Theology},
  AUTHOR = {Philip E. Agre},
  YEAR = {2001},
  NOTE = {Revised version of a paper presented at the seminar on ``People and
	Computers,'' University of Newcastle upon Tyne, September 1999},
  URL = {http://polaris.gseis.ucla.edu/pagre/babbage.html}
}


@INPROCEEDINGS{Christian00a,
  AUTHOR = {Andrew D. Christian and Brian L. Avery},
  TITLE = {Speak out and annoy someone: experience with intelligent kiosks},
  BOOKTITLE = {Proceedings of the SIGCHI conference on Human factors in 
		computing systems},
  YEAR = {2000},
  ISBN = {1-58113-216-6},
  PAGES = {313--320},
  LOCATION = {The Hague, The Netherlands},
  URL = {http://doi.acm.org/10.1145/332040.332449},
  PUBLISHER = {ACM Press},
  ABSTRACT = {An intelligent kiosk is a public information kiosk that senses
		the presence of humans and communicates in a natural way. To examine
			issues of human-kiosk interaction, we have built and deployed two
			versions of intelligent kiosks. The first kiosk design combines
			machine vision to locate and track people in the vicinity with an
			animated talking head that focuses on clients and talks to them.
			The second kiosk design uses infrared and sonar sensors to sense
			clients and multiple interacting agents to communicate with the
			client.

	The foremost lessons learned from public trials include (1) people are
	attracted to an animated face that watches them, (2) small mobile agents
	interact better with kiosk content than a single fixed face, (3)
	speaker-independent speech recognition is only useful in targeted 
	applications, and (4) the quality of the content on the kiosk strongly 
	influences the client's evaluation of the quality of the technology.}
}


@INPROCEEDINGS{White03a,
  TITLE = {Augmented Reality for Museum Artefact Visualization},
  AUTHOR = {Martin White and Fotis Liarokapis and Joseph Darcy and Nick 
	Mourkoussis and Panagiotis Petridis and Paul F. Lister},
  BOOKTITLE = {Eurographics Ireland Workshop},
  YEAR = {2003},
  MONTH = {April},
  LOCATION = {Coleraine},
  INSTITUTION = {University Sussex, Engineering and Information Technology,
	Centre for VLSI and Computer Graphics, Falmer, BN1 9QT, UK},
  ABSTRACT = {This paper describes an experimental augmented reality based
	system for overlaying computer generated information on the real world.
	Museum artefacts are digitised; 3D models are then created and rendered in
	an augmented reality environment providing the opportunity for museum
	visitors to visualise virtual artefacts in the context of real artefacts
	and other contextual information. Viewing 3D models, images and text in the
	same augmented environment enhances the museum visitoros experience. Our
	work is focused on three areas: photo-realistic and efficient 3D modelling
	of museum artefacts; on the description of the artefacts and their digital
	representations through the use of XML based on metadata standards; and on
	the rendering and mixing of real objects with synthetic ones in real time
	performance. The potential of our system is illustrated through a
	simulation scenario developed on an experimental AR tabletop laboratory
	environment.}
}


@ARTICLE{Foster02a,
  AUTHOR = {Ian Foster},
  TITLE = {What is the Grid? {A} Three Point Checklist},
  INSTITUTION = {Argonne National Laboratory \& University of Chicago},
  MONTH = {July},
  YEAR = {2002},
  URL = {http://www-fp.mcs.anl.gov/~foster/Articles/WhatIsTheGrid.pdf},
  JOURNAL = {GRIDToday}
}


@INPROCEEDINGS{Fraser04b,
  AUTHOR = {Mike Fraser and {the VidGrid Consortium}},
  TITLE = {The Same Old Remote Misunderstandings: Object-Focused Interaction 
	in e-Social Science},
  BOOKTITLE = {Proceedings of Ubicomp 2004 Workshop on Giving Help at a 
	Distance},
  LOCATION = {Nottingham, UK},
  MONTH = {7--10 September},
  YEAR = {2004}
}


@INPROCEEDINGS{Chalmers96a,
  AUTHOR = {Matthew Chalmers},
  TITLE = {A linear iteration time layout algorithm for visualising 
	high-dimensional data},
  BOOKTITLE = {Proceedings of 7th Conference on Visualization},
  YEAR = {1996},
  ISBN = {0-89791-864-9},
  PAGES = {127--ff.},
  LOCATION = {San Francisco, California, United States},
  PUBLISHER = {IEEE Computer Society Press}
}


@ARTICLE{Foster01a,
  TITLE = {The Anatomy of the Grid: Enabling Scalable Virtual Organizations},
  AUTHOR = {Ian Foster and Carl Kesselman and Simon Tuecke},
  JOURNAL = {International Journal Supercomputer Applications},
  VOLUME = {15},
  NUMBER = {3},
  YEAR = {2001},
  ABSTRACT = {``Grid'' computing has emerged as an important new field,
	distinguished from conventional distributed computing by its focus on
	large-scale resource sharing, innovative applications, and, in some cases,
	high-performance orientation. In this article, we define this new field.
	First, we review the ``Grid problem,'' which we define as flexible, secure,
	coordinated resource sharing among dynamic collections of individuals,
	institutions, and resources-what we refer to as virtual organizations. In
	such settings, we encounter unique authentication, authorization, resource
	access, resource discovery, and other challenges. It is this class of
	problem that is addressed by Grid technologies. Next, we present an
	extensible and open Grid architecture, in which protocols, services,
	application programming interfaces, and software development kits are
	categorized according to their roles in enabling resource sharing. We
	describe requirements that we believe any such mechanisms must satisfy, and
	we discuss the central role played by the intergrid protocols that enable
	interoperability among different Grid systems. Finally, we discuss how Grid
	technologies relate to other contemporary technologies, including
	enterprise integration, application service provider, storage service
	provider, and peer-to-peer computing. We maintain that Grid concepts and
	technologies complement and have much to contribute to these other
	approaches.}
}


@INPROCEEDINGS{Fisher04a,
  AUTHOR = {Danyel Fisher and Paul Dourish},
  TITLE = {Social and temporal structures in everyday collaboration},
  BOOKTITLE = {Proceedings of SIGCHI Conference on Human Factors in 
	Computing Systems (CHI)},
  YEAR = {2004},
  ISBN = {1-58113-702-8},
  PAGES = {551--558},
  LOCATION = {Vienna, Austria},
  URL = {http://doi.acm.org/10.1145/985692.985762},
  PUBLISHER = {ACM Press},
  ABSTRACT = {Everyday work frequently involves coordinating and
	collaborating with others, but the structure of collaboration is largely
	invisible to conventional desktop applications. We are exploring ways to
	support everyday collaboration by allowing applications access to the
	social, organizational, and temporal settings within which work is
	conducted. In this paper, we present two generations of systems supporting
	everyday collaboration, focusing on ways to recover and represent the
	temporal and social structures of online activity.}
}


@ARTICLE{Dourish04a,
  AUTHOR = {Paul Dourish},
  TITLE = {What we talk about when we talk about context},
  JOURNAL = {Personal Ubiquitous Computing},
  VOLUME = {8},
  NUMBER = {1},
  YEAR = {2004},
  ISSN = {1617-4909},
  PAGES = {19--30},
  URL = {http://dx.doi.org/10.1007/s00779-003-0253-8},
  PUBLISHER = {Springer-Verlag},
  ABSTRACT = {The emergence of ubiquitous computing as a new design paradigm
	poses significant challenges for human-computer interaction (HCI) and
	interaction design. Traditionally, HCI has taken place within a constrained
	and well-understood domain of experience---single users sitting at
	desks and interacting with conventionally-designed computers employing
	screens, keyboards and mice for interaction. New opportunities have
	engendered considerable interest in ``context-aware	
	computing''---computational systems that can sense and respond
	to aspects of the settings in which they are used. However, considerable
	confusion surrounds the notion of ``context''---what it
	means, what it includes and what role it plays in interactive systems. This
	paper suggests that the representational stance implied by conventional
	interpretations of ``context'' misinterprets the role of
	context in everyday human activity, and proposes an alternative model that
	suggests different directions for design.}
}


@INPROCEEDINGS{Shapiro94a,
  AUTHOR = {Dan Shapiro},
  TITLE = {The limits of ethnography: combining social sciences for {CSCW}},
  BOOKTITLE = {Proceedings of ACM Conference on Computer Supported Cooperative
	Work},
  YEAR = {1994},
  ISBN = {0-89791-689-1},
  PAGES = {417--428},
  LOCATION = {Chapel Hill, North Carolina, United States},
  URL = {http://doi.acm.org/10.1145/192844.193064},
  PUBLISHER = {ACM Press},
  ABSTRACT = {This paper addresses some of the divergences between social
	sciences, and proposes the development of hybrid forms of participation in
	CSCW. It offers a critique of the theoretical isolationism of some
	ethnomethodological ethnography. It reviews the prospects for
	interdisciplinary collaboration, and seeks to motivate it with some ``core
	propositions'' which expose the inescapable character of the problems
	(although not necessarily of the solutions) which are ``owned'' by different
	disciplines. It illustrates hybrid forms with discussion of some issues in
	two areas: the cognitive versus the ethnographic; it further describes the
	politics of participation.}
}


@INPROCEEDINGS{Sparacino02a,
  TITLE = {The Museum Wearable: real-time sensor-driven understanding of 
	visitors' interests for personalized visually-augmented museum experiences},
  AUTHOR = {Flavia Sparacino},
  BOOKTITLE = {Proceedings of Museums and the Web (MW2002)},
  MONTH = {April},
  PAGES = {17--20},
  LOCATION = {Boston, USA},
  YEAR = {2002},
  ABSTRACT = {This paper describes the museum wearable: a wearable computer
	which orchestrates an audiovisual narration as a function of the visitor's
	interests gathered from his/her physical path in the museum and length of
	stops. The wearable is made by a lightweight and small computer that people
	carry inside a shoulder pack. It offers an audiovisual augmentation of the
	surrounding environment using a small, lightweight eye-piece display (often
	called private-eye) attached to conventional headphones. Using custom built
	infrared location sensors distributed in the museum space, and statistical
	mathematical modeling, the museum wearable builds a progressively refined
	user model and uses it to deliver a personalized audiovisual narration to
	the visitor. This device will enrich and personalize the museum visit as a
	visual and auditory storyteller that is able to adapt its story to the
	audience's interests and guide the public through the path of the exhibit.}
}


@INPROCEEDINGS{Schmalstieg02a,
  TITLE = {Distributed Applications for Collaborative Augmented Reality},
  AUTHOR = {Dieter Schmalstieg and Gerd Hesina},
  BOOKTITLE = {Proceedings of IEEE Conference on Virtual Reality},
  YEAR = {2002},
  PUBLISHER = {IEEE Press},
  LOCATION = {Orlando, Florida},
  PAGES = {59--66},
  MONTH = {March},
  KEYWORDS = {Studierstube, Augmented Reality, Distributed Systems, 
				Application Migration},
  ABSTRACT = {This paper focuses on the distributed architecture of the
	collaborative augmented reality system Studierstube. The system allows
	multiple users to experience a shared 3D workspace using see-through head
	mounted displays or other presentation media such as projection systems.
	Multiple applications can populate this workspace simultaneously. The
	system design is based on a distributed shared scene graph that alleviates
	the application programmer from explicitly considering distribution, and
	avoids a separation of graphical and application data. The idea of unifying
	all system data in the scene graph is taken to its logical consequence by
	implementing application instances as nodes in the scene graph. Through the
	distributed shared scene graph mechanism, consistency of scene graph
	replicas and the contained application nodes is assured. Multi-user 3D
	widgets allow concurrent interaction with minimal coordination effort from
	the application. Special interest is paid to migration of application nodes
	from host to host allowing dynamic workgroup management, such as load
	balancing, late joining and early exit of hosts, and some forms of remote
	collaboration and ubiquitous computing.}
}


@ARTICLE{Ahlers95a,
  AUTHOR = {Klaus H. Ahlers and Andr{\'{e}} Kramer and David E. Breen and 
			 {Pierre-Yves} Chevalier and Chris Crampton and Eric Rose and Mihran
			 Tuceryan and Ross T. Whitaker and Douglas Greer},
  TITLE = {Distributed Augmented Reality for Collaborative Design 
			Applications},
  JOURNAL = {Computer Graphics Forum},
  VOLUME = {14},
  NUMBER = {3},
  PUBLISHER = {Blackwell Publishers},
  EDITOR = {Frits Post and Martin G{\"{o}}bel},
  PAGES = {3--14},
  YEAR = {1995},
  URL = {citeseer.ist.psu.edu/231004.html},
  ABSTRACT = {This paper presents a system for constructing collaborative
	design applications based on distributed augmented reality. Augmented
	reality interfaces are a natural method for presenting computer-based
	design by merging graphics with a view of the real world. Distribution
	enables users at remote sites to collaborate on design tasks. The users
	interactively control their local view, try out design options, and
	communicate design proposals. They share virtual graphical objects that
	substitute for real objects which are not yet physically created or are not
	yet placed into the real design environment. We describe the underlying
	augmented reality system and in particular how it has been extended in
	order to support multi-user collaboration. The construction of distributed
	augmented reality applications is made easier by a separation of interface,
	interaction and distribution issues. An interior design application is used
	as an example to demonstrate the advantages of our approach.}
}


@INPROCEEDINGS{Rekimoto98a,
  AUTHOR = {J Rekimoto and Yuji Ayatsuka and Kazuteru Hayashi},
  TITLE = {Augment-able Reality: Situated Communication through Physical and 
			 Digital Spaces},
  BOOKTITLE = {Proceedings of IEEE International Symposium on Wearable 
				 Computing},
  YEAR = {1998},
  PAGES = {68-75},
  ABSTRACT = {Most existing augmented reality systems only provide
	a method for browsing information that is situated in
	the real world context. This paper describes a system
	that allows users to dynamically attach newly created
	digital information such as voice notes or photographs to
	the physical environment, through wearable computers as
	well as normal computers. Attached data is stored with
	contextual tags such as location IDs and object IDs that
	are obtained by wearable sensors, so the same or other
	wearable users can notice them when they come to the
	same context. Similar to the role that Post-it notes play in
	community messaging, we expect our proposed method to
	be a fundamental communication platform when wearable
	computers become commonplace.}
}


@INPROCEEDINGS{Mann97a,
  TITLE = {An historical account of the `WearComp' and `WearCam' inventions 
	developed for applications in `Personal Imaging'},
  AUTHOR = {Steve Mann},
  YEAR = {1997},
  BOOKTITLE = {IEEE Proceedings of 1st International Symposium on Wearable 
	Computers (ISWC)},
  MONTH = {October},
  LOCATION = {Cambridge, Massachusetts, USA},
  PAGES = {66--73},
  ABSTRACT = {We are entering a pivotal era in which we will become
	inextricably intertwined with computational technology that will become
	part of our everyday lives in a much more immediate and intimate way than
	in the past. The recent explosion of interest in so-called ``wearable
	computers'' is indicative of this general trend. The purpose of this paper
	is to provide an historical account of my wearable computer effort, from
	the 1970s (WearComp0) to present (WearComp7), with emphasis on a particular
	variation whose origins were in imaging applications. This application,
	known as `personal imaging', originated as a computerized photographer's
	assistant which I developed for what many regarded as an obscure
	photographic technique. However, it later evolved into a more diverse
	apparatus and methodology, combining machine vision and computer graphics,
	in a wearable tetherless apparatus, useful in day-to-day living. Personal
	imaging, at the intersection of art, science, and technology, has given
	rise to a new outlook on photography, videography, augmented reality, and
	`mediated reality', as well as new theories of human perception and
	human-machine interaction. My current personal imaging apparatus, based on
	a camera and display built within an ordinary pair of sunglasses, together
	with a powerful multimedia computer built into ordinary clothing, points to
	a new possibility for the mass-market.}
}


@BOOK{Leach76a,
  TITLE = {Culture and Communication: The Logic by Which Symbols Are 
	Connected},
  AUTHOR = {Edmund Leach},
  YEAR = {1997},
  PUBLISHER = {Cambridge University Press},
  EDITOR = {Jack Goody and Geoffrey Hawthorn},
  SERIES = {Themes in the Social Sciences}
}


@INPROCEEDINGS{Vacchetti04a,
  AUTHOR = {Luca Vacchetti and Vincent Lepetit and Pascal Fua},
  TITLE = {Combining Edge and Texture Information for Real-Time Accurate {3D} 
	Camera Tracking},
  BOOKTITLE = {Proceedings of International Symposium on Mixed and Augmented
	Reality (ISMAR)},
  LOCATION = {Arlington, VA},
  MONTH = {November},
  YEAR = {2004},
  PAGES = {}
}


