Inhabited Television: Broadcasting Interaction from within

38
Inhabited Television: Broadcasting Interaction from within Collaborative Virtual Environments STEVE BENFORD, CHRIS GREENHALGH, and MIKE CRAVEN The University of Nottingham GRAHAM WALKER, TIM REGAN, and JASON MORPHETT British Telecommunications and JOHN WYVER The Illuminations Group Inhabited television combines collaborative virtual environments (CVEs) with broadcast television so that on-line audiences can participate in television shows within shared virtual worlds. We describe a series of experiments with inhabited television, beginning with the NOWninety6 poetry performance, The Mirror, and Heaven & Hell—Live. These early experi- ments raised fundamental questions for inhabited television concerning the extent to which it is possible to establish fast-paced social interaction within a CVE, and to which it is possible to produce a coherent and engaging broadcast of this action. We then present a fourth more recent experiment, Out of This World, that directly addressed these questions. We describe how the formulation of inhabited television design principles, combined with the use of dedicated production software for scripting and directing a show and for controlling virtual cameras, enabled us to create a fast-moving and more coherent experience. Categories and Subject Descriptors: C.2.4 [Computer-Communication Networks]: Distrib- uted Systems—Distributed applications; H.1.2 [Models and Principles]: User/Machine Systems—Human factors; H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems—Artificial, augmented and virtual realities; H.5.3 [Information Inter- faces and Presentation]: Group and Organization Interfaces—Theory and models; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Virtual reality; J.5 [Com- puter Applications]: Arts and Humanities—Arts, fine and performing Authors’ addresses: S. Benford, C. Greenhalgh, and M. Craven, School of Computer Science & I. T., The University of Nottingham, Jubilee Campus, Wollaton Road, Nottingham, NG8 1BB, UK; email: [email protected]; [email protected]; [email protected]; G. Walker, T. Regan, and J. Morphett, BT Advanced Communications Technology Centre, British Telecommunications, Adastral Park, Martlesham Heath, Ipswich, Suffolk IP5 3RE, UK; email: [email protected]; [email protected]; jason.morphett @bt.com; J. Wyver, The Illumina- tions Group, 19 –20 Rheidol Mews Rheidol Terrace, Islington, London, N1 8NU, UK; email: [email protected]. Permission to make digital / hard copy of part or all of this work for personal or classroom use is granted without fee provided that the copies are not made or distributed for profit or commercial advantage, the copyright notice, the title of the publication, and its date appear, and notice is given that copying is by permission of the ACM, Inc. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific permission and/or a fee. © 2001 ACM 1073-0516/00/1200 –0510 $5.00 ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000, Pages 510 –547.

Transcript of Inhabited Television: Broadcasting Interaction from within

Page 1: Inhabited Television: Broadcasting Interaction from within

Inhabited Television: BroadcastingInteraction from within CollaborativeVirtual Environments

STEVE BENFORD, CHRIS GREENHALGH, and MIKE CRAVENThe University of NottinghamGRAHAM WALKER, TIM REGAN, and JASON MORPHETTBritish TelecommunicationsandJOHN WYVERThe Illuminations Group

Inhabited television combines collaborative virtual environments (CVEs) with broadcasttelevision so that on-line audiences can participate in television shows within shared virtualworlds. We describe a series of experiments with inhabited television, beginning with theNOWninety6 poetry performance, The Mirror, and Heaven & Hell—Live. These early experi-ments raised fundamental questions for inhabited television concerning the extent to which itis possible to establish fast-paced social interaction within a CVE, and to which it is possibleto produce a coherent and engaging broadcast of this action. We then present a fourth morerecent experiment, Out of This World, that directly addressed these questions. We describehow the formulation of inhabited television design principles, combined with the use ofdedicated production software for scripting and directing a show and for controlling virtualcameras, enabled us to create a fast-moving and more coherent experience.

Categories and Subject Descriptors: C.2.4 [Computer-Communication Networks]: Distrib-uted Systems—Distributed applications; H.1.2 [Models and Principles]: User/MachineSystems—Human factors; H.5.1 [Information Interfaces and Presentation]: MultimediaInformation Systems—Artificial, augmented and virtual realities; H.5.3 [Information Inter-faces and Presentation]: Group and Organization Interfaces—Theory and models; I.3.7[Computer Graphics]: Three-Dimensional Graphics and Realism—Virtual reality; J.5 [Com-puter Applications]: Arts and Humanities—Arts, fine and performing

Authors’ addresses: S. Benford, C. Greenhalgh, and M. Craven, School of Computer Science &I. T., The University of Nottingham, Jubilee Campus, Wollaton Road, Nottingham, NG8 1BB,UK; email: [email protected]; [email protected]; [email protected]; G. Walker, T. Regan, andJ. Morphett, BT Advanced Communications Technology Centre, British Telecommunications,Adastral Park, Martlesham Heath, Ipswich, Suffolk IP5 3RE, UK; email:[email protected]; [email protected]; jason.morphett @bt.com; J. Wyver, The Illumina-tions Group, 19–20 Rheidol Mews Rheidol Terrace, Islington, London, N1 8NU, UK; email:[email protected] to make digital / hard copy of part or all of this work for personal or classroom useis granted without fee provided that the copies are not made or distributed for profit orcommercial advantage, the copyright notice, the title of the publication, and its date appear,and notice is given that copying is by permission of the ACM, Inc. To copy otherwise, torepublish, to post on servers, or to redistribute to lists, requires prior specific permissionand / or a fee.© 2001 ACM 1073-0516/00/1200–0510 $5.00

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000, Pages 510–547.

Page 2: Inhabited Television: Broadcasting Interaction from within

General Terms: Design, Human Factors

Additional Key Words and Phrases: Media spaces, computer-supported cooperative work,social interaction, entertainment

1. INTRODUCTIONWe introduce the idea of inhabited television, the combination of collabora-tive virtual environments (CVEs) and broadcast television to create a newmedium for entertainment and social communication. The defining featureof this medium is that an on-line audience can socially participate in ashow that is staged within a shared virtual world. The producer defines aframework, but it is the audience interaction and participation that bringsit to life. A broadcast stream is then mixed from the action within thevirtual world and transmitted to a conventional viewing audience, either asa live event or sometime later as edited highlights.

Inhabited television extends traditional broadcast television and morerecent interactive television by enabling social interaction among partici-pants and by offering them new forms of control over narrative structure(e.g., navigation within a virtual world) and greater interaction withcontent (e.g., direct manipulation of props and sets). Inhabited televisionalso builds on recent research into CVEs as social environments, such asexperiences with Internet-based virtual worlds [Damer 1997]. In particu-lar, inhabited television demands a more explicit focus on issues of produc-tion, management, format, and participation arising from the staging ofon-line events within virtual worlds.

We shall see below that inhabited television raises two general issues forHCI and CSCW. First is the idea of coordinating and scripting fast-pacedreal-time collaboration over computer networks. Second, is the requirementto design interaction within a virtual world so that it makes sense to (andis entertaining for) a third party, the viewer, who sees it via one or morevirtual cameras.

Our argument unfolds in two parts. First, we summarize three earlyexperiments with inhabited television: NOWninety6, a public poetry perfor-mance using a CVE; The Mirror, a series of on-line virtual worlds that ranin parallel with a conventional television series; and Heaven & Hell—Live,a live television broadcast from within a CVE. These experiments raisedsome fundamental questions for inhabited television and framed our subse-quent research agenda. How could we engage on-line performers with anon-line audience? How could we establish fast-paced scripted interactioninvolving members of the public using a CVE? How could we produce acoherent broadcast from the action in the CVE? Finally, could the experi-ence be engaging, both as a participant in the CVE and as a viewer of thebroadcast? The second part of the paper presents our reaction to thesequestions in the form of a further experiment called Out of This World, agame show staged within a CVE. The defining features of Out of This

Inhabited Television • 511

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 3: Inhabited Television: Broadcasting Interaction from within

World were the formulation of inhabited television design principles in-tended to encourage coherence and engagement among the participants.Dedicated production software enabled the show designers to configure thetemporal structure of the show as part of the CVE configuration andprovided interfaces for directing the show and controlling virtual cameras.We conclude that this approach enabled us to create a coherent andface-paced inhabited television show, but that further work is required intonew formats and content if this is to be made truly engaging.

Before presenting our various experiments, we first introduce the idea oflayered participation as a mechanism for describing inhabited televisionapplications and for defining associated terminology.

2. LAYERED PARTICIPATION IN INHABITED TELEVISION

Inhabited television can be described in terms of layers of participation asshown in Figure 1 [Benford et al. 1998a]. Each layer corresponds to the useof a distinct combination of interface and network technologies to accessthe shared virtual world and its contents, and therefore defines differentpossibilities for navigation, interaction, mutual awareness, and communi-cation. This division into layers is motivated by the need to structure thecontent of an inhabited television show, to map inhabited television on to arange of available delivery and access technologies, and to scale to largenumbers of participants. To these visible layers may be added the addi-tional invisible layer of producers, those participants whose job it is tofacilitate the show.

Fig. 1. Layers of participation in inhabited television.

512 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 4: Inhabited Television: Broadcasting Interaction from within

2.1 Performers

The innermost layer describes the performers in the television show (e.g.,hosts and actors). These typically have the fullest involvement in the showrequiring the greatest commitment and the richest forms of expression. Inturn, this may require the support of relatively powerful equipment such asimmersive peripherals, high-performance workstations, and high-speednetworks. Performers represent core content and typically have globalvisibility in terms of being seen by the other layers. As each performer’sdata has to be broadcast to all other participants, the number of performerswill be limited by available network bandwidth and processing power.

2.2 Inhabitants

The next layer describes the inhabitants, on-line members of the publicwho are able to navigate the virtual world, interact with its contents, andcommunicate with one another. Inhabitants may have various kinds ofinvolvement in the show including being an on-line audience (e.g., specta-tors at an event or a “studio” audience), contributing content through somecollective action, or just socially watching the show in each other’s com-pany. Inhabitants typically use commonly available equipment. Currentlythis would be a commodity PC with an Internet connection, although in thefuture this may evolve toward a set-top box with access to a broadbandpublic network. In the interests of scalability, the detailed actions of everyinhabitant need not be broadcast to all participants all of the time, soinhabitants generally have limited visibility to the other layers.

2.3 Viewers

The outermost layer describes the viewers who experience the show viabroadcast or interactive television. Viewers typically have only very limitedpossibilities for navigation and interaction. In the simplest case, they willbe traditional television viewers, i.e., the recipients of a broadcast that hasbeen produced on their behalf and that can be received on a conventionaltelevision set. However, interactive television might offer them some addi-tional possibilities such as choosing from among different perspectives orvoting as part of large-scale audience feedback. In general, viewers are notvisible within the content of the show (other than through abstractions ofvoting and similar feedback mechanisms). However, they may still contrib-ute to an inhabited television performance and be socially active throughoff-line feedback and discussion mechanisms.

2.4 Producers

Our final layer of participation describes the producers of an inhabitedtelevision show. Production spans all aspects of technical support andbehind-the-scenes activity that may underpin a show. Examples includedirectors, virtual camera operators, network engineers, and software andhardware support staff. The producers may often be invisible to the otherlayers, although there may be exceptions, such as making virtual camera

Inhabited Television • 513

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 5: Inhabited Television: Broadcasting Interaction from within

people directly visible to performers so that they can target their actions forviewers to see.

3. EARLY EXPERIENCES WITH INHABITED TELEVISION

We now describe three early examples of inhabited television in terms ofour model of layered participation.

3.1 The NOWninety6 Poetry Performance

In November, 1996, we staged a public poetry performance as part ofNottingham’s NOWninety6 arts festival, using the MASSIVE-2 CVE soft-ware [Greenhalgh and Benford 1999a]. A full description of this event canbe found in Benford et al. [1997b], and a summary description anddiscussion in the context of projected interfaces and boundaries betweenphysical and virtual worlds can be found in Benford et al. [1998b]. Figure 2summarizes the participation structure of this performance.

The performers and viewers were colocated in a physical theater. Theperformers were drawn from a company of “hip-hop” poets and performedone at a time. Each poet appeared simultaneously on a stage in thephysical theater and on a corresponding virtual stage in a virtual world.Three Polhemus magnetic trackers were used to connect the poets to theiravatars (at the head and two hands) so that their physical movements weredirectly mapped on to their virtual representations in order to extend theirexpressive capability.

Ten members of the public at a time could enter the virtual world asinhabitants using workstations that were located in a nearby café bar.Silicon Graphics O2 workstations were used, linked by Ethernet. Theinhabitants were placed into the role of an on-line audience. They could

on-line shared space theatre

inhabitants: on-lineaudience of angels viewers: conventional

theatre audience

camera person

performers - poets real-timemixing

live projection

café barFig. 2. Participation structure of NOWninety6.

514 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 6: Inhabited Television: Broadcasting Interaction from within

move about, experience the poetry, and could communicate with oneanother using real-time audio. During breaks in the performance, theywere encouraged to explore four outer worlds that contained fragments oftext from the poems.

A simulated broadcast stream was mixed down in real time from theviewpoint of a single virtual camera-operator (an example of a producer).This was projected into the theater alongside each poet for the viewers tosee. The event lasted for one evening and involved several cycles ofperformance and exploration. Approximately 200 people were in attendanceof whom 60 experienced the virtual world in cycles of 10 at a time, with theremainder watching the “broadcast” in the theater. The screenshot inFigure 3 shows a poet avatar in the foreground and several inhabitantavatars (“angels”) near the virtual stage.