@INPROCEEDINGS{Gaver03a,
  AUTHOR = {William Gaver and John Beaver and Steve Benford},
  YEAR = {2003},
  TITLE = {Ambiguity as a resource for design},
  BOOKTITLE = {Proceedings of Conference on Human Factors in Computing
				 Systems (CHI)},
  ISBN = {1-58113-630-7},
  PAGES = {233--240},
  LOCATION = {Fort Lauderdale, Florida, USA},
  URL = {http://doi.acm.org/10.1145/642611.642653},
  PUBLISHER = {ACM Press},
  ABSTRACT = {Ambiguity is usually considered anathema in Human Computer
	Interaction. We argue, in contrast, that it is a resource for design that
	can be used to encourage close personal engagement with systems. We
	illustrate this with examples from contemporary arts and design practice,
	and distinguish three broad classes of ambiguity according to where
	uncertainty is located in the interpretative relationship linking person
	and artefact. Ambiguity of information finds its source in the artefact
	itself, ambiguity of context in the sociocultural discourses that are used
	to interpret it, and ambiguity of relationship in the interpretative and
	evaluative stance of the individual. For each of these categories, we
	describe tactics for emphasising ambiguity that may help designers and
	other practitioners understand and craft its use.}
}


@ARTICLE{Davies96a,
  AUTHOR = {Char Davies and John Harrison},
  TITLE = {Osmose: Towards Broadening the Aesthetics of Virtual Reality},
  JOURNAL = {ACM Computer Graphics: Virtual Reality},
  VOLUME = {30},
  NUMBER = {4},
  ISSN = {0097-8930},
  PAGES = {25--28},
  URL = {http://doi.acm.org/10.1145/240806.240808},
  YEAR = {1996}
}


@ARTICLE{Swalwell03a,
  AUTHOR = {Melanie Swalwell},
  TITLE = {Multi-player Computer Gaming: `Better than playing (PC Games) with
	yourself'},
  JOURNAL = {Reconstruction},
  VOLUME = {3},
  NUMBER = {4},
  ISSN = {1547-4348},
  YEAR = {2003},
  MONTH = {October},
  ABSTRACT = {Based on research conducted with a multiplayer gaming group,
	this article introduces and critically outlines the phenomenon of
	``lanning,'' the practice where computer game players get together to play
	each other over a local area network or LAN. Swalwell argues that lanning
	presents a significant challenge to a number of ingrained assumptions about
	computer gaming. Primary amongst these is that lanning entails players
	meeting, not just in the virtual world of a game, but also face to face,
	dealing a blow to theories that gamers are anti-social. Swalwell goes on to
	argue that the sociality of this form of gameplay also highlights the
	paucity of a range of other, binary assumptions, in particular about what
	it is to encounter a game, and to ``enter'' virtual environments. Attention
	is focussed on some of the different negotiations that lanning involves ---
	particularly across and between a range of materiality and reality statuses
	--- and the implications of negotiations such as these for subjectivity.}
}


@INPROCEEDINGS{Fishkin04a,
  TITLE = {I Sense a Disturbance in the Force: Long-range Detection of 
	Interactions with {RFID}-tagged Objects},
  AUTHOR = {Kenneth Fishkin and Bing Jiang and Matthai Philipose and and Sumit
	Roy},
  BOOKTITLE = {Proceedings of Sixth International Conference on Ubiquitous
	Computing},
  MONTH = {September},
  LOCATION = {Nottingham, UK},
  YEAR = {2004},
  PAGES = {268--282},
  ABSTRACT = {A novel method to infer interactions with passive RFID tagged
	objects is described. The method allows unobtrusive detection of human
	interactions with RFID tagged objects without requiring any modifications
	to existing communications protocols or RFID hardware. The object motion
	detection algorithm was integrated into a RFID monitoring system and
	tested in laboratory and home environments. The paper catalogs the
	experimental results obtained, provides plausible models and explanations
	and highlights the promises and future challenges for the role of RFID in
	ubicomp applications.}
}


@TECHREPORT{Humphreys03a,
  AUTHOR = {Lee Humphreys},
  YEAR = {2003},
  TITLE = {Can you hear me now? A field study of cellphone usage in public 
	space},
  INSTITUTION = {Annenberg School for Communication, University of
	Pennsylvania},
  NOTE = {Unpublished MA thesis}
}


@MISC{Carpenter93a,
  AUTHOR = {Loren Carpenter},
  TITLE = {Cinematrix, Video Imaging Method and Apparatus for Audience 
	Participation},
  NOTE = {US Patent, Nos. 5210604 (1993), 5365266 (1994)}
}


@INPROCEEDINGS{Borchers00a,
  AUTHOR = {Jan O. Borchers},
  TITLE = {A pattern approach to interaction design},
  BOOKTITLE = {Proceedings of Conference on Designing Interactive 
	Systems (DIS)},
  YEAR = {2000},
  ISBN = {1-58113-219-0},
  PAGES = {369--378},
  LOCATION = {New York City, New York, United States},
  URL = {http://doi.acm.org/10.1145/347642.347795},
  PUBLISHER = {ACM Press},
  ABSTRACT = {To create successful interactive systems, user interface
	designers need to cooperate with developers and application domain experts
	in an interdisciplinary team. These groups, however, usually miss a common
	terminology to exchange ideas, opinions, and values.This paper presents an
	approach that uses pattern languages to capture this knowledge in software
	development, HCI, and the application domain. A formal, domain-independent
	definition of design patterns allows for computer support without
	sacrificing readability, and pattern use is integrated into the usability
	engineering life cycle.As an example, experience from building an
	award-winning interactive music exhibit was turned into a pattern language,
	which was then used to inform follow-up projects and support HCI
	education.}
}


@INPROCEEDINGS{Demirdjian02a,
  AUTHOR = {David Demirdjian and Trevor Darrell},
  TITLE = {{3-D} Articulated Pose Tracking for Untethered Diectic Reference},
  BOOKTITLE = {Proceedings of International Conference on Multimodal 
	Interfaces (ICMI)},
  MONTH = {October},
  YEAR = {2002},
  LOCATION = {Pittsburgh, Pennsylvania},
  ABSTRACT = {Arm and body pose are useful cues for diectic reference
	users naturally extend their arms to objects of interest in
	a dialog. We present recent progress on untethered sensing
	of articulated arm and body configuration using robust
	stereo vision techniques. These techniques allow robust, accurate,
	real-time tracking of 3-D position and orientation.
	We demonstrate usersf performance with our system on object
	selection tasks and describe our initial efforts to integrate
	this system into a multimodal conversational dialog
	framework.}
}


@INPROCEEDINGS{Ou03a,
  TITLE = {Gesture Recognition for Remote Collaborative Physical Tasks Using 
	Tablet {PC}s},
  AUTHOR = {Jiazhi Ou and Xilin Chen and Jie Yang},
  YEAR = {2003},
  BOOKTITLE = {International Workshop on Multimedia Technologies in E-Learning
	and Collaboration (WOMTEC)},
  MONTH = {October},
  LOCATION = {Nice, France},
  ABSTRACT = {In this paper, we present effective and efficient gesture
	recognition algorithms for building a system to support
	remote collaborative physical tasks using tablet PCs. We
	discuss problems of gesture recognition in detail. We use
	a variable window to extract curvature changes to form
	invariant local features. We then employ a hierarchical
	classifier that consists of hidden Markov model (HMM)
	and decision tree classifiers. HMMs are utilized to
	classify closed gestures, while decision tree is used to
	classify open gestures. Experiment results show that the
	overall accuracy for all gestures is 96.4\%. Accuracies for
	closed gestures and open gestures are 96.9\% and 96.1\%
	respectively. We have developed a prototype system
	integrating gesture and live video to support
	collaboration on physical tasks. Besides normal gesture
	recognition, the system also supports gesture fitting,
	freehand drawing, and the combination of the two. The
	system can support both human to computer interaction
	and human to human communication.}
}


@BOOK{Whyte80a,
  AUTHOR = {William H. Whyte},
  TITLE = {The Social Life of Small Urban Spaces},
  YEAR = {1980},
  PUBLISHER = {The Conservation Foundation},
  ISBN = {0-89164-057-6}
}


@ARTICLE{Chalmers04a,
  TITLE = {A Historical View of Context},
  AUTHOR = {Matthew Chalmers},
  YEAR = {2004},
  JOURNAL = {Journal of Computer Supported Co-operative Work},
  VOLUME = {13},
  NUMBER = {3--4},
  PAGES = {},
  ABSTRACT = {This paper re-examines a number of the approaches, origins and
	ideals of context-aware systems design, looking particularly at the way
	that the past influences what we do in our ongoing activity. As a number of
	sociologists and philosophers have pointed out, past social interaction, as
	well as past use of the heterogeneous mix of media, tools and artifacts
	that we use in our everyday activity, influence our ongoing interaction
	with the people and media at hand.  We suggest that the past is thus part
	of one's current context, and can be seen as combining and interweaving the
	temporal and subjective patterns of individuals' use of heterogeneous media
	as well as objectively structured representations of individual media.
	Based on this theoretical discussion, we present a number of critiques,
	examples and suggestions for systems designs that reflect this historical
	aspect of context, and which make good use of the past in supporting
	ongoing user activity.}
}


@INPROCEEDINGS{Brill93a,
  AUTHOR = {Eric Brill},
  TITLE = {Automatic grammar induction and parsing free text: a 
	transformation-based approach},
  BOOKTITLE = {Proceedings of the 31st conference on Association for 
	Computational Linguistics},
  YEAR = {1993},
  PAGES = {259--265},
  LOCATION = {Columbus, Ohio},
  PUBLISHER = {Association for Computational Linguistics}
}


@TECHREPORT{Tang04a,
  TITLE = {Embodiments and {VideoArms} in Mixed Presence Groupware},
  AUTHOR = {Anthony Tang and Carmen Neustaedter and Saul Greenberg},
  NUMBER = {2004-741-06},
  YEAR = {2004},
  MONTH = {March},
  ABSTRACT = {
Mixed Presence Groupware (MPG) is software that connects collocated and
distributed collaborators together in a shared visual workspace. The problem is
that collaborators in MPG focus their collaborative energies almost exclusively
on their collocated partners, ignoring their distributed counterparts. This
arises because remote collaborators are disembodied when compared to their
collocated cohorts: they lack the material presence that informs others of
their actions. In this paper, we recap how physical bodies facilitate
collaboration in physical workspaces via feedthrough, consequential
communication and gestures. We recast this theory as four design implications
for virtual embodiments that minimize the disparity between collocated and
remote collaborators within MPG. We use these properties to design VideoArms, a
video-based mechanism that captures people's body actions within a physical
workspace, and then digitally recreates them as virtual embodiments throughout
the MPG workspace.}
}


@INPROCEEDINGS{Adelberg98a,
  AUTHOR = {Brad Adelberg},
  TITLE = {NoDoSE---a tool for semi-automatically extracting structured and 
  	semistructured data from text documents},
  BOOKTITLE = {Proceedings of the 1998 ACM SIGMOD International Conference on 
	Management of Data},
  YEAR = {1998},
  ISBN = {0-89791-995-5},
  PAGES = {283--294},
  LOCATION = {Seattle, Washington, United States},
  URL = {http://doi.acm.org/10.1145/276304.276330},
  PUBLISHER = {ACM Press},
  ABSTRACT = {Often interesting structured or semistructured data is not in
	database systems but in HTML pages, text files, or on paper. The data in
	these formats is not usable by standard query processing engines and hence
	users need a way of extracting data from these sources into a DBMS or of
	writing wrappers around the sources. This paper describes NoDoSE, the
	Northwestern Document Structure Extractor, which is an interactive tool for
	semi-automatically determining the structure of such documents and then
	extracting their data. Using a GUI, the user hierarchically decomposes the
	file, outlining its interesting regions and then describing their
	semantics. This task is expedited by a mining component that attempts to
	infer the grammar of the file from the information the user has input so
	far. Once the format of a document has been determined, its data can be
	extracted into a number of useful forms. This paper describes both the
	NoDoSE architecture, which can be used as a test bed for structure mining
	algorithms in general, and the mining algorithms that have been developed
	by the author. The prototype, which is written in Java, is described and
	experiences parsing a variety of documents are reported.}
}


@ARTICLE{Rhodes97a,
  TITLE = {The Wearable Remembrance Agent: A system for augmented memory},
  AUTHOR = {Bradley Rhodes},
  JOURNAL = {Personal Technologies Journal Special Issue on Wearable 
	Computing},
  YEAR = {1997},
  VOLUME = {1},
  PAGES = {218--224},
  ABSTRACT = {This paper describes the wearable Remembrance Agent, a
	continuously running proactive memory aid that uses the physical context of
	a wearable computer to provide notes that might be relevant in that
	context. A currently running prototype is described, along with future
	directions for research inspired by using the prototype.}
}


@INPROCEEDINGS{Szalav98a,
  AUTHOR = {Zsolt Szalav{\'a}ri and Erik Eckstein and Michael Gervautz},
  TITLE = {Collaborative gaming in augmented reality},
  BOOKTITLE = {Proceedings of the ACM Symposium on Virtual Reality Software 
	and Technology},
  YEAR = {1998},
  ISBN = {1-58113-019-8},
  PAGES = {195--204},
  LOCATION = {Taipei, Taiwan},
  URL = {http://doi.acm.org/10.1145/293701.293740},
  PUBLISHER = {ACM Press},
  ABSTRACT = {We introduce a local collaborative augmented reality
	environment for home based entertainment. We propose a
	setup for multiple users with see-through head-mounted
	displays, allowing dedicated stereoscopic views and
	individualized interaction for each participant. This
	hardware arrangement does not hinder social
	communication, which is essential for playing games. To
	maintain a high quality game experience we use face-snapping 
	for fast and precise direct object manipulation.
	We derive semantic actions from snap events to pre-defined
	regions in the virtual gaming space. Combined with the
	game regions, we introduce a layering concept allowing
	individual views onto the common data structure.}
}


@BOOK{Borchers01a,
  AUTHOR = {Jan Borchers and Frank Buschmann},
  TITLE = {A  Pattern Approach to Interaction Design},
  YEAR = {2001},
  ISBN = {0471498289},
  PUBLISHER = {John Wiley \& Sons, Inc.},
  URL = {http://portal.acm.org/citation.cfm?id=558433},
  ABSTRACT = {While the subject of design patterns for software development
	has been covered extensively, little has been written about the power of
	the pattern
	format in interface design. A Pattern Approach to Interactive Design
	remedies this situation, providing for the first time an introduction to
	the concepts and application of patterns in user interface design. The
	author shows interface designers how to structure and capture user
	interface design knowledge from their projects and learn to understand each
	other?s design principles and solutions. Key features of this book include
	a comprehensive pattern language for the interface design of interactive
	exhibits as well as a thorough introduction to original pattern work and
	its application in software development. The book also offers invaluable
	practical guidance for interface designers, project managers, and
	researchers working in HCI, as well as for designers of interactive
	systems.}
}


@INBOOK{Dix94a,
  TITLE = {Computer-supported cooperative work --- a framework},
  BOOKTITLE = {Design Issues in CSCW},
  AUTHOR = {Alan Dix},
  YEAR = {1994},
  EDITOR = {Duska Rosenburg and Chris Hutchinson},
  PUBLISHER = {Springer Verlag, New York},
  PAGES = {23--37},
  ISBN = {0387198105}
}


@ARTICLE{Pike74a,
  AUTHOR = {Alfred Pike},
  TITLE = {A Phenomenology of Jazz},
  JOURNAL = {Journal of Jazz Studies},
  YEAR = {1974},
  VOLUME = {2},
  NUMBER = {1},
  PAGES = {88--94}
}


@ARTICLE{Heath00a,
  TITLE = {Technology and social interaction: the emergence of `workplace
	studies'},
  AUTHOR = {Christian Heath and Hubert Knoblauch and Paul Luff},
  JOURNAL = {British Journal of Sociology},
  VOLUME = {51},
  NUMBER = {2},
  MONTH = {June},
  YEAR = {2000},
  PAGES = {229--320},
  ISSN = {0007-1315},
  PUBLISHER = {Routledge Journals, Taylor \& Francis Ltd}
}


@BOOK{Berliner94a,
  AUTHOR = {Paul F. Berliner},
  TITLE = {Thinking in Jazz: The Infinite Art of Improvisation},
  YEAR = {1994},
  SERIES = {Chicago studies in ethnomusicology},
  ISBN = {0-226-04380-0},
  PUBLISHER = {University of Chicago Press}
}


@BOOK{Rousseau68a,
  AUTHOR = {Jean-Jacques Rousseau},
  TITLE = {Politics and the Arts: Letter to D'Alembert on the Theatre},
  NOTE = {Trans. Allan Bloom},
  PUBLISHER = {Cornell University Press},
  YEAR = {1968}
}


@ARTICLE{Wilde03a,
  AUTHOR = {Danielle Wilde and Eric Harris and Yvonne Rogers and Cliff 
		Randell},
  TITLE = {The {Periscope}: supporting a computer enhanced field trip for
		children},
  YEAR = {2003},
  PUBLISHER = {Springer-Verlag, London},
  JOURNAL = {Personal Ubiquitous Computing},
  VOLUME = {7},
  PAGES = {227--233}
}