3.2 The Mirror

The Mirror was an experiment in the first quarter of 1997 that involvedpublic access to a series of six virtual worlds on the Internet. The experi-ment ran in parallel to the BBC television series The Net, and the contentof the conventional television programs provided inspiration for the designand content of the virtual worlds. Edited highlights of the action from thevirtual worlds were shown on subsequent television shows. A video withclips from The Mirror can be found in the CSCW’98 video proceedings[McGrath et al. 1998].

Figure 4 summarizes the participation structure of The Mirror. Theinhabitants (“citizens”) accessed The Mirror from their homes or workplaces

Fig. 3. A poet and angels near the stage in NOWninety6.

Inhabited Television • 515

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 7: Inhabited Television: Broadcasting Interaction from within

over the Internet. Sequences from within the worlds were recorded tovideotape and edited for subsequent broadcast on television, and henceinhabitants could become viewers at a later time.

The design of the six worlds of The Mirror reflected the content of thecorresponding television shows. These were:

(1) Space—a lunar terrain, populated by responsive aliens, which focusedon issues of navigation.

(2) Power—a hall of fame featuring animated figures from the past andpresent of computing. This led to a debating chamber with audiencevoting facilities.

(3) Play—filled with games and tricks, designed to promote cooperationand competition. Examples included a shuffleboard game, a rocket thatrequired three people to launch it, and a bouncy castle.

(4) Identity—experimenting with notions of identity and the influence ofthe environment on people.

(5) Memory—a winding memory lane that passed through significantevents from the last few decades. President Kennedy’s motorcade wouldappear. Elvis made fleeting appearances, and a large clock displayed acount down to the “end of the world.” Figure 5 shows an example scenefrom Memory.

(6) Creation—a world of vibrant flora and fauna which included an artgallery where citizens could display their own VRML 2.0 creations.

The six worlds were linked by an entry portal that highlighted a “world ofthe week,” corresponding to that week’s broadcast television program.Various special events were also held within The Mirror, including debates(e.g., between the science-fiction author Douglas Adams and Peter Co-chrane, Head of Research at BT); a game show; an art exhibition; and an“end of the world” party.

The software used for The Mirror was Sony’s Community Place [Lea etal. 1997]. This supports textual and graphical (but not audio) communica-tion between inhabitants and performers. The minimum specification ofequipment required to access The Mirror was a Pentium P90 PC runningWindows ‘95 and a modem. Over 2300 people registered to become citizensof The Mirror and received a CD-ROM containing the browser software andVRML 2.0 content. Throughout the series, citizens spent over 4500 hourslogged on to the server.

3.3 Heaven & Hell—Live

Our third example, Heaven & Hell—Live, was an hour-long game showthat was staged inside a CVE and simultaneously broadcast live on theUK’s Channel 4 TV in August, 1997. In other words, access by inhabitantsand broadcast to viewers happened simultaneously, with the latter seeingthe activities of the former.

516 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 8: Inhabited Television: Broadcasting Interaction from within

The overall participation structure of Heaven & Hell—Live is shown inFigure 6. The performers consisted of a host and two contestants (allcelebrities on UK TV) as well as three “reporters” who provided additionalcommentary on the activities of the inhabitants (or “lost souls” as they werecalled). The performers were located in an inhabited television studio alongwith the production team who were responsible for creating the livetelevision broadcast. This studio combined a local network of PCs, a

on-line shared space TV studio

participants’ homes

inhabitants

TV viewers

off-lineediting

reported “highlights”

performers

Fig. 4. Participation structure of The Mirror.

Fig. 5. A scene from Memory in The Mirror.

Inhabited Television • 517

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 9: Inhabited Television: Broadcasting Interaction from within

television outside broadcast unit, and a high-bandwidth Internet connec-tion. The production team included director, vision mixer, sound mixer, andproduction assistant. They had access to six virtual cameras within theworld, taken from the viewpoints of the host, contestants, and reporters,with the latter responding to instructions from the director. As with TheMirror, the inhabitants accessed the shared virtual world from their homesvia PCs and modems. The live television broadcast was also available toviewers within their homes, and it was possible for inhabitants to also beviewers—i.e., to be watching the television broadcast while logged in to thevirtual world. Indeed, informal enquiries suggested that there was often asmall group of viewers with a single PC and television in the same room.

It is important to note the different modes of communication that wereenabled in Heaven & Hell—Live. Like The Mirror, this event was imple-mented in Community Place, and so communication within the virtualworld (i.e., among performers and inhabitants) was via text and graphics.In addition, a live audio stream containing additional spoken communica-tion among the performers was added to the final television broadcast. Thisaudio stream could not be heard within the virtual world, although itscontent was loosely reflected in the text chat. However, any inhabitant whowas also watching the show on television would have heard the audio. Asan additional note, in order to support this complexity, the performeravatars were actually driven by two people: an assistant, to navigate andtype the text messages, and the celebrities, who focused on the looselyscripted audio in the studio.

Games within Heaven & Hell—Live included a participatory treasurehunt through the world, a pursuit quiz, and a gambling game, in whichnumbers of lost souls were wagered against random events revealed by the

on-line shared spaceTV studio

participants’ homes

inhabitants

TV viewers

on-line chat participants

performers:host and contestants

reporters

real-timemixing

live broadcast

Fig. 6. Participation structure of Heaven & Hell—Live.

518 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 10: Inhabited Television: Broadcasting Interaction from within

opening of “evil-looking” pods in the “bowels of hell.” Each of the twocompetitors was meant to collect lost souls as they went along, and theintention was that the inhabitants themselves were able to assist or hinderwith the various games and tasks. Figure 7 shows a scene from the pursuitquiz part of the show.

The program was broadcast in August, 1997, in a late-night slot. Theon-line audience of inhabitants peaked at 135. In order to manage thetechnical demands of supporting such a large number of simultaneousinhabitants, Community Place’s implementation of the aura mechanismwas used [Lea et al. 1997]. This dynamically grouped the inhabitants intoso called aura groups of eight mutually aware participants. These partici-pants could see and communicate with one another via the text chat andcould also see the performers who were globally visible. However, themembers of a group could not see the members of other groups. The samewas true of the reporters (or virtual cameras) that at any moment in timewould be seeing the performers and only one aura group. Subsequentmarket research (viewer polling) estimated the viewing audience to be200,000 people.

This concludes our introduction to early experiments in inhabited televi-sion. The key characteristics of the participation structure of each experi-ment are summarized in Table I, including numbers of participants andinteraction capabilities The following section discusses the lessons thathave been learned from these experiences.