@INPROCEEDINGS{Bares00a,
  AUTHOR = {William Bares and Scott McDermott and Christina Boudreaux and Somying Thainimit},
  TITLE = {Virtual {3D} camera composition from frame constraints},
  BOOKTITLE = {MULTIMEDIA '00: Proceedings of the eighth ACM international conference on Multimedia},
  YEAR = {2000},
  ISBN = {1-58113-198-4},
  PAGES = {177--186},
  LOCATION = {Marina del Rey, California, United States},
  URL = {http://doi.acm.org/10.1145/354384.354463},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{He96a,
  AUTHOR = {Li-wei He and Michael F. Cohen and David H. Salesin},
  TITLE = {The virtual cinematographer: a paradigm for automatic real-time camera control and directing},
  BOOKTITLE = {SIGGRAPH '96: Proceedings of the 23rd annual conference on Computer graphics and interactive techniques},
  YEAR = {1996},
  ISBN = {0-89791-746-4},
  PAGES = {217--224},
  URL = {http://doi.acm.org/10.1145/237170.237259},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{Liu01a,
  AUTHOR = {Qiong Liu and Yong Rui and Anoop Gupta and J. J. Cadiz},
  TITLE = {Automating camera management for lecture room environments},
  BOOKTITLE = {CHI '01: Proceedings of the SIGCHI conference on Human factors in computing systems},
  YEAR = {2001},
  ISBN = {1-58113-327-8},
  PAGES = {442--449},
  LOCATION = {Seattle, Washington, United States},
  URL = {http://doi.acm.org/10.1145/365024.365310},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{Tomlinson00a,
  AUTHOR = {Bill Tomlinson and Bruce Blumberg and Delphine Nain},
  TITLE = {Expressive autonomous cinematography for interactive virtual environments},
  BOOKTITLE = {AGENTS '00: Proceedings of the fourth international conference on Autonomous agents},
  YEAR = {2000},
  ISBN = {1-58113-230-1},
  PAGES = {317--324},
  LOCATION = {Barcelona, Spain},
  URL = {http://doi.acm.org/10.1145/336595.337513},
  PUBLISHER = {ACM Press}
}


@INPROCEEDINGS{Naimark98a,
  TITLE = {Field Cinematography Techniques for Virtual Reality Applications},
  AUTHOR = {Michael Naimark},
  AFFILIATION = {Interval Research Corporation, 1801-C Page Mill Road, Palo 
	Alto CA 94304 USA},
  BOOKTITLE = {Proceedings of 4th International Conference on Virtual Systems
	and MultiMedia (VSMM98)},
  YEAR = {1998},
  LOCATION = {Gifu, Japan}
}


@BOOK{Goffman74a,
  AUTHOR = {Erving Goffman},
  TITLE = {Frame Analysis: An Essay on the Organization of Experience},
  PUBLISHER = {Harper \& Row},
  YEAR = {1974}
}


@BOOK{Goffman59a,
  AUTHOR = {Erving Goffman},
  TITLE = {The Presentation of the Self in Everyday Life},
  PUBLISHER = {Doubleday, New York},
  YEAR = {1959}
}


@INPROCEEDINGS{Benford93a,
  AUTHOR = {Steve Benford and Lennart Fahl{\'e}n},
  TITLE = {A Spatial Model of Interaction in Virtual Environments},
  BOOKTITLE = {Proceedings of Third European Conference on Computer Supported 
	Cooperative Work (ECSCW)},
  LOCATION = {Milano, Italy},
  MONTH = {September},
  YEAR = {1993},
  PAGES = {109--124},
  ISBN = {0-7923-2447-1}
}


@BOOK{Huizinga44a,
  AUTHOR = {Johan Huizinga},
  TITLE = {Homo Ludens: A study of the play-element in culture},
  YEAR = {1944},
  PUBLISHER = {Routledge \& Kegan Paul Limited, London},
  TRANSLATOR = {R. F. C. Hull},
  SERIES = {International Library of Sociology and Social Reconstruction},
  EDITOR = {Karl Mannheim}
}


@ARTICLE{Crabtree01a,
  TITLE = {On the social organisation of space and the design of electronic 
	landscapes},
  JOURNAL = {Techn{\^Z}: Journal of the Society for Philosophy and 
	Technology},
  AUTHOR = {Andy Crabtree and John A. Hughes and Jon O'Brien and Tom Rodden},
  PAGES = {13--39},
  VOLUME = {5},
  NUMBER = {2},
  YEAR = {2001},
  ABSTRACT = {This paper reports on-going work in the eSCAPE Project (Esprit
	Long Term Research Project 25377) directed to the research and development
	of electronic landscapes for public use. Our concern here is to elucidate a
	sociologically informed approach towards the design of electronic
	landscapes or `virtual worlds.' We suggest - and demonstrate through
	ethnographic studies of virtual technologies at a multimedia art museum and
	information technology trade show - that members sense of `space' is
	produced through social practices tied to the accomplishment of activities
	occurring `within' the locations their actions are situated. Space, in
	other words, is socially constructed and shaped through members. practices
	for accomplishing situated activities. We explicate, by practical examples,
	an approach to discovering social practices in and through which a sense of
	space is constructed and outline how such understandings may be used to
	formulate requirements for the design of electronic landscapes. In
	explicating our ethnographically informed approach, we outline how future
	technologies may be developed through the situated evaluation of
	experimental prototypes in public use.}
}


@INPROCEEDINGS{Yamaashi96a,
  AUTHOR = {Kimiya Yamaashi and Jeremy R. Cooperstock and Tracy Narine and 
	William Buxton},
  TITLE = {Beating the limitations of camera-monitor mediated telepresence 
	with extra eyes},
  BOOKTITLE = {CHI '96: Proceedings of the SIGCHI conference on Human factors
	in computing systems},
  YEAR = {1996},
  ISBN = {0-89791-777-4},
  PAGES = {50--57},
  LOCATION = {Vancouver, British Columbia, Canada},
  URL = {http://doi.acm.org/10.1145/238386.238402},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {In physical presence, you are most aware of your
	  immediate surroundings, such as what is at your feet or who is beside
	  you, and less aware of objects further away. In telepresence, almost
	  the opposite is true. Due to the nature of the medium, you are most
	  aware of what is in front, often at a distance, as dictated by the
	  limited view of the camera. Even where remote camera control is
	  possible, the range of exploration is limited and the logistics of
	  control are typically awkward and slow. All of this adds up to a
	  pronounced loss of awareness of the periphery in telepresence.
	  
	  The research described here attempts to compensate for these problems
	  through two mechanisms. First, we provide telepresence users with two
	  separate views, one wide-angle and the other, a controllable,
	  detailed view. To simplify navigation, the two views are seamlessly
	  linked together, so that selecting a region of one will have an
	  effect in the other. Second, we utilize sensor information from the
	  remote location to provide the user with notification of relevant
	  events that may require attention. Together, these tools
	  significantly enhance users' awareness of their telepresence
	  surroundings. }
}


@INPROCEEDINGS{Ressler99a,
  AUTHOR = {Sandy Ressler and Brian Antonishek and Qiming Wang and Afzal 
	Godil and Keith Stouffer},
  TITLE = {When Worlds Collide --- Interactions between the Virtual and the 
	Real},
  BOOKTITLE = {Proceedings of 15th Twente Workshop on Language Technology:
	Interactions in Virtual Worlds},
  LOCATION = {Enschede, The Netherlands},
  MONTH = {May},
  YEAR = {1999}
}


@INPROCEEDINGS{Gemeinboeck05a,
  AUTHOR = {Petra Gemeinboeck},
  TITLE = {Constituting, traversing and perforating boundaries: embodied interaction in immersive virtual spaces},
  BOOKTITLE = {C\&C '05: Proceedings of the 5th conference on Creativity \& cognition},
  YEAR = {2005},
  ISBN = {1-59593-025-6},
  PAGES = {41--48},
  LOCATION = {London, United Kingdom},
  URL = {http://doi.acm.org/10.1145/1056224.1056232},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA}
}


@INPROCEEDINGS{Jennings05a,
  AUTHOR = {Pamela Jennings},
  TITLE = {Tangible social interfaces: critical theory, boundary objects and 
	interdisciplinary design methods},
  BOOKTITLE = {C\&C '05: Proceedings of the 5th conference on Creativity \& 
	cognition},
  YEAR = {2005},
  ISBN = {1-59593-025-6},
  PAGES = {176--186},
  LOCATION = {London, United Kingdom},
  URL = {http://doi.acm.org/10.1145/1056224.1056249},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA}
}


@INPROCEEDINGS{Wei05a,
  AUTHOR = {Sha Xin Wei and Satinder Gill},
  TITLE = {Gesture and response in field-based performance},
  BOOKTITLE = {C\&C '05: Proceedings of the 5th conference on Creativity \& cognition},
  YEAR = {2005},
  ISBN = {1-59593-025-6},
  PAGES = {205--209},
  LOCATION = {London, United Kingdom},
  URL = {http://doi.acm.org/10.1145/1056224.1056253},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {Ambience and immersive technological environments allow us to
	explore some basics of human pragmatics that lie beyond linguistics,
	intentionality and the subject-agency perspectives of human interaction. We
	focus on gesture and the body in sense-making and propose a discussion
	drawing on a non-dualist and agent-free account of embodied, material
	experience. By agent-free we mean an approach that does not presume a
	monolithic subject. Moreover, we deal with the problem of intersubjectivity
	by studying the human coordination of activity without appealing to a
	transmission theory of communication. [6].We achieve this by considering
	how gesture spans multiple bodies and how aesthetic design works with this
	and facilitates it. The paper is in two parts, the first part covers
	movement studies, focusing on gesture and body movement, drawing on the
	acting and pragmatics, and the second part develops this with the example
	of the TGarden, a responsive play space for experimental performance
	augmented by gesturally nuanced computational media.
	}
}


@INPROCEEDINGS{Brown04a,
  AUTHOR = {Barry Brown and Marek Bell},
  TITLE = {Social interaction in 'there'},
  BOOKTITLE = {CHI '04: CHI '04 extended abstracts on Human factors in computing systems},
  YEAR = {2004},
  ISBN = {1-58113-703-6},
  PAGES = {1465--1468},
  LOCATION = {Vienna, Austria},
  URL = {http://doi.acm.org/10.1145/985921.986091},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {Persistent online environments, such as multi-player games,
	exhibit a complex social organisation. These environments often feature
	large social groupings and elaborate cooperative behaviours. This paper
	discusses `There', one such environment, focusing on how users interact
	online. Resources such as overlapping chat and emotional gestures create a
	compelling social experience, although not one without its problems. We
	draw three lessons from There for the design of games and virtual
	environments: that text chat can be better integrated into the virtual
	environment, that gestures are valuable as communication topics as well as
	resources, and that social interactions can improve the social presence
	felt in virtual environments.
	}
}


@ARTICLE{Brown05a,
  AUTHOR = {Barry Brown and Eric Laurier},
  YEAR = {2005},
  TITLE = {Maps and journeys: an ethnomethodological investigation},
  JOURNAL = {Cartographica},
  ABSTRACT = {The notion of the `cognitive map' has long been central to
	studies of maps, wayfinding and navigation. In this paper we provide an
	alternate approach to studying map use which re-situates these activities
	as shared social and cultural practices. This paper draws on
	ethnomethodology and conversation analysis to study video of two examples
	of naturally-organised map reading.  We explore how journeying with maps is
	part of the {\it in situ} organisation of matters such as workplace tasks,
	means of transportation, having a `nice day out' maintaining friendships
	and so on. In our first clip a saleswoman consults an A-Z while stopped at
	traffic lights in order to plan the journey ahead. In the second clip, a
	group of friends consult a map as they set off for a daytrip together in a
	car. These clips provide thick descriptions of map use, the detailed
	activities involved in map use.
	}
}


@BOOK{Sudnow83a,
  AUTHOR = {David Sudnow},
  TITLE = {Pilgrim in the Microworld},
  YEAR = {1983},
  ISBN = {0446512613},
  PUBLISHER = {Warner Books}
}


@INCOLLECTION{Young00a,
  AUTHOR = {T. R. Young},
  TITLE = {The Politics of Sociology: Gouldner, Goffman and Garfinkel},
  BOOKTITLE = {Erving Goffman (4 vols.)},
  EDITOR = {Gary Alan Fine and Gregory W. H. Smith},
  SERIES = {SAGE Masters in Modern Social Thought},
  PUBLISHER = {London: SAGE},
  YEAR = {2000}
}


@ARTICLE{Weiser93a,
  AUTHOR = {Mark Weiser},
  TITLE = {Some computer science issues in ubiquitous computing},
  JOURNAL = {Communications of the ACM},
  VOLUME = {36},
  NUMBER = {7},
  YEAR = {1993},
  ISSN = {0001-0782},
  PAGES = {75--84},
  URL = {http://doi.acm.org/10.1145/159544.159617},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA}
}


@ARTICLE{Weiser91a,
  AUTHOR = {Mark Weiser},
  TITLE = {The Computer for the Twenty-First Century},
  JOURNAL = {Scientific American},
  PAGES = {94--104},
  MONTH = {September},
  YEAR = {1991}
}


@ARTICLE{Weiser96a,
  TITLE = {Designing Calm Technology},
  MONTH = {July},
  YEAR = {1996},
  AUTHOR = {Mark Weiser and J. Seely Brown},
  JOURNAL = {PowerGrid Journal},
  VOLUME = {1.01}
}


@INPROCEEDINGS{Weiser94a,
  AUTHOR = {Mark Weiser},
  TITLE = {Creating the invisible interface (invited talk)},
  BOOKTITLE = {Proceedings of ACM UIST},
  VOLUME = {1},
  YEAR = {1994},
  PUBLISHER = {ACM Press}
}


@INCOLLECTION{Zimmerman70a,
  AUTHOR = {D. H. Zimmerman and D. L. Wieder},
  TITLE = {Ethnomethodology and the problem of order: Comment on 
		Denzin},
  EDITOR = {J. D. Douglas},
  BOOKTITLE = {Understanding Everyday Life: Toward the Reconstruction 
		of Sociological Knowledge},
  PAGES = {285--298},
  PUBLISHER = {Routledge and Kegan Paul, London},
  YEAR = {1970},
  CHAPTER = {12}
}


@ARTICLE{Watson98a,
  AUTHOR = {Rod Watson},
  TITLE = {Ethnomethodology, consciousness and the self},
  JOURNAL = {Journal of Consciousness Studies},
  VOLUME = {5},
  NUMBER = {2},
  YEAR = {1998},
  PAGES = {202--223},
  PUBLISHER = {Imprint Academic},
  ABSTRACT = {In this paper I shall outline the approach to
		consciousness adopted by ethnomethodology and its `associate'
			conversation(al) analysis. I shall attempt to do this by
			taking a minimalist stance, namely a basic formulation of
			the elements of these approaches, trying to strip away the
			ornate superstructures which have been erected upon that
			basis. I shall proceed in two ways. First, I shall seek to
			define ethnomethodology and conversation analysis by
			contrasting them to varying degrees with a variety of other
			approaches: symbolic interactionism and, derivatively, the
			work of Goffman, the social psychology of Rom Harre and his
			associates and with Norbert Wiley. Secondly, I shall give
			some examples of the use of the notion of `self' held by
			ethnomethodologists and conversation analysts that take a
			definitive turn towards a non-ironic, non-mentalist,
		non-essentialist and non-cognitivist approach to knowledge,
		consciousness and self.
	}
}


@INPROCEEDINGS{Chalmers03a,
  AUTHOR = {Matthew Chalmers and Ian MacColl and Marek Bell},
  TITLE = {Seamful Design: Showing the Seams in Wearable Computing},
  BOOKTITLE = {IEE Eurowearable},
  LOCATION = {Birmingham, UK},
  PAGES = {11--17},
  YEAR = {2003}
}


@INPROCEEDINGS{Chalmers04b,
  AUTHOR = {Matthew Chalmers and Areti Galani},
  TITLE = {Seamful interweaving: heterogeneity in the theory and design of interactive systems},
  BOOKTITLE = {DIS '04: Proceedings of the 2004 conference on Designing interactive systems},
  YEAR = {2004},
  ISBN = {1-58113-787-7},
  PAGES = {243--252},
  LOCATION = {Cambridge, MA, USA},
  URL = {http://doi.acm.org/10.1145/1013115.1013149},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {Design experience and theoretical discussion suggest that a
	narrow design focus on one tool or medium as primary may clash with the way
	that everyday activity involves the interweaving and combination of many
	heterogeneous media. Interaction may become seamless and unproblematic,
	even if the differences, boundaries and 'seams' in media are objectively
	perceivable. People accommodate and take advantage of seams and
	heterogeneity, in and through the process of interaction. We use an
	experiment with a mixed reality system to ground and detail our discussion
	of seamful design, which takes account of this process, and theory that
	reflects and informs such design. We critique the 'disappearance' mentioned
	by Weiser as a goal for ubicomp, and Dourish's 'embodied interaction'
	approach to HCI, suggesting that these design ideals may be unachievable or
	incomplete because they underemphasise the interdependence of 'invisible'
	non-rationalising interaction and focused rationalising interaction within
	ongoing activity.}
}