Fig. 7. A scene from Heaven & Hell—Live.

Inhabited Television • 519

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 11: Inhabited Television: Broadcasting Interaction from within

4. LESSONS LEARNED AND ISSUES RAISED

The motivations behind our early experiments in inhabited television wereto gain insights into its feasibility as a medium for entertainment, educa-tion, and communication, and to help inform the design of future inhabitedtelevision content and technology. This section identifies the key lessonsthat were learned from these experiments. Our observations stem from twosources. First, they include the opinions of the inhabitants and viewersthemselves as voiced over email for The Mirror and Heaven & Hell—Liveand at a postperformance debate for NOWninety6. Second, they haveemerged from a series of postevent group discussions. The lessons learnedcan be grouped under two headings: problems with establishing coherentsocial interaction within a CVE and problems with producing a coherentbroadcast output from a CVE.

4.1 Establishing Coherent Social Interaction within a CVE

One of the goals of inhabited television is that viewers will become moreinvolved in a television show by becoming inhabitants—they will becomesocially active and will contribute to a show in various ways. However, ourearly experiences suggest that it is difficult to engage members of the

Table I. Layered Participation in Early Experimental Inhabited Television Events

NOWninety6 The Mirror Heaven & Hell–Live

Performers Six poets performingsequentially over a two-hour show. Audio andbody tracking.

Celebrity “superavatars”introduced for a smallnumber of specialevents–debates and agame show. Text chatand interactioncapabilities similar to theinhabitants.

Celebrity host and 2game show contestants.Audio for the televisionbroadcast, and assistantsto provide text,navigation, andinteraction in the on-lineworld. Also, 3 reporterswith television broadcastaudio in addition to on-line interactivity.

Inhabitants Sixty, participating ingroups of 10 “angels”from locally situatedsilicon graphicsworkstations. Audio chatcapability.

Over 2000 registered“citizens,” recording4,500 on-line hours overa 7-week period fromtheir home PCs. Textchat, shared behaviors,and collaborative tasks.

135 “lost souls,”participating in the one-hour live broadcast fromtheir home PCs. Textchat and collaborativetasks. Also, 800 users ofthe associated Web sitechat and newsgroupduring the broadcast.

Viewers 200 at a liveperformance, with thevirtual worldsimultaneously projectedinto the theater.

500,000 viewers of theBBC2 series “The Net”saw edited highlightsand reporting on theworlds.

An estimated, 200,000viewers of the Channel 4TV broadcast.

520 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 12: Inhabited Television: Broadcasting Interaction from within

public in a coherent, real-time, and fast-paced narrative within a CVE. Webreak this issue down into three subissues: problems with engagementbetween performers and inhabitants; difficulties with precise and coordi-nated movement; and the difference between the pace of interaction inCVEs and that of television.

4.1.1 Lack of Engagement between Performers and Inhabitants. Itproved difficult to establish a productive engagement between the inhabit-ants and the performers in all three events. At one extreme, the inhabit-ants were unable to get a word in edgeways, as the performers dominatedthe interaction. At the other, the inhabitants spent all of their timechatting to one another and ignored the performers.

In Heaven & Hell—Live it had been planned that the inhabitants wouldinteract with performers during several of the games (e.g., building stacksof avatars, suggesting answers in the quiz, and helping with the treasurehunt). However, with a few exceptions, these interactions generally failedto materialize to a significant degree. Instead, the show mainly unfoldedamong the performers, with the inhabitants mostly relegated to the role ofadditional scenery that could occasionally be commented upon.

In contrast, the inhabitants of NOWninety6 were provided with audiocommunication. The problem here was that their audio dominated that ofthe performers to such an extent that the performance was lost among thegeneral melee. This problem was first discussed by Benford et al. [1998b] inrelation to the nature of the projected interface in the theater. To brieflysummarize this observation, there was little evidence of any self-regulationof the inhabitants’ behavior as might have been expected at a conventionalpoetry performance, where people can shout out if they wish to, but tend torefrain from so doing. It seems that the performers were unable to engagethe audience or to exert any social pressure on them. There is also aquestion as to the extent to which the performers were interested in theinhabitants given the presence of the local theater audience.

The Mirror provided the most successful examples of on-line socialinteraction, especially the emergence of some collaborative games. In fact,the idea of “avatar stacking” that was used for a game in Heaven &Hell—Live was first observed as a spontaneous behavior in The Mirror. Itis notable that The Mirror was the one example in which on-line interac-tion was divorced from the requirement to simultaneously address anaudience of viewers. Indeed, the whole idea of performers and scriptedcontent was generally less well developed in The Mirror, and the socialinteraction that emerged was mostly among the inhabitants. The Mirrorwas therefore more like an on-line community in a CVE that was seededand strengthened through a parallel television show than it was aninhabited television show in its own right.

4.1.2 Achieving Precise and Coordinated Movement within a CVE. Aconventional television show will require participants to move to preciselocations at particular instants (e.g., standing on a mark so as to be in shot)and for several participants to move in a coordinated way. Inhabitants

Inhabited Television • 521

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 13: Inhabited Television: Broadcasting Interaction from within

generally experienced difficulties achieving such precise and coordinatedmovements in a CVE. For example, in Heaven & Hell—Live the inhabit-ants experienced difficulties keeping up with the action as it movedbetween the three areas of the virtual world (Heaven, Hell, and Purgatory)and found it hard to quickly coordinate their actions in games such asavatar stacking. The NOWninety6 poetry event introduced two techniquesto support movement. The first was setting a home position at the virtualstage for each inhabitant. The inhabitant could easily return to thisposition by using a single button on the interface. The second was the useof “travellators” (moving walkways) to move inhabitants from one part ofthe world to another (e.g., from the central stage to the four outer worlds).These techniques were partially effective, although precise navigation wasstill difficult, and suggest a potential approach to this problem.

4.1.3 The Difference between the Pace of CVEs and that of BroadcastTelevision. The issue of movement is indicative of a broader mismatchbetween the pace of television and that of CVEs. Conventional live televi-sion shows are scripted, highly structured, and have a fast pace thatinvolves precise timings (i.e., to the second) for events. Conventionaltelevision also relies primarily on video and audio information whosepresentation may involve a series of rapid transitions produced by cameramovements and cuts between cameras. In contrast, CVEs traditionallyhave a much slower pace, especially where text communication is usedinstead of audio. Even when audio is used, the pace of social interactionmay be slower due to the need to navigate through the world and due tonetwork delays and other technical constraints.