@TECHREPORT{Chalmers04c,
  AUTHOR = {Matthew Chalmers and Ian MacColl},
  TITLE = {Seamful and Seamless Design in Ubiquitous Computing},
  INSTITUTION = {Computing Science, University of Glasgow},
  NUMBER = {Equator-03-005},
  YEAR = {2004}
}


@INCOLLECTION{Norman87a,
  AUTHOR = {Donald A. Norman},
  YEAR = {1987},
  BOOKTITLE = {Cognitive Engineering --- Cognitive Science},
  EDITOR = {J. M. Carroll},
  TITLE = {Interfacing thought: Cognitive aspects of human-computer 
		interaction},
  PUBLISHER = {Cambridge, MA: MIT Press/Bradford Books}
}


@INPROCEEDINGS{Tolmie02a,
  AUTHOR = {Peter Tolmie and James Pycock and Tim Diggins and Allan MacLean and Alain Karsenty},
  TITLE = {Unremarkable computing},
  BOOKTITLE = {CHI '02: Proceedings of the SIGCHI conference on Human factors in computing systems},
  YEAR = {2002},
  ISBN = {1-58113-453-3},
  PAGES = {399--406},
  LOCATION = {Minneapolis, Minnesota, USA},
  URL = {http://doi.acm.org/10.1145/503376.503448},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {In this paper, we seek to contribute to the Ubiquitous
	Computing agenda by focusing on one of its earliest, but most difficult,
	design ambitions - making technology ``invisible in use.'' We draw on field
	studies of domestic life as this domain is becoming increasingly important
	for new technologies and challenges many of the assumptions we take for
	granted in the design of technologies for the workplace. We use some
	examples of domestic routines to identify a number of insights into what it
	means for features of activities to be ``unremarkable.'' We conclude by using
	these insights to critique some of the current emphases in Ubiquitous
	Computing research, and suggest how we might better understand the HCI
	issues of what will be required to develop technologies that really are
	``invisible in use.''}
}


@ARTICLE{Benford05a,
  AUTHOR = {Steve Benford and Holger Schn{\"a}delbach and Boriana Koleva and Rob Anastasi and Chris Greenhalgh and Tom Rodden and Jonathan Green and Ahmed Ghali and Tony Pridmore and Bill Gaver and Andy Boucher and Brendan Walker and Sarah Pennington and Albrecht Schmidt and Hans Gellersen and Anthony Steed},
  TITLE = {Expected, sensed, and desired: A framework for designing sensing-based interaction},
  JOURNAL = {ACM Trans. Comput.-Hum. Interact.},
  VOLUME = {12},
  NUMBER = {1},
  YEAR = {2005},
  ISSN = {1073-0516},
  PAGES = {3--30},
  URL = {http://doi.acm.org/10.1145/1057237.1057239},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {
	Movements of interfaces can be analyzed in terms of whether they are
	expected, sensed, and desired. Expected movements are those that users
	naturally perform; sensed are those that can be measured by a computer; and
	desired movements are those that are required by a given application. We
	show how a systematic comparison of expected, sensed, and desired
	movements, especially with regard to how they do not precisely overlap, can
	reveal potential problems with an interface and also inspire new features.
	We describe how this approach has been applied to the design of three
	interfaces: pointing flashlights at walls and posters in order to play
	sounds; the Augurscope II, a mobile augmented reality interface for
	outdoors; and the Drift Table, an item of furniture that uses load sensing
	to control the display of aerial photographs. We propose that this approach
	can help to build a bridge between the analytic and inspirational
	approaches to design and can help designers meet the challenges raised by a
	diversification of sensing technologies and interface forms, increased
	mobility, and an emerging focus on technologies for everyday life.}
}


@INPROCEEDINGS{Crabtree04a,
  AUTHOR = {Andy Crabtree and Steve Benford and Tom Rodden and Chris Greenhalgh and Martin Flintham and Rob Anastasi and Adam Drozd and Matt Adams and Ju Row-Farr and Nick Tandavanitj and Anthony Steed},
  TITLE = {Orchestrating a mixed reality game 'on the ground'},
  BOOKTITLE = {CHI '04: Proceedings of the SIGCHI conference on Human factors in computing systems},
  YEAR = {2004},
  ISBN = {1-58113-702-8},
  PAGES = {391--398},
  LOCATION = {Vienna, Austria},
  URL = {http://doi.acm.org/10.1145/985692.985742},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA}
}


@ARTICLE{Bobick99a,
  AUTHOR = {Aaron Bobick and Stephen Intille and Jim Davis and Freedom Baird
		and Claudio Pinhanez and Lee Campbell and Yuri Ivanov and Arjan Schütte
			and Andy Wilson},
  TITLE = {The KidsRoom: A Perceptually-Based Interactive and Immersive Story
		Environment},
  MONTH = {August},
  YEAR = {1999},
  JOURNAL = {PRESENCE: Teleoperators and Virtual Environments},
  VOLUME = {8},
  NUMBER = {4},
  PAGES = {367--391}
}


@ARTICLE{Goffman52a,
  AUTHOR = {Erving Goffman},
  TITLE = {On cooling the mark out; some aspects of adaptation to failure},
  JOURNAL = {Psychiatry},
  YEAR = {1952},
  MONTH = {November},
  VOLUME = {15},
  NUMBER = {4},
  PAGES = {451--463}
}


@TECHREPORT{Crabtree00a,
  AUTHOR = {Andy Crabtree and John Hughes},
  YEAR = {2000},
  TITLE = {Social Science Perspectives on eSCAPE},
  BOOKTITLE = {eSCAPE Deliverable 4.3, Common Methodology},
  EDITOR = {Andy Crabtree and John A. Hughes and Mark Rouncefield},
  PAGES = {27--51},
  INSTITUTION = {Lancaster University, UK},
  NOTE = {Esprit Long Term Research Project 25377},
  ISBN = {1 86220 097 1}
}


@TECHREPORT{Rodden00a,
  AUTHOR = {Tom Rodden and Steve Pettifer and Lennart E. Fahl{\'e}n},
  YEAR = {2000},
  TITLE = {Computer Science Perspectives on eSCAPE},
  BOOKTITLE = {eSCAPE Deliverable 4.3, Common Methodology},
  EDITOR = {Andy Crabtree and John A. Hughes and Mark Rouncefield},
  PAGES = {27--51},
  INSTITUTION = {Lancaster University, UK},
  NOTE = {Esprit Long Term Research Project 25377},
  ISBN = {1 86220 097 1}
}


@BOOK{Hillier96a,
  TITLE = {Space is the Machine},
  AUTHOR = {Bill Hillier},
  YEAR = {1996},
  ISBN = {052156039x},
  PUBLISHER = {Cambridge University Press}
}


@BOOK{March71a,
  AUTHOR = {Lionel March and Philip Steadman},
  YEAR = {1971},
  TITLE = {The Geometry of Environment},
  PUBLISHER = {RIBA Publications, London}
}


@INBOOK{Grimson90a,
  AUTHOR = {W. Eric L. Grimson},
  TITLE = {Object recognition by computer: the role of geometric constraints},
  YEAR = {1990},
  ISBN = {0-262-07130-4},
  PUBLISHER = {MIT Press},
  ADDRESS = {Cambridge, MA, USA},
  CHAPTER = {1}
}


@INPROCEEDINGS{Turner05a,
  AUTHOR = {Greg Turner},
  TITLE = {Attuning: A Social and Technical Study of Artist-Programmer
	Collaborations},
  YEAR = {2005},
  BOOKTITLE = {Proceedings of 17th Workshop of the Psychology of Programming
	Interest Group},
  INSTITUTION = {Sussex University},
  MONTH = {June},
  ABSTRACT = {This paper presents findings from a grounded theory study of
	the social and technical roles of programmers in art-technology
	collaborations. Combined with a review of the roles of technology with
	respect to helping artists engage with the computing medium, we show that
	programmers can play several roles in such collaborations, both supportive
	of and obstructive to the requirements of artists, beyond merely `doing the
	programming.' Of central importance is the process of `attuning' between
	the actors and artefacts involved, and this can show us ways of making
	programming systems more comprehensible to artists.}
}


@INPROCEEDINGS{Steed04a,
  AUTHOR = {Anthony Steed},
  TITLE = {Supporting Mobile Applications with Real-Time Visualisation of 
		{GPS} Availability},
  EDITOR = {S. Brewster and M. Dunlop},
  BOOKTITLE = {Proc. of MobileHCI},
  YEAR = {2004},
  PUBLISHER = {LNCS},
  VOLUME = {3160},
  PAGES = {373--377},
  ABSTRACT = {Many mobile applications rely on the Global Positioning System
		(GPS) to provide position and location information. However, there are
		many problems with using GPS in urban environments due to the
		variable nature of GPS's accuracy and availability.  This paper
		introduces a simple tool that visualises the current state of GPS
		availability in real-time. This tool can be used for scenario
		planning for certain types of mobile applications and as aid for
		analysis of location logs.}
}


@INPROCEEDINGS{Edmonds04a,
  AUTHOR = {Ernest Edmonds and Greg Turner and Linda Candy},
  TITLE = {Approaches to interactive art systems},
  BOOKTITLE = {GRAPHITE '04: Proceedings of the 2nd International Conference 
	on Computer Graphics and Interactive Techniques in Australasia and South 
	East Asia},
  YEAR = {2004},
  ISBN = {1-58113-883-0},
  PAGES = {113--117},
  LOCATION = {Singapore},
  URL = {http://doi.acm.org/10.1145/988834.988854},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {Artists work with computers and visual interaction in order to 
	create
	artworks in complex and varied ways. Collaboration between technologists
	and artists frequently creates new forms of interaction and visualization:
	it also promotes thinking about new ways of programming such systems. This
	paper discusses the role of interaction in art systems and some of the new
	ways in which they are being built. Categories of interactive art systems
	defined as static, dynamic-passive, dynamic-interactive and
	dynamic-interactive (varying) are extended and illustrated by examples of
	work from the first author.}
}


@ARTICLE{Alexander65a,
  AUTHOR = {Christopher Alexander},
  TITLE = {A City is Not a Tree},
  JOURNAL = {Architectural Forum},
  VOLUME = {122},
  NUMBER = {1--2},
  MONTH = {April},
  YEAR = {1965},
  PAGES = {58--62},
  URL = {http://www.arquitetura.ufmg.br/rcesar/alex/alexander/alexander1.html}
}


@INPROCEEDINGS{Brown05b,
  AUTHOR = {Barry Brown and Matthew Chalmers and Marek Bell and Ian MacColl
		and Malcolm Hall and Paul Rudman},
  YEAR = {2005},
  TITLE = {Sharing the square: collaborative leisure in the city streets},
  BOOKTITLE = {Proceedings of ECSCW},
  LOCATION = {Paris, France},
  PAGES = {427--429},
  PUBLISHER = {Springer},
  URL = {http://www.dcs.gla.ac.uk/~barry/papers/chi\%20square\%20submitted.pdf},
  ABSTRACT = {
		Sharing events with others is an important part of many enjoyable
		experiences. While most existing co-presence systems focus on work
		tasks, in this paper we describe a lightweight mobile system
		designed for sharing leisure. This system allows city visitors to
		share their experiences with others both far and near, through
		tablet computers that share photographs, voice and location. A
		collaborative filtering algorithm uses historical data of previous
		visits to recommend photos, web pages and places to visitors,
		bringing together online media with the city's streets. In an extensive
		user trial we explored how these resources were used to collaborate
		around physical places. The trial demonstrates the value of
		technological support for sociability --- enjoyable shared social
		experiences. We also discuss support for collaborative photography
		and the role history can play in collaborative systems.
	}
}


@INPROCEEDINGS{Smith04a,
  AUTHOR = {Keir Smith and Penny Hagen},
  YEAR = {2004},
  TITLE = {Informing the Everyday Interface: Exploring User-Content 
		Relationships in Interactive Art},
  BOOKTITLE = {Proceedings of symposium Interaction: Systems, Practice and 
		Theory},
  PUBLISHER = {Creativity \& Cognition Studio Press},
  LOCATION = {Sydney, Australia},
  PAGES = {599--614},
  ABSTRACT = {The relationship between interface and content helps to
		formulate the user experience. The term interface here refers to the
			way people access systems which in the context of this paper, are
			not limited to hardware such as mouse and keyboard, or to graphical
			user interfaces (GUIs). The interface has a significant effect on
			how the connection between the user and the content manifests and
			is traditionally seen as mediating this connection. This paper
			seeks to explore this relationship in instances where the user has
			a `thick' relationship --- meaning one with an increased personal or
			subjective association - to the content. Content (sometimes known
			as data) is, according to Webster's Revised Unabridged
			Dictionary, ``that which is contained,'' in this case by a
			socio-technical system. In such systems, it is the interface that
			allows us to access, share, manipulate, generate or communicate
			with or through it. This paper explores complex content-interface
			relationships by looking at interactive artworks, commonly designed
			to be explicitly subjective and personal experiences. In doing so
			we ask whether use in an art context can inform the development of
			everyday systems where users have a personal or `thick'
			relationship to the content, such as when choosing search terms,
		generating personal content through communication tools such as SMS and
			email, or when considering context aware or pervasive computing.
	}
}


@ARTICLE{Cornock73a,
  AUTHOR = {Stroud Cornock and Ernest A. Edmonds},
  YEAR = {1973},
  TITLE = {The Creative Process Where the Artist is Amplified or Superseded by
		the Computer},
  JOURNAL = {Leonardo},
  VOLUME = {6},
  NUMBER = {11},
  PUBLISHER = {Pergamon Press}
}


@ARTICLE{1037315,
  AUTHOR = {Paul Dourish and E. Grinter and Jessica Delgado de la Flor and Melissa Joseph},
  TITLE = {Security in the wild: user strategies for managing security as an everyday, practical problem},
  JOURNAL = {Personal Ubiquitous Comput.},
  VOLUME = {8},
  NUMBER = {6},
  YEAR = {2004},
  ISSN = {1617-4909},
  PAGES = {391--401},
  URL = {http://dx.doi.org/10.1007/s00779-004-0308-5},
  PUBLISHER = {Springer-Verlag},
  ADDRESS = {London, UK}
}


@INPROCEEDINGS{Dourish06a,
  AUTHOR = {Paul Dourish},
  YEAR = {2006},
  TITLE = {Implications for Design},
  BOOKTITLE = {Proceedings of ACM Conference on Human Factors in Computing 
		Systems (CHI)},
  LOCATION = {Montreal, Canada},
  ABSTRACT = {Although ethnography has become a common approach in HCI
		research and design, considerable confusion still attends both
		ethnographic practice and the metrics by which it should be
		evaluated in HCI. Often, ethnography is seen as an approach to
		field investigation that can generate requirements for systems
		development; by that token, the major evaluative criterion for an
		ethnographic studies is the implications it can provide for design.
		Exploring the nature of ethnographic inquiry, this paper suggests
		that ``implications for design'' may not be the best metric for
		evaluation and may, indeed, fail to capture the value of
		ethnographic investigations.},
  URL = {http://www.isr.uci.edu/~jpd/classes/readings/Dourish-Implications.pdf}
}


@UNPUBLISHED{Brown05c,
  AUTHOR = {Barry Brown},
  TITLE = {Remarks on the Foundations of Computer Science},
  YEAR = {2005},
  INSTITUTION = {Department of Computer Science, University of 
		Glasgow},
  NOTE = {In draft, available at http://www.dcs.gla.ac.uk/$\sim$barry/papers/foundations.pdf (verified 24/03/06)},
  URL = {http://www.dcs.gla.ac.uk/~barry/papers/foundations.pdf}
}


@ARTICLE{Crabtree01b,
  AUTHOR = {Andy Crabtree},
  YEAR = {2001},
  TITLE = {Doing Workplace Studies: Praxiological Accounts --- Lebenswelt 
		Pairs},
  JOURNAL = {TeamEthno Online},
  EDITOR = {Mark Rouncefield},
  VOLUME = {1},
  ISSN = {1475-0872},
  ABSTRACT = {Workplace studies are staple features of organizational life,
		usually conducted with the purpose of bringing about some form of
		change. The target of change might be characterised as ``ordering
		structures of work'' --- things like rules and procedures, work
		routines, or processes, that provide for the recurrent
		accomplishment of workplace activities, for the ``same business as
		usual.'' In order to change ordering structures of work it is
		necessary to identify them in first place. The question, of course,
		is how? This paper articulates one approach to workplace study, which
		has emerged from the social sciences. It takes the view that
		ordering structures of work are constructed in and through the
		working practices of an organization's staff. Indeed, that ordering
		structures are identical to staff's working practices. Adequate
		accounts of ordering structures of work, upon which appropriate
		change depends, should, therefore, be ``praxiological'' in 
		character,
		displaying and making publicly available the working practices of an
		organization's staff. As first segments of Lebenswelt Pairs,
		praxiological accounts may be validated by practitioners, thereby
		grounding change in the lived reality of the working situations
		that constitute the organization's daily business.}
}