The difference in pace was most evident in Heaven & Hell—Live wherethe inhabitants were navigating a graphical CVE and were using text tocommunicate, but where the viewers were receiving a combination ofgraphics, audio, and video. The audio and video were added to the livebroadcast output and included a very fast-paced audio commentary fromthe performers as well as video views of two of the performers inset into thegraphics from the virtual world. A combination of delays (broadcast,interaction, navigation, local PC performance, and Internet communica-tion) meant that it took between five and 10 seconds for inhabitants tovisibly react to events in the show (there was no deliberate delay). Thisdelay was too long for communicating with the performers as part of afast-paced television show, and there were several examples of performersaddressing inhabitants, but not waiting for their response. As a result, theinhabitants became detached from the action of the show. The performers’impatience is understandable—the pressure to produce a fast-paced broad-cast took precedence over the need to accommodate the slower pace ofinteraction in the CVE.

Providing the inhabitants with real-time audio communication may havehelped, although it would have challenged the use of public Internetconnections. However, we suspect that there would still be significantdelays and differences in pace between broadcast and on-line action. In

522 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 14: Inhabited Television: Broadcasting Interaction from within

short, addressing the difference in pace required by viewers and inhabit-ants involves a difficult balancing act.

4.2 Producing a Coherent Broadcast Output from a CVE

The second general issue raised by our early experiments is the quality ofthe broadcast output that is created from the action within the CVE. Ourthree experiments were quite different in this respect. The NOWninety6poetry performance involved projecting the broadcast output into a theateralongside a conventional performance. The Mirror involved off-line editingof the CVE action to be broadcast on television at a later date as editedhighlights. Heaven & Hell—Live was the most demanding in that itinvolved producing an hour of live television broadcast. Given the demandsplaced upon it, it is Heaven & Hell—Live that provides much of the focusfor the following discussion. However, the other two experiments also offersome insights into the problems involved in creating a broadcast outputfrom a CVE. We subdivide this issue into three parts: camera control andnavigation, audio control, and expressive avatars.

4.2.1 Camera Control and Navigation. Camera work is an essentialpart of conventional television production. There are various forms ofcamera (e.g., boom and track-mounted or handheld) and dedicated mixingfacilities for editing a single broadcast stream from multiple cameras.Inhabited television uses virtual cameras to capture the action within theCVE. The control of these virtual cameras was a significant issue in ourearly experiments.

Heaven & Hell—Live deployed six human-operated virtual cameraswithin the world. The output of these cameras was then fed to a conven-tional television mixing desk. The cameras in Heaven & Hell—Live usedthe standard avatar control interface; they were essentially disembodiedavatars. As a result, like the inhabitants, the cameras had difficulties inkeeping up with the action. They even became lost on occasions, and therewere several moments when a view into empty virtual space was broadcastfor a few seconds. Occlusion was also a problem; cameras were frequentlyblocked by inhabitants. When this happened, it was difficult for thecameras to move around the obstruction without losing sight of the target.

The NOWninety6 poetry performance was limited by using only a singlecamera, so that there was no possibility of cutting between different views.On the other hand, this camera was controlled using a dedicated interfacebased upon the principle of object-centered navigation. The camera wasconstrained to move about a focal point (the performer) in such a way thatit always faced this point. As a result the performer was never lost fromview, and it was easier to move around occluding objects without losing thetarget. This camera also allowed the operator to specify designated move-ments in advance that could then be smoothly animated by the camerasoftware.

4.2.2 Audio Control. Audio tends to be a neglected aspect of CVEs.Indeed, only one of our early experiments, NOWninety6, used audio for

Inhabited Television • 523

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 15: Inhabited Television: Broadcasting Interaction from within

communication among inhabitants and performers. In this case, all partic-ipants could speak at the same time. Each participant received an individ-ual audio mix that presented other participants’ audio streams according totheir positions in the world using a combination of attenuation withdistance and stereo panning. However, beyond this, “soundscaping” re-ceived relatively little attention. Audio quality was low (8-bit quality), andthere was little production control over the mixing of audio from the virtualworld into the broadcast mix. For example, it was not possible to dynami-cally pick out or suppress individual inhabitants.

Heaven & Hell—Live and The Mirror did not use audio for the inhabit-ants’ communication. However, audio was used to provide ambient sound(e.g., background sound and music) and for spot effects (e.g., associatingsounds with specific events in the world). In both cases, this audio wasgenerated locally by each inhabitant’s PC using samples on a CD-ROM thathad been mailed out in advance. As discussed previously, Heaven &Hell—Live also used audio from the studio host, performers, and reportersas an essential element in the broadcast mix. In contrast, conventionaltelevision provides extensive facilities for handling audio. These includethe use of different kinds of microphone (e.g., boom-mounted, stage mikes,and tie-clips), dedicated systems and personnel for mixing and editingaudio, both live and in postproduction, as well as the extensive use of musicand sound effects.

4.2.3 Expressive Avatars. Our final issue concerns the expressiveness ofavatars. The avatars in current CVEs tend to be limited in terms of theirexpressive capabilities. In many cases they are merely customized 3Dcursors that mark their owner’s position within a virtual world. Althoughthe expressiveness of avatars is, of course, relevant to interaction withinthe CVE, we argue that it is a particular concern for the broadcast output.Television viewers are accustomed to a rich visual experience that includestrained human actors. Watching simple avatars, often with no facialexpression or other gestures, is likely to be unsatisfactory. It should benoted that our experiments did make some limited attempts to providemore visually interesting avatars. The performers in NOWninety6 couldgesture through an articulated avatar driven by the output of Polhemusmagnetic trackers on their head and hands. The avatars in Heaven &Hell—Live used local computer animations to give some additional life tothe performers on screen and to allow the inhabitants to trigger prepro-grammed gestures. There is much on-going research into increasing theexpressiveness of avatars, including work on humanoid modeling, gesture,and facial expression [Capin et al. 1997]. However, it is not clear at whatpoint the computing and network infrastructure available in the home willallow these techniques to be used for inhabitants, although performers maybe a different matter.

524 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 16: Inhabited Television: Broadcasting Interaction from within

4.3 Summary

Our three experiments raised some fundamental challenges for inhabitedtelevision. We have grouped these under the general themes of establishingcoherent social interaction within a CVE and producing a coherent televi-sion broadcast output from a CVE.

One might argue that the root of our problems lies in trying to integratewhat ought to be two separate media—broadcast television and CVEs, eachof which has its own distinct characteristics. However, we propose that theconvergence of computing and home-entertainment devices (e.g., PCs,televisions, games-consoles, and set-top boxes), coupled with the parallelconvergence of data networks and broadcast technologies, means that thedistinction between these media will gradually blur, if not disappear. Thecurrent trend is one of diversification of, and interworking between, differ-ent media types. Furthermore, we argue that these two media can benefitone another. CVEs can provide new forms of content for television involvingpublic participation in physically impossible scenarios, all at a low cost—anetwork of computers in an inhabited television studio should cost signifi-cantly less than the construction of physical sets within a conventionalstudio. In turn, television can offer an impetus for social interaction withCVEs and may be a powerful tool for building and motivating on-linecommunities.