@ARTICLE{Sharrock02a,
  AUTHOR = {Wes Sharrock and John A. Hughes},
  TITLE = {Ethnography in the workplace: Remarks on its theoretical bases},
  JOURNAL = {Team Ethno Online},
  VOLUME = {1},
  ISSN = {1475-0872},
  YEAR = {2002}
}


@BOOK{Norman02a,
  AUTHOR = {Donald A. Norman},
  TITLE = {The Design of Everyday Things},
  YEAR = {2002},
  ISBN = {0465067107},
  EDITION = {1},
  MONTH = {September},
  PUBLISHER = {Basic Books (Perseus)}
}


@INPROCEEDINGS{Dix06a,
  AUTHOR = {Alan Dix},
  TITLE = {First steps in physicality},
  YEAR = {2006},
  LOCATION = {Lancaster, UK},
  BOOKTITLE = {Proceedings of First International Workshop on Physicality},
  MONTH = {February}
}


@BOOK{Salen03a,
  TITLE = {Rules of Play: Game Design Fundamentals},
  AUTHOR = {Katie Salen and Eric Zimmerman},
  YEAR = {2003},
  PUBLISHER = {MIT Press},
  ISBN = {0-262-24045-9}
}


@INCOLLECTION{Button95a,
  AUTHOR = {Graham Button and Wes Sharrock},
  TITLE = {The Mundane Work of Writing and Reading Computer Programs},
  EDITOR = {Paul ten Have and George Psathas},
  BOOKTITLE = {Situated Order: Studies in the Social Organization of Talk and
		Embodied Activities},
  PUBLISHER = {University Press of America, Boston},
  YEAR = {1995}
}


@ARTICLE{Dourish96a,
  AUTHOR = {Paul Dourish and Annette Adler and Victoria Bellotti and Austin Henderson},
  TITLE = {Your place or mine? Learning from long-term use of audio-video communication},
  JOURNAL = {Comput. Supported Coop. Work},
  VOLUME = {5},
  NUMBER = {1},
  YEAR = {1996},
  ISSN = {0925-9724},
  PAGES = {33--62},
  PUBLISHER = {Kluwer Academic Publishers},
  ADDRESS = {Norwell, MA, USA}
}


@INPROCEEDINGS{Hughes94a,
  AUTHOR = {John Hughes and Val King and Tom Rodden and Hans Andersen},
  TITLE = {Moving out from the control room: ethnography in system design},
  BOOKTITLE = {CSCW '94: Proceedings of the 1994 ACM conference on Computer supported cooperative work},
  YEAR = {1994},
  ISBN = {0-89791-689-1},
  PAGES = {429--439},
  LOCATION = {Chapel Hill, North Carolina, United States},
  URL = {http://doi.acm.org/10.1145/192844.193065},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {Ethnography has gained considerable prominence as a technique
		for informing CSCW systems development of the nature of work.
		Experiences of ethnography reported to date have focused on the use
		of prolonged on-going enthnography to inform systems design. A
		considerable number of these studies have taken place within
		constrained and focused work domain. This paper reflects more
		generally on the experiences of using ethnography across a
		number of different projects and in a variety of domains of
		study. We identify a number of ways in which we have used
		ethnography to inform design and consider the benefits and
		problems of each.}
}


@INPROCEEDINGS{Kim04a,
  AUTHOR = {Miryung Kim and Lawrence Bergman and Tessa Lau and David Notkin},
  TITLE = {An Ethnographic Study of Copy and Paste Programming Practices in 
		OOPL},
  BOOKTITLE = {ISESE '04: Proceedings of the 2004 International Symposium on 
		Empirical Software Engineering (ISESE'04)},
  YEAR = {2004},
  ISBN = {0-7695-2165-7},
  PAGES = {83--92},
  URL = {http://dx.doi.org/10.1109/ISESE.2004.10},
  PUBLISHER = {IEEE Computer Society},
  ADDRESS = {Washington, DC, USA},
  ABSTRACT = {Although programmers frequently copy and paste code when they
		develop software, implications of common copy and paste (C\&P) usage
		patterns have not been studied previously. We have conducted an
		ethnographic study in order to understand programmers' C\&P
		programming practices and discover opportunities to assist common
		C\&P usage patterns. We observed programmers using an instrumented
		Eclipse IDE and then analyzed why and how they use C\&P operations.
		Based on our analysis, we constructed a taxonomy of C\&P usage
		patterns. This paper presents our taxonomy of C\&P usage patterns
		and discusses our insights with examples drawn from our
		observations. From our insights, we propose a set of tools that
		both can reduce software maintenance problems incurred by C\&P and
		can better support the intents of commonly used C\&P scenarios.}
}


@ARTICLE{Zahn71a,
  AUTHOR = {C. T. Zahn},
  TITLE = {Graph-Theoretical Methods for Detecting and Describing Gestalt 
		Clusters},
  JOURNAL = {IEEE Transactions on Computers},
  VOLUME = {20},
  PAGES = {68--86},
  MONTH = {Jan},
  YEAR = {1971}
}


@TECHREPORT{Turing45a,
  AUTHOR = {Alan Turing},
  TITLE = {Proposed Electronic Calculator},
  INSTITUTION = {Interdepartmental Technical Committee},
  YEAR = {1945},
  URL = {http://www.alanturing.net/turing_archive/archive/index/aceindex.html#1945}
}


@INPROCEEDINGS{Crabtree00b,
  AUTHOR = {Andy Crabtree},
  YEAR = {2000},
  TITLE = {Methodological Issues Concerning the Practical Availability of 
		Work-Practice to {EM} \& {CA}},
  BOOKTITLE = {Proceedings of 2nd Workplace Studies Conference,
		in conjunction with the Language Group of the British Sociological 
		Association},
  LOCATION = {Manchester, UK},
  MONTH = {October},
  ABSTRACT = {Ethnomethodology and Conversation Analysis are often talked of
		interchangeably, in the same breath, as being the same kind of `thing,'
		entertaining similar concerns, engaged in the empirical
		investigation of members construction of social reality,
		inspecting, exploring, and scrutinising the production of real world,
		real time phenomenon in doing so, sharing similar methodological
		presumptions in undertaking that work, and the rest. The
		presupposition of `sameness' glosses and obscures, however,
		significant differences which set the two enterprises apart as distinct
		forms of socio-logical study and raises methodological issues
		concerning the practical availability of human work-practice to the
		two fields of inquiry? These are issues which Jeff Coulter, a
		leading figure in the field, recently described as ``important in
		determining the future course of ethnomethodological studies.''}
}


@BOOK{Gamma95a,
  TITLE = {Design Patterns: Abstraction and Reuse of Object-Oriented Design},
  YEAR = {1995},
  AUTHOR = {Erich Gamma and Richard Helm and Ralph Johnson and John 
		Vlissides},
  PUBLISHER = {Addison-Wesley},
  ISBN = {0201633612}
}


@INPROCEEDINGS{deSouza03a,
  AUTHOR = {Cleidson R. B. de Souza and David Redmiles and Paul Dourish},
  TITLE = {``{B}reaking the code,'' moving between private and public work in collaborative software development},
  BOOKTITLE = {GROUP '03: Proceedings of the 2003 international ACM SIGGROUP conference on Supporting group work},
  YEAR = {2003},
  ISBN = {1-58113-693-5},
  PAGES = {105--114},
  LOCATION = {Sanibel Island, Florida, USA},
  URL = {http://doi.acm.org/10.1145/958160.958177},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = { Software development is typically cooperative endeavor where a
		group of engineers need to work together to achieve a common,
		coordinated result. As a cooperative effort, it is especially difficult
		because of the many interdependencies amongst the artifacts created
		during the process. This has lead software engineers to create
		tools, such as configuration management tools, that isolate
		developers from the effects of each other's work. In so doing,
		these tools create a distinction between private and public aspects of
		work of the developer. Technical support is provided to these
		aspects as well as for transitions between them. However, we
		present empirical material collected from a software development
		team that suggests that the transition from private to public work
		needs to be more carefully handled. Indeed, the analysis of our
		material suggests that different formal and informal work practices
		are adopted by the developers to allow a delicate transition, where
		software developers are not largely affected by the emergent public
		work. Finally, we discuss how groupware tools might support this
		transition.}
}


@ARTICLE{Kleinfeld01a,
  TITLE = {Could it be a big world after all? The ``six degrees of 
		separation'' myth},
  AUTHOR = {Judith S. Kleinfeld},
  JOURNAL = {Society},
  YEAR = {2001},
  KEYWORDS = {Milgram, social psychology, communication, small world},
  ABSTRACT = {The idea that people are connected through just ``six degrees
		of separation,'' based on Stanley Milgram's ``small world study,'' has
		become part of the intellectual furniture of educated people. New
		evidence discovered in the Milgram papers in the Yale archives,
		together with a review of the literature on the ``small world
		problem,'' reveals that this widely-accepted idea rests on scanty
		evidence.  Indeed, the empirical evidence suggests that we actually
		live in a world deeply divided by social barriers such as race and
		class. An explosion of interest is occurring in the small world
		problem because mathematicians have developed computer models of
		how the small world phenomenon could logically work. But
		mathematical modeling is not a substitute for empirical evidence.
		At the core of the small world problem are fascinating
		psychological mysteries.}
}


@INPROCEEDINGS{Crabtree06a,
  AUTHOR = {Andy Crabtree and Steve Benford and Chris Greenhalgh and Paul
	Tennent and Matthew Chalmers and Barry Brown},
  TITLE = {Supporting Ethnographic Studies of Ubiquitous Computing in the 
		Wild},
  YEAR = {2006},
  ABSTRACT = {},
  BOOKTITLE = {Proceedings of Conference on Designing Interactive Systems 
		(DIS)}
}


@INPROCEEDINGS{Grasset05a,
  TITLE = {Evaluation of mixed-space collaboration},
  AUTHOR = {Rapha{\"e}l Grasset and Philip Lamb and Mark Billinghurst},
  BOOKTITLE = {Proceedings of Fourth IEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR)},
  MONTH = {Oct},
  YEAR = {2005},
  PAGES = {90--99},
  ISBN = {0-7695-2459-1},
  ABSTRACT = {Recently Augmented Reality (AR) technology has been used to
		develop the next generation collaborative interfaces.  First results
			have shown the value of using AR for co-located tasks based on
			exocentric viewpoints. In contrast, Virtual Reality (VR) seems to
			offer interesting advantages for immersive collaborative
			experiences with egocentric viewpoints.  In this paper we focus on
			a new area: a mixed collaboration between AR and VR environments.
			We present a new conceptual model of transitional interfaces that
			allow users to move between AR and VR viewpoints. We then describe
			the results of a quantitative evaluation with an AR exocentric
			viewpoint and a VR egocentric viewpoint for a navigational task. We
			also conducted a second experiment on the impact of the
			relationship between the interaction and visualization space in
			mixed collaboration. Results of these studies can provide a better
			understanding of how to design interfaces for multispace and
			transitional collaboration.}
}


@INCOLLECTION{Winograd97a,
  AUTHOR = {Terry Winograd},
  TITLE = {From Computing Machinery to Interaction Design},
  EDITOR = {Peter Denning and Robert Metcalfe},
  BOOKTITLE = {Beyond Calculation: The Next Fifty Years of Computing},
  PUBLISHER = {Springer-Verlag},
  YEAR = {1997},
  PAGES = {149--162},
  ABSTRACT = {When asked to project 50 years ahead, a scientist is in a bit
		of a quandary. It is easy to indulge in wishful thinking, or to promote
			favorite current projects and proposals, but it is a daunting task
			to anticipate what will actually come to pass in a time span that
			is eons long in our modern accelerated age. If fifty years ago,
		when the ACM was founded, biologists had been asked to predict the next
			50 years of biology, it would have taken amazing prescience to
			anticipate the science of molecular biology. Or for that matter,
		only a few years before the initiation of the ACM even those with the
			most insight about computing would have been completely unable to
			foresee today's world of pervasive workstations, mobile
			communicators, and gigabit networking.}
}


@ARTICLE{Myers96a,
  JOURNAL = {ACM Computing Surveys},
  VOLUME = {28},
  NUMBER = {4},
  MONTH = {December},
  YEAR = {1996},
  PUBLISHER = {ACM Press},
  TITLE = {Strategic Directions in Human Computer Interaction},
  AUTHOR = {Brad Myers and Jim Hollan and Isabel Cruz, Tufts University},
  ABSTRACT = {Human Computer Interaction (HCI) is the study of how people
		design, implement, and use interactive computer systems, and how
			computers affect individuals, organizations, and society. HCI is a
			research area of increasingly central significance to computer
			science, other scientific and engineering disciplines, and an ever
			expanding array of application domains. This more prominent role
			follows from the widely perceived need to expand the focus of
			computer science research beyond traditional hardware and software
			issues to attempt to better understand how technology can more
			effectively support people in accomplishing their goals.

		At the same time that a human-centered approach to system development
		is of growing significance, factors conspire to make the design and
		development of systems even more difficult than in the past. This
		increased difficulty follows from the disappearance of boundaries
		between applications as we start to support people's real activities;
		between machines as we move to distributed computing; between media as
			we expand systems to include video, sound, graphics, and
			communication facilities; and between people as we begin to realize
			the importance of supporting organizations and group activities.

			This report summarizes selected strategic directions in human
			computer interaction research, sets them within an historical
			context of research accomplishments, and tries to convey not only
			the significance but the excitement of the field.}
}


@ARTICLE{Grudin94a,
  AUTHOR = {Jonathan Grudin},
  TITLE = {Computer-Supported Cooperative Work: Its History and 
		Participation},
  JOURNAL = {IEEE Computer},
  VOLUME = {27},
  NUMBER = {5},
  PAGES = {19--26},
  YEAR = {1994},
  ABSTRACT = {This article describes the participation in CSCW research and
		groupware development. It ties the emergence of CSCW in the 1980s to
			the growing interest of product developers in supporting networked
			groups and the discovery of common interests with those working
			management information systems, as well as with researchers in the
			social sciences and other disciplines. Differences in emphasis in
			Europe and Japan are discussed. The picture that emerges is of CSCW
			as a forum bringing together researchers and developers who share
			some but not all interests and must overcome the difficulties of
			multidisciplinary interaction.}
}


@BOOK{Crabtree03b,
  AUTHOR = {Andy Crabtree},
  YEAR = {2003},
  TITLE = {Designing Collaborative Systems: A Practical Guide to Ethnography},
  PUBLISHER = {Springer},
  ISBN = {1-85233-718-4}
}


@ARTICLE{Sharrock94a,
  AUTHOR = {Wes Sharrock and R Anderson},
  TITLE = {The User as a Scenic Feature of the Design Space},
  JOURNAL = {Design Studies},
  VOLUME = {15},
  NUMBER = {1},
  PAGES = {5--18},
  YEAR = {1994}
}


@ARTICLE{Button98a,
  AUTHOR = {Graham Button and Paul Dourish},
  TITLE = {On ``technomethodology'': foundational relationships between 
		ethnomethodology and system design},
  JOURNAL = {Human Computer Interaction},
  VOLUME = {13},
  NUMBER = {4},
  PAGES = {395--432},
  YEAR = {1998},
  ABSTRACT = {Over the past ten years, the use of sociological methods and
		sociological reasoning have become more prominent in the analysis and
		design of interactive systems. For a variety of reasons, one form
		of sociological enquiry, ethnomethodology, has become something of
		a favoured approach. Our goal in this paper is to investigate the
		consequences of approaching system design from the
		ethnomethodological perspective. In particular, we are concerned
		with how ethnomethodology can take a foundational place in the very
		notion of system design, rather than simply being employed as a
		resource in aspects of the process such as requirements elicitation
		and specification.
		
		We begin by outlining the basic elements of
		ethnomethodology, and discussing the place that it has come to
		occupy in CSCW and, increasingly, in HCI. We discuss current
 		approaches to the use of ethnomethodology in systems design, and
		point to the contrast between the use of ethnomethodology for
		{\it critique} and for {\it design}. Currently, understandings of how to
		use	ethnomethodology as a primary aspect of system design are lacking.
		We outline a new approach and present an extended example of its
		use. This approach takes as its starting point a relationship
		between ethnomethodology and system design which is a foundational,
		theoretical matter rather than simply one of design practice and
		process. From this foundation, we believe, emerges a new model of
		interaction with computer systems which is based on
		ethnomethodological perspectives on everyday human social action.}
}


@INPROCEEDINGS{Grudin90b,
  AUTHOR = {Jonathan Grudin},
  TITLE = {The computer reaches out: the historical continuity of interface design},
  BOOKTITLE = {CHI '90: Proceedings of the SIGCHI conference on Human factors in computing systems},
  YEAR = {1990},
  ISBN = {0-201-50932-6},
  PAGES = {261--268},
  LOCATION = {Seattle, Washington, United States},
  URL = {http://doi.acm.org/10.1145/97243.97284},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {This paper examines the evolution of the focus of user
		interface research and development from the first production of
		commercial computer systems in the 1950s through the present. The
		term ``user interface'' was not needed in the beginning, when most
		users were engineers and programmers; it may again become
		inappropriate when more applications are written for groups than
		for individuals. But there is a continuity to the outward movement
		of the computer's interface to its external environment, from
		hardware to software to increasingly higher-level cognitive
		capabilities and finally to social processes. As the focus
		shifts, the approaches to design and the skills required of
		practitioners changes. In this paper five foci or levels of
		development are identified. Most development today is
		positioned in the third level and considerable research is
		directed at the fourth. Some attention is now being given
		to the fifth: repositioning the interface in the work group
		or organization itself. Work at the different levels is not
		entirely independent, so establishing a comprehensive
		framework may enable us to position existing research and
		development efforts and plan future work more effectively.}
}


@INPROCEEDINGS{Bannon92a,
  AUTHOR = {Liam J. Bannon},
  TITLE = {Perspectives on {CSCW}: From {HCI} and {CMC} to {CSCW}},
  BOOKTITLE = {Proceedings of International Conference on Human-Computer 
		Interaction (EW-HCI)},
  YEAR = {1992},
  PAGES = {148--158},
  MONTH = {August},
  LOCATION = {St. Petersburg, Russia},
  ABSTRACT = {This paper provides a perspective on the emergence of a new
		field of research entitled Computer Supported Cooperative Work (CSCW),
		tracing it to a growing realization within several communities of
		problems in existing approaches. The focus in this particular paper
		is on problems within the human-computer interaction (HCI) field,
		and on how the broader range of disciplinary perspectives evident in
		CSCW research can be seen to offer some resolution, or at least
		offer some new approaches, to the ``crises'' within the field. Along
		the way, we will also make some reference to another loose research
		community grouped under the heading of computer-mediated
		communication (CMC), and show how this work can be seen as a
		contributory step towards the development of the CSCW research
		field. The purpose of the paper is thus to help place the emergence
		of this ``new'' field within a framework that outlines both
		continuities and discontinuities with other established research
		traditions.}
}


@ARTICLE{Attewell94a,
  AUTHOR = {Paul Attewell},
  TITLE = {Ethnomethodology since Garfinkel},
  YEAR = {1974},
  JOURNAL = {Theory and Society},
  VOLUME = {1},
  PAGES = {179--210},
  PUBLISHER = {Springer}
}


@ARTICLE{Valentine01a,
  AUTHOR = {Kristin Bervig Valentine and Gordon Matsumoto},
  TITLE = {Cultural Performance Analysis Spheres: An Integrated Ethnographic 
		Methodology},
  JOURNAL = {Field Methods},
  VOLUME = {13},
  NUMBER = {1},
  YEAR = {2001},
  PAGES = {68--87},
  ABSTRACT = {This article describes a process-oriented method called
		cultural performance analysis spheres. This method is designed for
		researchers to use at three stages of ethnographic studies on
		public-cultural performances: (1) as preparation before going into
		the field, (2) by a participant observer during the performance,
		and (3) as a guide for communicating scholarly discourse that must
		necessarily give linear form to experiences where there is
		simultaneous perception of multiple phenomena. This methodology is
		explained and then demonstrated with an ethnography of a Chinese
		New Year public-cultural performance in San Francisco.}
}


@ARTICLE{Suchman95a,
  AUTHOR = {Lucy Suchman},
  TITLE = {Making work visible},
  JOURNAL = {Communications of the ACM},
  VOLUME = {38},
  NUMBER = {9},
  YEAR = {1995},
  ISSN = {0001-0782},
  PAGES = {56--64},
  URL = {http://doi.acm.org/10.1145/223248.223263},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA}
}


@ARTICLE{Sharrock89a,
  AUTHOR = {Wes Sharrock},
  TITLE = {Ethnomethodology},
  YEAR = {1989},
  MONTH = {December},
  VOLUME = {40},
  JOURNAL = {British Journal of Sociology},
  NUMBER = {4},
  PAGES = {657-677}
}


@INCOLLECTION{Bannon00a,
  AUTHOR = {Liam J. Bannon},
  BOOKTITLE = {Workplace Studies: Recovering Work Practice and Informing 
		System Design},
  TITLE = {Situating workplace studies within the human-computer interaction
		field},
  EDITOR = {Paul Luff and Jon Hindmarsh and Christian Heath},
  MONTH = {August},
  YEAR = {2000},
  PUBLISHER = {Cambridge University Press},
  PAGES = {230--241},
  ISBN = {0521598214}
}


@INPROCEEDINGS{Grudin88a,
  AUTHOR = {Jonathan Grudin},
  TITLE = {Why CSCW applications fail: problems in the design and evaluation 
		of organization of organizational interfaces},
  BOOKTITLE = {Proceedings of ACM Conference on Computer-Supported Cooperative
		Work (CSCW)},
  YEAR = {1988},
  ISBN = {0-89791-282-9},
  PAGES = {85--93},
  LOCATION = {Portland, Oregon, United States},
  URL = {http://doi.acm.org/10.1145/62266.62273},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA}
}


@ARTICLE{Heath95a,
  AUTHOR = {Christian Heath and Marina Jirotka and Paul Luff and Jon 
		Hindmarsh},
  YEAR = {1995},
  TITLE = {Unpacking collaboration: the interactional organisation of trading in a city dealing room},
  JOURNAL = {Computer Supported Cooperative Work},
  VOLUME = {3},
  PAGES = {147--65}
}


@INCOLLECTION{Sacks72a,
  AUTHOR = {Harvey Sacks},
  YEAR = {1972},
  TITLE = {Notes on Police Assessment of Moral Character},
  EDITOR = {David N. Sudnow},
  BOOKTITLE = {Studies in Social Interaction},
  PUBLISHER = {Free Press, New York, NY},
  PAGES = {280--293}
}


@ARTICLE{Sacks63a,
  AUTHOR = {Harvey Sacks},
  YEAR = {1963},
  TITLE = {Sociological Description},
  JOURNAL = {Berkeley Journal of Sociology},
  VOLUME = {8},
  PAGES = {1--16}
}


@ARTICLE{Lynch94a,
  AUTHOR = {Michael Lynch and David Bogen},
  TITLE = {Harvey Sacks's primitive natural science},
  JOURNAL = {Theory, Culture and Society},
  VOLUME = {11},
  NUMBER = {4},
  YEAR = {1994},
  PAGES = {65--104}
}


@INPROCEEDINGS{Benford05b,
  AUTHOR = {Steve Benford and Duncan Rowland and Martin Flintham and Adam Drozd and Richard Hull and Josephine Reid and Jo Morrison and Keri Facer},
  TITLE = {Life on the edge: supporting collaboration in location-based experiences},
  BOOKTITLE = {CHI '05: Proceedings of the SIGCHI conference on Human factors in computing systems},
  YEAR = {2005},
  ISBN = {1-58113-998-5},
  PAGES = {721--730},
  LOCATION = {Portland, Oregon, USA},
  URL = {http://doi.acm.org/10.1145/1054972.1055072},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {We study a collaborative location-based game in which groups of
		`lions' hunt together on a virtual savannah that is overlaid on an open
		playing field. The game implements a straight-forward approach to
		location-based triggering in which players must be in the same
		spatial locale in order to share information and act together.
		Comparison of video recordings of physical play with system
		recordings of game events reveals subtle and complex interactions
		between highly dynamic player behavior and the underlying
		technology. While players exhibit a fluid approach to group
		formation, the system embodies a more rigid view, leading to
		difficulties with sharing context and coordinating actions, most
		notably when groups of players span virtual locale boundaries or
		initiate actions while on the move. We propose techniques for
		extending locales to support more flexible grouping and also
		discuss the broader implications of our findings for location-based
		applications in general.}
}


@INPROCEEDINGS{Chalmers05a,
  AUTHOR = {Matthew Chalmers and Louise Barkhuus and Marek Bell and Barry 
		Brown and Malcolm Hall and Scott Sherwood and Paul Tennent},
  YEAR = {2005},
  TITLE = {Gaming on the edge: Using seams in pervasive games},
  BOOKTITLE = {Proceedings of the Second International Workshop on Gaming 
		Applications in Pervasive Computing Environments at Pervasive 2005},
  LOCATION = {Munich},
  PUBLISHER = {Springer}
}


@INPROCEEDINGS{Green02a,
  AUTHOR = {Jonathan Green and Holger Schn{\"a}delbach and Boriana Koleva and
		Steve Benford and Tony Pridmore and Karen Medina and Eric Harris and 
			Hilary Smith},
  TITLE = {Camping in the digital wilderness: tents and flashlights as 
		interfaces to virtual worlds},
  BOOKTITLE = {CHI '02: CHI '02 extended abstracts on Human factors in 
		computing systems},
  YEAR = {2002},
  ISBN = {1-58113-454-1},
  PAGES = {780--781},
  LOCATION = {Minneapolis, Minnesota, USA},
  URL = {http://doi.acm.org/10.1145/506443.506594},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {A projection screen in the shape of a tent provides children
		with a shared immersive experience of a virtual world based on the
		metaphor of camping. RFID aerials at its entrances sense tagged
		children and objects as they enter and leave. Video tracking allows
		multiple flashlights to be used as pointing devices. The tent is an
		example of a traversable interface, designed for deployment in
		public spaces such as museums, galleries and classrooms.}
}


@INCOLLECTION{Sudnow72a,
  AUTHOR = {David N. Sudnow},
  YEAR = {1972},
  TITLE = {Temporal Parameters of Interpersonal Observation},
  EDITOR = {David N. Sudnow},
  BOOKTITLE = {Studies in Social Interaction},
  PUBLISHER = {Free Press, New York, NY},
  PAGES = {259--279}
}


@INCOLLECTION{Baccus86a,
  AUTHOR = {M. D. Baccus},
  YEAR = {1986},
  TITLE = {Sociological indication and the visibility criterion of real world
		social theorizing},
  BOOKTITLE = {Ethnomethodological Studies of Work},
  EDITOR = {Harold Garfinkel},
  PUBLISHER = {New York: Routledge and Kegan Paul}
}


@BOOK{Sacks95a,
  AUTHOR = {Harvey Sacks},
  YEAR = {1995},
  TITLE = {Lectures on Conversation},
  EDITOR = {Gail Jefferson},
  PUBLISHER = {Blackwell},
  ISBN = {1-55786-705-4}
}


@INPROCEEDINGS{Aoki05a,
  AUTHOR = {Paul M. Aoki and Allison Woodruff},
  TITLE = {Making space for stories: ambiguity in the design of personal communication systems},
  BOOKTITLE = {CHI '05: Proceedings of the SIGCHI conference on Human factors in computing systems},
  YEAR = {2005},
  ISBN = {1-58113-998-5},
  PAGES = {181--190},
  LOCATION = {Portland, Oregon, USA},
  URL = {http://doi.acm.org/10.1145/1054972.1054998},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {Pervasive personal communication technologies offer the
		potential for important social benefits for individual users, but also
		the potential for significant social difficulties and costs. In
		research on face-to-face social interaction, ambiguity is often
		identified as an important resource for resolving social
		difficulties. In this paper, we discuss two design cases of
		personal communication systems, one based on fieldwork of a
		commercial system and another based on an unrealized design
		concept. The cases illustrate how user behavior concerning a
		particular social difficulty, unexplained unresponsiveness, can be
		influenced by technological issues that result in interactional
		ambiguity. The cases also highlight the need to balance the utility
		of ambiguity against the utility of usability and communicative
		clarity.}
}


@INCOLLECTION{Button94a,
  AUTHOR = {Graham Button and Wes Sharrock},
  TITLE = {Occasioned practices in the work of software engineers},
  BOOKTITLE = {Requirements engineering: social and technical issues},
  YEAR = {1994},
  ISBN = {0-12-385335-4},
  PAGES = {217--240},
  PUBLISHER = {Academic Press Professional, Inc.},
  ADDRESS = {San Diego, CA, USA}
}


@BOOK{Cuff79a,
  TITLE = {Perspectives in Sociology},
  EDITION = {1st},
  YEAR = {1979},
  PUBLISHER = {Routledge},
  AUTHOR = {E. C. Cuff and W. W. Sharrock and D. W. Francis},
  EDITOR = {}
}


@ARTICLE{Macbeth01a,
  AUTHOR = {Douglas Macbeth},
  YEAR = {2001},
  TITLE = {On `reflexivity' in qualitative research: Two readings, and a 
		third},
  JOURNAL = {Qualitative Inquiry},
  VOLUME = {7},
  PAGES = {35--68}
}


@INPROCEEDINGS{Jakobsen06a,
  AUTHOR = {Mikkel R. Jakobsen and Kasper Hornb{\ae}k},
  TITLE = {Evaluating a fisheye view of source code},
  BOOKTITLE = {CHI '06: Proceedings of the SIGCHI conference on Human Factors in computing systems},
  YEAR = {2006},
  ISBN = {1-59593-372-7},
  PAGES = {377--386},
  LOCATION = {Montr\&\#233;al, Qu\&\#233;bec, Canada},
  URL = {http://doi.acm.org/10.1145/1124772.1124830},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {Navigating and understanding the source code of a program are highly challenging activities. This paper introduces a fisheye view of source code to a Java programming environment. The fisheye view aims to support a programmer's navigation and understanding by displaying those parts of the source code that have the highest degree of interest given the current focus. An experiment was conducted which compared the usability of the fisheye view with a common, linear presentation of source code. Sixteen participants performed tasks significantly faster with the fisheye view, although results varied dependent on the task type. The participants generally preferred the interface with the fisheye view. We analyse participants' interaction with the fisheye view and suggest how to improve its performance. In the calculation of the degree of interest, we suggest to emphasize those parts of the source code that are semantically related to the programmer's current focus.}
}


@ARTICLE{Garfinkel81a,
  AUTHOR = {Harold Garfinkel and Michael Lynch and Eric Livingston},
  YEAR = {1981},
  TITLE = {The work of a discovering science construed with materials from the
			 optically discovered pulsar},
  JOURNAL = {Philosophy of the Social Sciences},
  VOLUME = {11},
  NUMBER = {2},
  PAGES = {131--158}
}


@INPROCEEDINGS{Kuutti93a,
  AUTHOR = {Kari Kuutti and Liam J. Bannon},
  TITLE = {Searching for unity among diversity: exploring the \.interface\. concept},
  BOOKTITLE = {CHI '93: Proceedings of the SIGCHI conference on Human factors in computing systems},
  YEAR = {1993},
  ISBN = {0-89791-575-5},
  PAGES = {263--268},
  LOCATION = {Amsterdam, The Netherlands},
  URL = {http://doi.acm.org/10.1145/169059.169206},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {Despite widespread interest in the human-computer interaction
		(HCI) field, there remains much debate as to appropriate conceptual
			frameworks for the field, and even confusion surrounding the
			meaning of basic terms in the field. HCI is seen by many as
			focusing on the design of interfaces to computer systems, yet
			exactly what is implied by this focus on `interfaces' is unclear.
			In this paper we show how a better understanding of what is meant
			by the interface is possible via the concept of abstraction levels.
			We show how this levels approach can clarify some ambiguities, and
			also how it can be related to different phases in the evolution of
			the human-computer interaction field itself. In this context, we
			are able to account for the recent interest in activity theory as a
			possible alternative framework for HCI work, while stressing the
			need for HCI research and design to consider each of the separate,
		but related, levels.}
}


@INPROCEEDINGS{Dyck03a,
  AUTHOR = {Jeff Dyck and David Pinelle and Barry Brown and Carl Gutwin},
  YEAR = {2003},
  TITLE = {Learning from Games: {HCI} Design Innovations in Entertainment 
		Software},
  BOOKTITLE = {Proceedings of the Conference on Human-Computer Interaction and
		Computer Graphics (Graphics Interface)},
  LOCATION = {Halifax, Nova Scotia, Canada},
  MONTH = {June},
  PAGES = {237--246},
  ABSTRACT = {Computer games are one of the most successful application
		domains in the history of interactive systems.  This success has come
			despite the fact that games were `separated at birth' from most of
			the accepted paradigms for designing usable interactive software.
			It is now apparent that this separate and less-constrained
			environment has allowed for much design creativity and many
			innovations that make game interfaces highly usable. We analyzed
			several current game interfaces looking for ideas that could be
			applied more widely to general UIs. In this paper we present four
			of these: effortless community, learning by watching, deep
			customizability, and fluid system-human interaction. These ideas
			have arisen in games because of their focus on user performance and
			user satisfaction, and we believe that they can help to improve the
			usability of other types of applications.}
}