Our approach has therefore been to adopt the challenges raised in thissection as a research agenda for inhabited television. As a result, thefollowing section presents a fourth more recent experiment—Out of ThisWorld—that attempted to address several of these issues by staging afast-paced inhabited television show that was coherent, both in terms ofinteraction within a CVE and in terms of its broadcast output.

5. A FOURTH EXPERIMENT—OUT OF THIS WORLD

Out of This World (OOTW) was a public experiment with inhabitedtelevision that was staged in front of a live theater audience [Benford et al.1999]. The event was staged as part of ISEA: Revolution, a program ofexhibitions and cultural events that ran alongside the 9th InternationalSymposium on Electronic Art (ISEA’98) which was held in Manchester inthe UK in September, 1998. There were four public performances of OOTWin the Green Room theater over the weekend of the 5th and 6th ofSeptember. These were preceded by two days of construction, testing, andrehearsal. OOTW was implemented in the MASSIVE-2 system [Benford etal. 1997b].

Like Heaven & Hell—Live, OOTW was a game show. This choice alloweda direct comparison to be made between the two experiments. Given theobservations above, the design of OOTW was motivated by two key ques-tions:

—Could we involve members of the public in a fast-moving television showin a collaborative virtual environment? In particular, could we clearly

Inhabited Television • 525

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 17: Inhabited Television: Broadcasting Interaction from within

engage the inhabitants with the performers and with one another? Couldthey keep up with the action? What would they contribute? And wouldthey enjoy the experience?

—Could we produce a coherent broadcast from the action in the CVE? Inparticular, would the broadcast output be recognizable as a form oftelevision, and would it be entertaining to watch?

The remainder of this section describes OOTW in detail, including itsparticipation model, content, general design principles that guided itscreation, and the new management and virtual camera software thatsupported it.

5.1 The Participants

We begin by describing how our three layers of participation were realizedin OOTW. The overall participation structure of the show is summarized byFigure 8.

5.1.1 The Inhabitants. OOTW adopted a “cheesy” outer space theme.The inhabitants were divided into two teams, aliens and robots, who had torace across a doomed space station in order to reach the one remainingescape craft. On their way they had to compete in a series of interactivegames and collaborative tasks in order to score points. The final game wasa race in which these points were converted into a head-start for theleading team. The two teams each consisted of four inhabitants, membersof the public who had been selected from the theater audience. Everyparticipant in the show could speak over a live audio channel. The teamswere separated into women (aliens) versus men (robots) so that viewerswould be able to more easily associate the voices that they heard with the

on-line shared space mezzanine studio

theatre

inhabitants: team members

host

camerasreal-timemixing

live projectionperformers:team leaders

mezzanine foyer

wobblespace

viewers: conventionaltheatre audience

Fig. 8. Participation structure of OOTW.

526 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 18: Inhabited Television: Broadcasting Interaction from within

avatars that they saw on the screen, as well as to help the directorcoordinate the action, although this turned out to be controversial decisionas we shall see below. The team members were given cartoon-like avatarsthat could be distinguished by a visible number on their backs and fronts. Aspeech bubble would appear above their heads whenever they were trans-mitting audio. The inhabitants used standard PCs with joysticks andcombined headphone/microphone sets (Figure 9). They were located behindthe scenes, out of sight of the viewers in the theater.

5.1.2 The Performers. The teams were guided by two performers, anactor and an actress, playing the role of team captains. The goal for thecaptains was to encourage the teams to take part, to act as foci for thegames, and to improvise around the inhabitants’ dialogue. The performersused immersive virtual reality equipment (see Figure 10), including Pol-hemus electromagnetic sensors to track the positions of their head and bothhands which were then represented on their avatars in order to give them agreater expressive ability than the inhabitants. Unlike the NOWninety6poetry performance, the performers were fully immersed (i.e., were wearinga head-mounted display). They were also given a virtual “light stick” thatthey could activate by pressing a button on a hand-held flying-mouse andwhich allowed them to point at objects, locations, and participants in thevirtual world. Although logically they would have been out of sight of anyviewer at home, the performers were actually physically located in thetheater space so that the viewers could see them physically working withthe immersive technology (see Figure 11). This compromise was intended toenhance the viewers’ understanding of the concept of inhabited television.The show was hosted by a third performer who appeared in the form of a

Fig. 9. An OOTW inhabitant.

Inhabited Television • 527

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 19: Inhabited Television: Broadcasting Interaction from within

live video face that was texture mapped on to an avatar within the world,which took the form of a large mobile video screen. This screen avatarwould occasionally rotate around to show the game scoreboard on its back.At other times the face was replaced by prerecorded video clips, in order tohelp introduce the games.

5.1.3 The Viewers. The viewers were seated in a conventional theaterfacing a large screen on to which the broadcast output was projected. Thetwo performers were physically located on either side of this screen. Formost of the time the viewers were passive as if they were a traditionaltelevision audience. However, they were provided with an opportunity formass-interaction toward the end of the show. This involved them choosingthe best losing team member through a mechanism called Wobblespace,based on a demonstration of audience interaction using the CINEMATRIXinteractive entertainment system1 that was first demonstrated at SIG-GRAPH. In OOTW, the audience was asked to vigorously wave a coloredcard in view of a video camera in order to express their vote. The overalllevel of movement activity of each color was detected using image-process-ing techniques, and the resulting scores were passed to the CVE software.The audience was encouraged to test this voting mechanism by playing agame of “Pong” in the preshow warm-up in the style of the original

1CINEMATRIX, Interactive Entertainment system. http://www.cinematrix.com.

Fig. 10. An immersed performer.

528 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 20: Inhabited Television: Broadcasting Interaction from within

SIGGRAPH event. The warm up also involved a brief explanation of theconcepts behind OOTW. Finally, after the show, the viewers were invited tostay behind and provide us with feedback.

5.1.4 The Production Team. The show involved an invisible but essen-tial production team who were responsible for managing the CVE softwareand for producing the broadcast output. Four virtual camera operatorswere present in the world, but were invisible (see Figure 12). Usingpurpose-built interfaces (see below), they were able to capture the actionfrom various perspectives.

Video and audio output from their computers was fed into a conventionaltelevision mixing desk and was mixed by a professional television director.Her assistant, the video terminal operator, worked video recorders that fedprerecorded video material into the desk (e.g., the credits at the start andend of the show, and the recordings that were shown on the host screenavatar between arenas). The director saw the outputs from four virtualcameras on four camera monitors. Two additional monitors displayed thecurrent transmitted output (TX monitor) and next selected shot (previewmonitor). The resulting video mix was sent to the projector in the theater.In addition, a world manager was able to control the virtual world soft-ware, including activating virtual objects and constraining the actions ofthe participants (see below). A system administrator was responsible forrunning the software and for carrying out logging and documenting. Figure13 shows the director, her assistant, world manager, and system adminis-trator. Figure 14 summarizes the video infrastructure involved in mixingand broadcasting the output of the four virtual cameras.