@INPROCEEDINGS{MacIntyre01a,
  AUTHOR = {Blair MacIntyre and Jay David Bolter and Emmanuel Moreno and 
		Brendan Hannigan},
  TITLE = {Augmented Reality as a New Media Experience},
  BOOKTITLE = {ISAR '01: Proceedings of the IEEE and ACM International Symposium on Augmented Reality (ISAR'01)},
  YEAR = {2001},
  ISBN = {0-7695-1375-1},
  PAGES = {197},
  PUBLISHER = {IEEE Computer Society},
  ADDRESS = {Washington, DC, USA},
  ABSTRACT = {In this paper we discuss our work on applying mediatheory to
		the creation of narrative augmented reality (AR) experiences. We
			summarize the concepts of remediationand media forms as they relate
			to our work, argue for theirimportance to the development of a new
			medium such asAR, and present two example AR experiences we
			havedesigned using these conceptual tools. In particular, wefocus
			on leveraging the interaction between the physicaland virtual
			world, remediating existing media (film, stageand interactive
			CD-ROM), and building on the culturalexpectations of our
			users.}
}


@INCOLLECTION{Clancey06a,
  AUTHOR = {William J. Clancey},
  PUBLISHER = {Cambridge University Press},
  EDITOR = {K. Anders Ericsson and Neil Charness and Paul J. Feltovich and
		Robert R. Hoffman},
  YEAR = {2006},
  PAGES = {127--145},
  TITLE = {Observation of Work Practices in Natural Settings},
  ISBN = {0521600812},
  BOOKTITLE = {The Cambridge Handbook of Expertise and Expert Performance}
}


@INPROCEEDINGS{Dreyfus02a,
  AUTHOR = {Hubert L. Dreyfus},
  TITLE = {A Phenomenology of Skill Acquisition as the basis for a 
		{M}erleau-{P}ontian Non-representationalist Cognitive Science},
  BOOKTITLE = {Proceedings of International Conference on Foundations and the 
		Ontological Quest},
  LOCATION = {Rome, Vatican City},
  YEAR = {2002},
  URL = {http://socrates.berkeley.edu/~hdreyfus/pdf/MerleauPontySkillCogSci.pdf}
}


@ARTICLE{Hall06a,
  AUTHOR = {Tony Hall and Liam Bannon},
  TITLE = {Designing ubiquitous computing to enhance children's learning in museums},
  JOURNAL = {Journal of Computer Assisted Learning},
  VOLUME = {22},
  NUMBER = {4},
  YEAR = {2006},
  MONTH = {August},
  PAGES = {231--243},
  PUBLISHER = {Blackwell},
  KEYWORDS = {children's informal learning, interaction design, museums,
		ubiquitous computing}
}


@INPROCEEDINGS{Esbjornsson06a,
  AUTHOR = {Mattias Esbj{\"o}rnsson and Barry Brown and Oskar Juhlin and Daniel Normark and Mattias {\"O}stergren and Eric Laurier},
  TITLE = {Watching the cars go round and round: designing for active spectating},
  BOOKTITLE = {CHI '06: Proceedings of the SIGCHI conference on Human Factors in computing systems},
  YEAR = {2006},
  ISBN = {1-59593-372-7},
  PAGES = {1221--1224},
  LOCATION = {Montr\&\#233;al, Qu\&\#233;bec, Canada},
  URL = {http://doi.acm.org/10.1145/1124772.1124955},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {Spectating at sport events is a common and popular leisure
		activity worldwide. Recently spectating has also become a topic of
		interest to CHI, particularly the design of technology for both
		performers and audiences. In this paper we describe an in-depth
		study of spectating, drawn from fieldwork of outdoor car rallies in
		the UK and Sweden. We describe three findings with relevance to
		design: the viewing paradox of spectating, active spectating and
		the role of sociability. We describe the MySplitTime prototype
		which address these issues while retaining the active sociable
		nature of the spectating experience.}
}


@INPROCEEDINGS{Dix00a,
  AUTHOR = {Alan Dix},
  TITLE = {Welsh mathematician walks in cyberspace},
  BOOKTITLE = {CVE '00: Proceedings of the third international conference on Collaborative virtual environments},
  YEAR = {2000},
  ISBN = {1-58113-303-0},
  PAGES = {3--7},
  LOCATION = {San Francisco, California, United States},
  URL = {http://doi.acm.org/10.1145/351006.351007},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {This talk examines some models of `space' and things in space
		drawing from diverse areas: mathematics (my first love),
		architecture, cognition as well as those developed specifically for
			VR; and shows how these impact and inform virtual space. Also
			important is the human geography of virtual space and the
			Internet which has been particularly important to me recently with
			my company hat on---mapping the interrelationships between
			communities of users and service providers in the Internet (we call
					it market ecology). This is in turn related to recommender
			systems, virtual communities and e-commerce. Models of `space'
			from physics are not the same as those from our day-to-day
			experience, and neither has stayed constant through time.
			cyberspace challenges these models more fundamentally still, not
			just virtual reality, but all forms of mixed reality, mobile and
			ubiquitous computing. By understanding some of these models of
			space we may be able to better understand and better design the
			space of tomorrow.}
}


@INPROCEEDINGS{Moher06a,
  AUTHOR = {Tom Moher},
  TITLE = {Embedded phenomena: supporting science learning with classroom-sized distributed simulations},
  BOOKTITLE = {CHI '06: Proceedings of the SIGCHI conference on Human Factors in computing systems},
  YEAR = {2006},
  ISBN = {1-59593-372-7},
  PAGES = {691--700},
  LOCATION = {Montr\&\#233;al, Qu\&\#233;bec, Canada},
  URL = {http://doi.acm.org/10.1145/1124772.1124875},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {`Embedded phenomena' is a learning technology framework in
		which simulated scientific phenomena are mapped onto the physical space
			of classrooms. Students monitor and control the local state of the
			simulation through distributed media positioned around the room,
		gathering and aggregating evidence to solve problems or answer
			questions related to those phenomena. Embedded phenomena are
			persistent, running continuously over weeks and months, creating
			information channels that are temporally and physically interleaved
			with, but asynchronous with respect to, the regular flow of
			instruction. In this paper, we describe the motivations for the
			framework, describe classroom experiences with three embedded
			phenomena in the domains of seismology, insect ecology, and
			astronomy, and situate embedded phenomena within the context of
			human-computer interaction research in co-located group interfaces
			and learning technologies.}
}


@ARTICLE{Bowers02a,
  AUTHOR = {John Bowers},
  YEAR = {2002},
  TITLE = {Improvising Machines: Ethnographically Informed Design for 
		Improvised Electro-Acoustic Music},
  JOURNAL = {ARiADATexts},
  NUMBER = {4},
  URL = {http://www.ariada.uea.ac.uk/ariadatexts/ariada4/index4.html},
  ABSTRACT = {This investigation is concerned with the improvisation of
		electro-acoustic music from musicological, aesthetic, practical and
			technical design standpoints. Detailed ethnographic descriptions of
			the author's performance experience are offered alongside accounts
			of software applications which have been developed to support the
			improvisation of electro-acoustic music. A CD accompanies the text.
			Chapter 1 examines various positions regarding improvisation in the
			musicological literature and the writings of various composers and
			critics. It is argued that we should resist any theoretical
			opposition of improvisation to composition and follow an
			ethnographic turn whereby we treat 'improvisation' as a member
			category and examine its significance in the hands of those who use
			the notion. A variety of the world's musics are considered from
			this standpoint including an examination of recent musicological
			work on jazz. Chapter 2 opens by presenting electro-acoustic music
			as indigenously a 'machine music' and develops with an extended
			ethnographic treatment of the author's concert experience as an
			improvisor in this idiom. Special consideration is given of
			observable variations in forms of technical interactivity, social
			interaction and musical material which exist across the various
			documented performances. A number of well-known theorisations of
			electro-acoustic music are discussed on the basis of this analysis.
			An aesthetic specific to improvised electro-acoustic music is
			formulated in terms of exhibiting the variable relations people can
			have to technologies and each other in a machine world. Chapter 3
			turns to questions of technical design drawing from the
			ethnographic findings and the proposed machine music aesthetic. An
			'against the grain' research agenda is proposed followed by five
			demonstrator applications which have been used in performance by
			the author. Three improvisations are discussed for their
			effectiveness in pursuing aesthetic goals and for what they reveal
			about the usability of the demonstrators. A variety of strategies
			for future work is discussed.}
}


@INPROCEEDINGS{Nardi06a,
  AUTHOR = {Bonnie Nardi and Justin Harris},
  YEAR = {2006},
  TITLE = {Strangers and Friends: Collaborative Play in World of Warcraft},
  BOOKTITLE = {Proceedings of ACM Conference on Computer Supported Cooperative
				 Work (CSCW)},
  PUBLISHER = {ACM Press},
  LOCATION = {Banff, Canada},
  MONTH = {November},
  ABSTRACT = {We analyze collaborative play in an online video game, World of
	Warcraft, the most popular personal computer game in the United
	States, with significant markets in Asia and Europe. Based on an
	immersive ethnographic study, we describe how the social
	organization of the game and player culture affect players.
	enjoyment and learning of the game. We discovered that play is
	characterized by a multiplicity of collaborations from brief
	informal encounters to highly organized play in structured groups.
	The variety of collaborations makes the game more fun and
	provides rich learning opportunities. We contrast these varied
	collaborations, including those with strangers, to the `gold
	standard' of Gemeinschaft-like communities of close relations in
	tightknit groups. We suggest populations for whom similar games
	could be designed.}
}


@ARTICLE{Marx01a,
  AUTHOR = {Gary T. Marx},
  TITLE = {Murky conceptual waters: The public and the private},
  PUBLISHER = {Springer},
  JOURNAL = {Ethics and Information Technology},
  VOLUME = {3},
  NUMBER = {3},
  YEAR = {2001},
  PAGES = {157--169},
  ABSTRACT = {In discussions on the ethics of surveillance and consequently
	surveillance policy, the public/private distinction is often implicitly
	or explicitly invoked as a way to structure the discussion and the
	arguments. In these discussions, the distinction `public' and
	`private' is often treated as a uni-dimensional, rigidly
	dichotomous and absolute, fixed and universal concept, whose
	meaning could be determined by the objective content of the
	behavior. Nevertheless, if we take a closer look at the distinction
	in diverse empirical contexts we find them to be more subtle,
	diffused and ambiguous than suggested. Thus, the paper argues for the
	treatment of these distinctions as multi-dimensional, continuous
	and relative, fluid and situational or contextual, whose meaning
	lies in how they are interpreted and framed. However, the aim of
	this paper is not to finally `sort things out'. The objective is
	rather to demonstrate the complexities of the distinction in
	various contexts and to suggest that those using the distinction,
	when considering the ethics and politics of surveillance technologies,
	would benefit from more clearly specifying which dimensions they have
	in mind and how they relate.}
}


@INPROCEEDINGS{Jensen03a,
  AUTHOR = {B. Jensen and G. Froidevaux and X. Greppin and A. Lorotte and L. 
		Mayor and M. Meisser and G. Ramel and R. Siegwart},
  TITLE = {Multi-robot human-interaction and visitor flow management},
  BOOKTITLE = {Proceedings of IEEE International Conference on Robotics and Automation (ICRA)},
  VOLUME = {2},
  PAGES = {2388--2393},
  MONTH = {September},
  YEAR = {2003},
  ABSTRACT = {In this paper we address the task of human-robot interaction in
		public mass exposition with several autonomous robots at a time. This
			implies questions regarding multi-robot control and interaction
			management with respect to social and commercial aspects of such an
			exposition. Multi-robot and interaction management is addressed
			with respect to visitor density and visitor flow. Human-robot
			interaction is modeled using the SOUL environment. We present and
			discuss results from the Swiss national exhibition Expo.02 in the
			time from 15.05.02 to 20.10.02, with over 10'000 hours of total
			robot operation time and more than 600'000 visitors.},
  URL = {http://ieeexplore.ieee.org/iel5/8794/27834/01241950.pdf?isnumber=27834.=STD&arnumber=1241950&arnumber=1241950&arSt=+2388&ared=+2393+vol.2&arAuthor=Jensen%2C+B.%3B+Froidevaux%2C+G.%3B+Greppin%2C+X.%3B+Lorotte%2C+A.%3B+Mayor%2C+L.%3B+Meisser%2C+M.%3B+Ramel%2C+G.%3B+Siegwart%2C+R},
  LOCATION = {Taipei, Taiwan}
}


@INPROCEEDINGS{Paulos04a,
  AUTHOR = {Eric Paulos and Elizabeth Goodman},
  TITLE = {The familiar stranger: anxiety, comfort, and play in public 
		places},
  BOOKTITLE = {CHI '04: Proceedings of the SIGCHI conference on Human factors in computing systems},
  YEAR = {2004},
  ISBN = {1-58113-702-8},
  PAGES = {223--230},
  LOCATION = {Vienna, Austria},
  URL = {http://doi.acm.org/10.1145/985692.985721},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {As humans we live and interact across a wildly diverse set of
		physical spaces. We each formulate our own personal meaning of place
			using a myriad of observable cues such as public-private,
		large-small, daytime-nighttime, loud-quiet, and crowded-empty. Not
			surprisingly, it is the people with which we share such spaces that
			dominate our perception of place. Sometimes these people are
			friends, family and colleagues. More often, and particularly in
			public urban spaces we inhabit, the individuals who affect us are
			ones that we repeatedly observe and yet do not directly interact
			with - our Familiar Strangers. This paper explores our often
			ignored yet real relationships with Familiar Strangers. We describe
			several experiments and studies that led to designs for both a
			personal, body-worn, wireless device and a mobile phone based
			application that extend the Familiar Stranger relationship while
			respecting the delicate, yet important, constraints of our feelings
			and affinities with strangers in pubic places.}
}


@BOOK{Buchanan03a,
  AUTHOR = {Mark Buchanan},
  TITLE = {Small World: Uncovering Nature's Hidden Networks},
  PUBLISHER = {Orion},
  MONTH = {May},
  YEAR = {2003},
  ISBN = {075381689X}
}


@BOOK{Johnson02a,
  AUTHOR = {Stephen Johnson},
  TITLE = {Emergence: The Connected Lives of Ants, Brains, Cities and 
		Software},
  YEAR = {2002},
  PUBLISHER = {Penguin Books Ltd},
  MONTH = {August},
  ISBN = {0140287752}
}


@UNPUBLISHED{Kleinfeld02a,
  AUTHOR = {Judith S. Kleinfeld},
  NOTE = {Forthcoming in Society},
  YEAR = {2002},
  TITLE = {Could it be a big world after all? The ``six degrees of separation'' myth},
  URL = {http://www.uaf.edu/northern/big_world.html},
  INSTITUTION = {University of Alaska Fairbanks}
}


@ARTICLE{Dourish98a,
  AUTHOR = {Paul Dourish},
  TITLE = {Introduction: The State of Play},
  JOURNAL = {Computer Supported Cooperative Work},
  VOLUME = {7},
  NUMBER = {1--2},
  YEAR = {1998},
  ISSN = {0925-9724},
  PAGES = {1--7},
  PUBLISHER = {Kluwer Academic Publishers},
  ADDRESS = {Norwell, MA, USA},
  ABSTRACT = {In a cold, dark room full of computer terminals, in the early
		morning hours of a winter morning in Edinburgh in 1985, I was killed by
			a witch named Sue whom I had just tried to kiss. I may have been
			quite safe physically, but the impact was none the less
			significant.
		I was playing a version of MUD, the Multi-User Dungeon which had been
		developed by Richard Bartle and Roy Trubshaw at the University of Essex
		in 1979. MUD was a complex variant of a common style of computer game
		known as the "adventure game", in which players would participate in a
		fictional world, moving through and acting in a textual virtual
		environment recorded in a software database. Adventure games were
		rather like on-like versions of "Dungeons and Dragons", but for one
		crucial element - interaction with other players. In MUD, the
		Multi-User Dungeon, many people could play the game at once over a
		network, and they would occupy the same game at the same time. Not only
		could players interact with the world created by the programmer, but
		they could also interact with each other. And indeed, they would often
		have to interact with each other, whether cooperating to solve a puzzle
		or fighting over treasure.}
}


@INCOLLECTION{Moss99a,
  AUTHOR = {Mitchell L. Moss and Anthony M. Townsend},
  TITLE = {How telecommunications systems are transforming urban spaces},
  BOOKTITLE = {Fractured Geographies: Cities in the Telecommunications Age},
  YEAR = {1999},
  EDITOR = {James O. Wheeler and Yuko Aoyama},
  ABSTRACT = {All too often, telecommunications systems are treated as an
	alternative to transportation systems, as a substitute for the physical
	movement of people and services. The growing use of
	telecommunications systems is doing far more than influence where
	people work and live, but is actually changing the character of
	activities that occur in the home, workplace, and automobile. This
	chapter examines the way in which information and
	telecommunications are transforming everyday urban life; making the
	home into an extension of the office, shopping mall, and classroom;
	allowing the automobile and airplane to become workplaces; and
	converting the office building into a hub for social interaction
	and interpersonal contact. The diffusion of information
	technologies drastically increases the complexity of cities by
	increasing the number and type of interactions among individuals,
	firms, technical systems, and the external environment.
	Information systems are permitting new combinations
	of people, equipment, and places; as a result, there
	is a dramatic change in the spatial organization of
	activities within cities and large metropolitan
	regions.},
  PUBLISHER = {Routledge: New York}
}


@UNPUBLISHED{Petzold05a,
  TITLE = {Does Visual Studio Rot the Mind? Ruminations on the Psychology and Aesthetics of Coding},
  AUTHOR = {Charles Petzold},
  NOTE = {Talk delivered at the NYC .NET Developer's Group},
  MONTH = {October},
  YEAR = {2005},
  ABSTRACT = {Visual Studio can be one of the programmer's best friends, but over the years it has become increasingly pushy, domineering, and suffering from unsettling control issues. Should we just surrender to Visual Studio's insistence on writing our code for us? Or is Visual Studio sapping our programming intelligence rather than augmenting it? This talk dissects the code generated by Visual Studio; analyzes the appalling programming practices it perpetuates; rhapsodizes about the joys, frustrations, and satisfactions of unassisted coding; and speculates about the radical changes that Avalon will bring.},
  URL = {http://www.charlespetzold.com/etc/DoesVisualStudioRotTheMind.html}
}


@ARTICLE{Muramatsu98a,
  AUTHOR = {Jack Muramatsu and Mark S. Ackerman},
  TITLE = {Computing, Social Activity, and Entertainment: A Field Study of a Game MUD},
  JOURNAL = {Comput. Supported Coop. Work},
  VOLUME = {7},
  NUMBER = {1-2},
  YEAR = {1998},
  ISSN = {0925-9724},
  PAGES = {87--122},
  PUBLISHER = {Kluwer Academic Publishers},
  ADDRESS = {Norwell, MA, USA},
  ABSTRACT = {Are game and entertainment systems different than work-oriented
		systems? What drives the user.s experience in a collaborative game? To
		answer these questions, we performed a participant-observation
		study of a combat MUD, a game similar to Dungeons and Dragons. Our
		interest is in how this social world is arranged and managed
		(rather than, for example, in how participants form or display
		 individual identities). The study explores the social arrangements
		and activities that give meaning and structure to the participants.
		We found that conflict and cooperation were the dominant social
		activities on this MUD, much more so than sociability. The game's
		management played a critical function in maintaining and promoting
		these activities. Moreover, novelty and entertainment were
		important for the design of both the system features and the
		sociality itself.}
}


@TECHREPORT{Crabtree06b,
  AUTHOR = {Andy Crabtree},
  YEAR = {2006},
  TITLE = {Evaluating Day Of The Figurines from the operators' perspective},
  BOOKTITLE = {iPerg Deliverable 12.4: Evaluation of the 1st `City as Theatre'
		Performance, Integrated Project on Pervasive Gaming},
  NUMBER = {EU FP6---004457},
  INSTITUTION = {School of Computer Science \& IT, Nottingham University},
  MONTH = {February}
}


@BOOK{Rich91a,
  TITLE = {Artificial Intelligence, Second Edition},
  AUTHOR = {Elaine Rich and Kevin Knight},
  PUBLISHER = {McGraw-Hill Book Company},
  YEAR = {1991},
  ISBN = {0-07-100894-2}
}


@INPROCEEDINGS{Feldmeier04a,
  AUTHOR = {Mark Feldmeier and Joseph A. Paradiso},
  TITLE = {Giveaway wireless sensors for large-group interaction},
  BOOKTITLE = {CHI '04: CHI '04 extended abstracts on Human factors in 
		computing systems},
  YEAR = {2004},
  ISBN = {1-58113-703-6},
  PAGES = {1291--1292},
  LOCATION = {Vienna, Austria},
  URL = {http://doi.acm.org/10.1145/985921.986046},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {We have developed a small, handheld or wearable, wireless
		motion sensor that sends out a short RF pulse whenever it is jerked.
		The hardware is minimal, as it mainly includes only a piezoelectric
		foil accelerometer, a CMOS timer, and a single-transistor 300 MHz
		RF transmitter. As such, the onboard battery should last for many
		years, and the cost is low enough (well under US 1 dollar in large
		quantity) to be given away with a ticket to an event,
		enabling it to be used to allow individuals to contribute to a
		large-group, real-time interaction. We discuss results from
		experiments using this device to explore collaborative music
		control, and touch on other applications.}
}


@ARTICLE{Bafna03a,
  AUTHOR = {Sonit Bafna},
  YEAR = {2003},
  JOURNAL = {Environment and Behavior},
  VOLUME = {35},
  NUMBER = {1},
  MONTH = {January},
  PAGES = {17--29},
  URL = {http://eab.sagepub.com/cgi/content/abstract/35/1/17},
  TITLE = {Space Syntax: A Brief Introduction to Its Logic and Analytical 
		Techniques},
  ABSTRACT = {The purpose of this article is to provide a background to the
		analytical techniques and related terminology used commonly in space
		syntax studies. The basic premises of space syntax are presented,
		its methodological procedures described, and certain key
		terms defined. Finally, issues relating space syntax
		studies to questions of spatial cognition are discussed.}
}


@INPROCEEDINGS{Hamalainen05a,
  AUTHOR = {Perttu H{\"a}m{\"a}l{\"a}inen and Tommi Ilmonen and Johanna 
		H{\"o}ysniemi and Mikko Lindholm and Ari Nyk{\"a}nen},
  TITLE = {Martial arts in artificial reality},
  BOOKTITLE = {CHI '05: Proceedings of the SIGCHI conference on Human factors in computing systems},
  YEAR = {2005},
  ISBN = {1-58113-998-5},
  PAGES = {781--790},
  LOCATION = {Portland, Oregon, USA},
  URL = {http://doi.acm.org/10.1145/1054972.1055081},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = { This paper presents Kick Ass Kung-Fu, a martial arts game
		installation where the player fights virtual enemies with kicks and
		punches as well as acrobatic moves such as cartwheels. Using
		real-time image processing and computer vision, the video image of
		the user is embedded inside 3D graphics. Compared to previous work,
		our system uses a profile view and two displays, which allows an
		improved view of many martial arts techniques. We also explore
		exaggerated motion and dynamic slow-motion effects to transform the
		aesthetic of kung-fu movies into an interactive, embodied
		experience. The system is described and analyzed based on results
		from testing the game in a theater, in a television show, and in a
		user study with 46 martial arts practitioners.}
}


@INPROCEEDINGS{Paradiso98a,
  AUTHOR = {Joseph Paradiso and Eric Hu and Kai-yuh Hsiao},
  TITLE = {Instrumented Footwear for Interactive Dance},
  BOOKTITLE = {Proceedings of the XII Colloquium on Musical Informatics 
		(AIMI)},
  LOCATION = {University of Udine, Gorizia, Italy},
  YEAR = {1998},
  PAGES = {89­-92},
  ABSTRACT = {We have instrumented a dance sneaker with an array of
		sensors that measure many parameters of foot, sole, and
		toe expression, continuously broadcasting them to a
		base-station and PC over a wireless link. This paper
		describes this system, reports its performance and
		outlines applications that we have developed for it in
		the field of interactive dance.}
}


@INPROCEEDINGS{Dow05a,
  AUTHOR = {Steven Dow and Jaemin Lee and Christopher Oezbek and Blair MacIntyre and Jay David Bolter and Maribeth Gandy},
  TITLE = {Wizard of Oz interfaces for mixed reality applications},
  BOOKTITLE = {CHI '05: CHI '05 extended abstracts on Human factors in computing systems},
  YEAR = {2005},
  ISBN = {1-59593-002-7},
  PAGES = {1339--1342},
  LOCATION = {Portland, OR, USA},
  URL = {http://doi.acm.org/10.1145/1056808.1056911},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {One important tool for developing complex interactive
		applications is ``Wizard of Oz'' (WOz) simulation. WOz simulation allows
		design concepts,content and partially completed applications to be
		tested on users without the need to first create a completely
		working system. In this paper we discuss the integration of wizard
		interface tools into a Mixed Reality (MR)design environment and
		show how easier creation and evolution of wizard interfaces can
		lead to an expanded role for WOz-based testing during the design
		evolution of MR experiences. We share our experiences designing an
		audio experience in an historic site,and illustrate the evolution
		of the wizard interfaces alongside the user experience.}
}


@INCOLLECTION{Peponis02a,
  AUTHOR = {John Peponis and Jean Wineman},
  TITLE = {The spatial structure of environment and behavior},
  EDITOR = {Robert B. Bechtel and Arza Churchman},
  BOOKTITLE = {Handbook of Environmental Psychology},
  PUBLISHER = {John Wiley},
  ADDRESS = {New York},
  YEAR = {2002},
  ISBN = {047118846}
}


@ARTICLE{Tzortzi04a,
  AUTHOR = {Kali Tzortzi},
  DOI = {http://dx.doi.org/10.1017/S1359135504000168},
  TITLE = {Building and exhibition layout: Sainsbury Wing compared with Castelvecchio},
  JOURNAL = {Architectural Research Quaterly (arq)},
  VOLUME = {8},
  NUMBER = {2},
  YEAR = {2004},
  PAGES = {128--140},
  ISSN = {13591355},
  ABSTRACT = {It has always been thought that there are two dimensions in
		museum experience: the experience of space which can be distinguished
		from that of exhibits, as the former is largely non-discursive
		while the latter is more in the discursive domain. This paper aims
		to contribute to the description and understanding of the
		intricate pattern of interdependencies between the two
		parameters of the microstructure of the gallery space, the
		design of space and of the display layout. The paper uses
		rigorous methods of ‘spatial data’ collection and analysis
		(analytic representations of spatial relationships, and
		systematic representations of the movement pattern) and on
		this objective foundation builds an interpretative and
		critical argument.}
}


@ARTICLE{Crabtree07a,
  AUTHOR = {Andy Crabtree and Steve Benford and Mauricio Capra and Martin 
	Flintham and Adam Drozd and Nick Tandavanitj and Matt Adams and Ju 
	Row-Farr},
  YEAR = {2007},
  TITLE = {The cooperative work of gaming: orchestrating a mobile SMS game},
  JOURNAL = {Computer Supported Cooperative Work: The Journal of Collaborative
	Computing (JCSCW)},
  NOTE = {Special Issue on Leisure Technologies},
  ABSTRACT = {This paper focuses on orchestration work in the first iteration
	of a mobile game called {\it Day Of The Figurines}, which explores the
	potential to exploit text messaging as a means of creating an engaging
	gaming experience. By focusing on orchestration we are especially concerned
	with the `cooperative work that makes the game work'. While the assemblage
	or family of orchestration practices uncovered by our ethnographic study
	are specific to the game---including the ways in which behind the scenes
	staff make sense of messages, craft appropriate responses, and manage and
	track the production of gameplay narratives as the game
	unfolds---orchestration work is of general significance to our
	understanding of new gaming experiences. The focus on orchestration work
	reveals that behind the scenes staff are {\it co-producers} of the game and
	that the playing of games is, therefore, inseparably intertwined with their
	orchestration. Furthermore, orchestration work is `ordinary' work that
	relies upon the taken for granted skills and competences of behind the
	scenes staff; `operators' and `authors' in this case. While we remain
	focused on the specifics of this game, explication of the ordinary work of
	orchestration highlights challenges and opportunities for the continued
	development of gaming experiences more generally. Indeed, understanding the
	specificities of orchestration work might be said to be a key ingredient of
	future development.}
}


@ARTICLE{Button00a,
  AUTHOR = {Graham Button},
  YEAR = {2000},
  TITLE = {The Ethnographic Tradition and Design},
  JOURNAL = {Design Studies},
  VOLUME = {21},
  PAGES = {319--332},
  PUBLISHER = {Elsevier Science}
}


@INCOLLECTION{Zimmerman70b,
  AUTHOR = {Don H. Zimmerman},
  TITLE = {The practicalities of rule use},
  EDITOR = {Jack D. Douglas},
  BOOKTITLE = {Understanding Everyday Life: Toward the Reconstruction 
		of Sociological Knowledge},
  PAGES = {221--238},
  PUBLISHER = {Routledge and Kegan Paul, London},
  YEAR = {1970},
  CHAPTER = {9}
}


@INPROCEEDINGS{Ducheneaut06a,
  AUTHOR = {Nicolas Ducheneaut and Nicholas Yee and Eric Nickell and Robert J.
		Moore},
  TITLE = {"Alone together?": exploring the social dynamics of massively multiplayer online games},
  BOOKTITLE = {CHI '06: Proceedings of the SIGCHI conference on Human Factors in computing systems},
  YEAR = {2006},
  ISBN = {1-59593-372-7},
  PAGES = {407--416},
  LOCATION = {Montr\&\#233;al, Qu\&\#233;bec, Canada},
  URL = {http://doi.acm.org/10.1145/1124772.1124834},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA},
  ABSTRACT = {Massively Multiplayer Online Games (MMOGs) routinely attract
		millions of players but little empirical data is available to assess
		their players' social experiences. In this paper, we use
		longitudinal data collected directly from the game to examine play
		and grouping patterns in one of the largest MMOGs: World of
		Warcraft. Our observations show that the prevalence and extent of
		social activities in MMOGs might have been previously
		over-estimated, and that gaming communities face important
		challenges affecting their cohesion and eventual longevity. We
		discuss the implications of our findings for the design of future
		games and other online social spaces.}
}


@INBOOK{Bell07a,
  AUTHOR = {Marek Bell},
  INSTITUTION = {Department of Computing Science, University of Glasgow},
  YEAR = {2007},
  PUBLISHER = {PhD Thesis},
  CHAPTER = {5},
  PAGES = {144--181},
  TITLE = {A hybrid positioning system for mobile, peer-to-peer applications},
  BOOKTITLE = {Guidelines and infrastructure for the design and
		implementation of highly adaptive, contextaware,
		mobile, peer-to-peer systems}
}


@INCOLLECTION{Star89a,
  AUTHOR = {Susan Leigh Star},
  YEAR = {1989},
  TITLE = {The structure of ill-structured solutions: boundary objects and 
		heterogeneous distributed problem solving},
  PUBLISHER = {Morgan Kaufmann, CA, USA},
  EDITOR = {L. Gasser and M. N. Huhns},
  BOOKTITLE = {Distributed artificial intelligence},
  VOLUME = {2},
  ISBN = {1558600922},
  PAGES = {37--54}
}


@INPROCEEDINGS{Bowers96a,
  AUTHOR = {John Bowers and James Pycock and Jon O'Brien},
  TITLE = {Talk and embodiment in collaborative virtual environments},
  BOOKTITLE = {CHI '96: Proceedings of the SIGCHI conference on Human factors in computing systems},
  YEAR = {1996},
  ISBN = {0-89791-777-4},
  PAGES = {58--65},
  LOCATION = {Vancouver, British Columbia, Canada},
  URL = {http://doi.acm.org/10.1145/238386.238404},
  PUBLISHER = {ACM Press},
  ADDRESS = {New York, NY, USA}
}


@ARTICLE{Heath04a,
  AUTHOR = {Christian Heath and Dirk vom Lehn},
  YEAR = {2004},
  TITLE = {Configuring Reception: ({D}is-){R}egarding the `Spectator' in 
		Museums and Galleries},
  JOURNAL = {Theory, Culture and Society},
  VOLUME = {21},
  NUMBER = {6},
  PAGES = {43--65},
  PUBLISHER = {Sage, London}
}


@ARTICLE{Goodwin94a,
  AUTHOR = {Charles Goodwin},
  TITLE = {Professional Vision},
  JOURNAL = {American Anthropologist},
  VOLUME = {96},
  NUMBER = {3},
  YEAR = {1994},
  PAGES = {606--633}
}


@ARTICLE{OHara07a,
  AUTHOR = {Kenton O'Hara and Tim Kindberg and Maxine Glancy and 
		Luciana Baptista and Byju Sukumaran and Gil Kahana and Julie Rowbotham},
  TITLE = {Collecting and Sharing Location-based Content on Mobile Phones in 
		a Zoo Visitor Experience},
  JOURNAL = {Computer Supported Cooperative Work (CSCW)},
  VOLUME = {16},
  NUMBER = {1-2},
  YEAR = {2007},
  ISSN = {0925-9724},
  PAGES = {11--44},
  URL = {http://dx.doi.org/10.1007/s10606-007-9039-2},
  PUBLISHER = {Kluwer Academic Publishers},
  ADDRESS = {Norwell, MA, USA}
}


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