Immersed ‘Robot’ PerformerImmersed ‘Alien’ Performer

Screen

Viewing audience

Fig. 11. The performers next to the screen in the theater, as seen by the audience.

Inhabited Television • 529

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 21: Inhabited Television: Broadcasting Interaction from within

5.2 Design Principles for OOTW

We now move on to consider the content of the show, beginning with thedesign principles that guided its creation. In a direct response to ourprevious experiences with inhabited television, especially with Heaven &Hell—Live, the structure and content of OOTW was designed according toseveral key principles. These were intended to maximize the coherence ofthe interaction within the world and of the broadcast output and to

Fig. 12. The four virtual camera operators.

Previewmonitor

TXmonitorDirector

VT player

and recorder

VT operator

Video

mixing desk

Worldmanager

System

administrator

Wiredtalk-back

system

Cameramonitors

Fig. 13. The director, her assistant, the world manager, and system administrator.

530 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 22: Inhabited Television: Broadcasting Interaction from within

establish a clear engagement between the participants, especially betweenthe performers and inhabitants. Briefly stated, these principles were:

—simplicity of concept and representation—the games should be as simpleas possible in terms of concept, interaction required, and graphicalrepresentation.

—clear roles for participants—the roles of the inhabitants and performersshould be clearly defined, and the outcome of each game should dependupon both (no one should be relegated to the role of observer or “helper”).

—cooperation—the games must require cooperation, both between inhabit-ants and between inhabitants and the performers.

—interaction through proximity—we favored indirect interaction withnearby objects (e.g., having objects that react to the proximity or move-ments of participants) rather than direct manipulation of objects (e.g.,selecting them with a mouse). This principle ensured that participantsonly had to learn to perform two tasks: moving about the world andspeaking into a microphone. It also encouraged participants to engage inthe highly visible and relatively interesting activity of moving about.Proximity-based interaction also required participants to get close to theobjects of interest and to group together in the world and so remainvisibly in camera shot as opposed to standing back and picking them offfrom a distance using a mouse. This is an example of a more generalprinciple of designing interaction with a third-party observer in mind, inthis case a virtual camera.

—minimal scenery—scenery should be as simple as possible so as not todistract from the characters. It is important that an observer’s eye isdrawn toward the characters as the central content of the show and thatthey can be clearly picked out against the background. The scenery in asingle-user environment is often the dominant factor—the aim is toenhance the experience for the individual participant as seen from afirst-party perspective. However, in a cooperative environment, other

Fig. 14. Video production infrastructure for OOTW.

Inhabited Television • 531

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 23: Inhabited Television: Broadcasting Interaction from within

participants become the dominant factor, and once again, in a broadcastsituation, it becomes important to design for the camera, possibly at theexpense of the inhabitant.

—action at ground level—we generally restricted participants’ movementsto be at ground level. This was intended to simplify their movement. Itwas also intended to enhance camera work by giving cameras a spaceabove the action where they could pull back and up to obtain overviewshots.

—playing to our technical strengths—put simply this involved exploitingMASSIVE-2’s most interesting features and avoiding its weaknesses. Itskey features include potentially mobile aggregate group objects [Benfordet al. 1997b] and the general availability of audio communication. Itsrelative weaknesses include coping with graphical complexity and largenumbers of animations and textures.

5.3 The Structure and Content of OOTW

Having introduced the principles behind its design, we now describe thecontent of the show. OOTW involved a journey through five virtual arenasthat were joined together into a linear structure by a series of travellators.Each arena involved the two teams in a different task as follows:

—Arena 1: introductions—an overview of the show from the host followedby introductory statements from the team captains and individual teammembers.

—Arena 2: flipping frogs—a collaborative action game in which the teamshad to flip “space-frogs” on to spiky hats worn by their team leaders.Flipping involved approaching a frog from an appropriate direction,causing it to jump away. The teams had to impale the most frogs to winthe game.

—Arena 3: falling fish—the team members had to harvest “space-fish” bycollaboratively lifting their team leader up into the air and moving themabout so that the leader could knock the fish from the ceiling by swipingthem with their hands. The team leader was on a platform whose heightvaried according to the number of team members that were inside it andwhose position was set to be the average of its current members’positions on the ground. The team members therefore had to collectivelysteer the platform underneath a fish, so that the team leader would thenbe able to reach it, provided all four team members were inside. Thisplatform is an example of a third party in the MASSIVE-2 system asdescribed by Benford et al. [1997a]. Third-party objects group a numberof participants (members) together and provide an abstract representa-tion of them, in this case as a platform whose height represents thenumber of members. The teams had to harvest the most fish to win thegame.

532 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 24: Inhabited Television: Broadcasting Interaction from within

—Arena 4: culture quiz—a quiz where the host asked the questions, andthe team members conferred to agree an answer that was then relayedthrough the captains. Each team had to answer questions about theopposing culture (i.e., robots about aliens and aliens about robots). Apoint was scored for each correct answer, resulting in the captain beingraised up through a hoop that would start spinning, accompanied by afanfare.

—Arena 5: space-car race, wobblespace, and the end of the world—the finalgame was a race in which the teams had to steer a “space-car” along atwisted course in order to knock down a series of cones. The car wassteered in an identical way to the platform from the falling-fish game,i.e., the team members controlled it through their collective movement.The team with the most points from the first three games was given ahead start. The first team to cross the finish line won the show and wastransferred to the spacecraft ready for their escape. The losing teammembers were then asked to state individual cases for why each of themshould be saved. Following this, the distant viewers voted for the bestloser using Wobblespace, and this loser was then transferred to the ship.The climax of the show was then the ship departing and the worldimploding.

While journeying along the travellators between each arena, the teams(and hence viewers) were shown a preprepared video of the next game that

Fig. 15. The alien team—four members and captain.

Inhabited Television • 533

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 25: Inhabited Television: Broadcasting Interaction from within

appeared as a video-texture on the screen avatar, in place of the host’s face.At the start and finish of each arena the host would encourage the teamcaptains and team members to comment on their play up to that point.

Figures 15 to 18 show various scenes from the game show. Figure 15shows the alien team captain and team members. Figure 16 shows therobot team captain on his platform in the falling-fish game. Figure 17shows a scene from the quiz, with the host’s video face in the background.Figure 18 shows the final arena with the spacecraft and tubes for Wob-blespace, and the final score showing on the back of the screen avatar.

5.4 Production Software for OOTW

OOTW was implemented using the MASSIVE-2 system, the same systemthat had supported the NOWninety6 experiment described earlier. Usefulfeatures of MASSIVE-2 included: support for up to 15 mutually aware andactive participants; streamed audio and video; immersive and desktopinterfaces; and support for configuring the extent of different participants’presence through the mechanism of nimbus [Greenhalgh and Benford 1995]and for implementing simple collaboration mechanisms through third-party objects [Benford et al. 1997a].

In addition to these existing facilities, we implemented a suite of produc-tion software to support both the design and management of OOTW. Thiswas intended to address some of the issues raised above including cameracontrol, precise and coordinated movements, and coping with differences inpace between CVEs and television. The software consisted of two components:

Fig. 16. Robot captain with fallen fish.

534 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 26: Inhabited Television: Broadcasting Interaction from within

an event-structuring notation and management interface, and a virtualcamera interface.

5.4.1 Event-Structuring Notation and Management Interface. All CVEplatforms allow designers to specify the spatial structure of a sharedvirtual environment, at least in terms of its geometry and, in moreadvanced systems, in terms of higher-level structures such as regions,locales, and third-party objects. In order to support inhabited televisionapplications, we extended the MASSIVE-2 platform to also support thedefinition of the temporal structure of an event in a CVE in terms of aseries of phases. For each phase, the designer could configure a number ofproperties including

—the name of the phase,

—objects that would be active during the phase,

—trajectories for these objects during the phase.

—hierarchical groupings of objects so that they could be attached to oneanother during this phase, e.g., attaching a “costume” to one of theparticipants,

—audio levels and extents (as defined by audio nimbus in MASSIVE-2) forspecific participants,

Fig. 17. A scene from the quiz, with floating video host avatar.

Inhabited Television • 535

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 27: Inhabited Television: Broadcasting Interaction from within

—whether this was a roll-over phase, in which case the next phase wouldautomatically be activated after a specified time interval,

—default positions for the virtual cameras, and

—constraints on participants’ movements. Each participant could be placedinside a bounding box outside of which they could not move during thisphase. This box might be small enough that they could only turn on thespot or could be large enough for them to be able to explore a large area.The bounding box could have its own animated trajectory enablingparticipants to be gradually pulled along to a new destination during thephase, over a specified time period. The introduction of movementconstraints allowed the show designers and managers to assume somecontrol over participants’ movements and locations, while still allowingthem a high degree of autonomy.

The phases and their properties were specified in a configuration file thatwas then loaded into MASSIVE-2. The structure of OOTW consisted of 67phases which spanned movement on the travellators, dialogue at the exitand entry points to the arenas, and the structure of the games themselves.These phases occurred in a 45-minute show. Examples of the use of phaseproperties included moving the participants to start and end positions ineach arena, moving them along travellators, attaching the team leaders toobjects such as the platform or space-car, attaching objects to team leaderssuch as the spiky hats in the frog game, and resetting interactive objectssuch as the spinning rings in the quiz game.

Fig. 18. The virtual world, looking back at the final arena, spaceship, and scoreboard.

536 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 28: Inhabited Television: Broadcasting Interaction from within

A dedicated world management interface was developed to support amember of the production team in dynamically triggering different phasesas the show progressed. The phases were presented as a list, and any phasecould be selected by name, causing the whole show to jump to that phase.Figure 19 shows the list as used in OOTW, and other parts of the worldmanager which included facilities for controlling participants’ audio levels,for directly muting, highlighting, or freezing them, and for updating thescore. By following a script (and taking cues from the game show host), theworld manager could push the show along, moving participants to theircorrect positions and initializing objects. In this way the show could bemade to run to a strictly timed schedule, and participants could be broughttogether into a structured arrangement at key moments before beingreleased again into a more exploratory or unconstrained activity.

The ability to dynamically apply constraints to participants was intendedto support the orchestration of coordinated movements and crowd control(avoiding inhabitants becoming lost or running away) and to increase thepace of the show by enforcing time limits and by rapidly shuttling participants

Fig. 19. World manager interface showing the list of phases in OOTW, and other controls.

Inhabited Television • 537

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 29: Inhabited Television: Broadcasting Interaction from within

to new locations. In addition, the use of constrained positioning meant thatpotential camera shots could be established in advance and that directorsand camera operators could plan for them accordingly (see below). Phaseswere also used to represent branching points in the narrative, for example,choosing the next action according to which team had won a particulargame. The manager could also choose to return to previous phases or tomiss out phases. Several contingency phases were specified in the expecta-tion that participants’ equipment might fail. For example, there werealternative versions of the falling-fish game in which the team leader couldreach the fish if only three, two, or even one team member was in theplatform.

5.4.2 Virtual Camera Interfaces. The second component of our produc-tion software supported the control of virtual cameras. In Heaven &Hell—Live, the virtual cameras had used standard participant navigationcontrols to move through the virtual space. As noted above, this led todifficulties with following the action, getting lost, and having a camera’sview obscured by passing inhabitants. For OOTW, we developed a newvirtual camera control interface that was dedicated to the task of capturingthe action in a CVE from a third-party perspective [Greenhalgh et al.1999b].

At the heart of our approach was the idea of object-centered navigationthat we had first tried at the NOWninety6 poetry performance. Thisinvolves locking a virtual camera on to a specific focus or target and thencontrolling it in such a way that the target is not lost from view and can beframed appropriately, for example, zooming in or pulling back to show itsrelationships to other targets. Our design was also intended to facilitateartistically engaging camera work, involving the kinds of long sweeps,zooms, and tracking shots that can be seen in movies and computeranimations. OOTW introduced a wide range of potential targets includingscenery, individual participants, and teams of participants. We addressedthree major considerations in designing a virtual camera interface to copewith this level of complexity. These can be seen in Figure 20 and aredescribed in the following paragraphs.

Target selection. We provided three ways of specifying the currenttarget of a virtual camera. First, the operator could jump to preset statictargets in the virtual environment. These were selected from a list in thecamera interface and included key locations, defined separately for eachphase of the show at configuration time, as well as locations that had beenpreviously marked by the operator. Second, the operator could choose totrack dynamic targets such as a single participant or a group of partici-pants (e.g., one of the two teams), again by selecting them from a list in thecamera interface. The camera would then dynamically adjust its position tofollow the target as it moved. For groups, it would take the average positionof the group’s members. Third, the flying vehicle controls supported moreconventional free-form flying of the type that would normally be associatedwith an inhabitant interface.

538 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 30: Inhabited Television: Broadcasting Interaction from within

Relative viewing control. We enabled the camera operator to move thecamera relative to the target. The operator could use independent sliders inthe interface to control the yaw, elevation, distance, and vertical offset ofthe camera relative to the target (the position of the camera in relation tothe target was described using spherical polar coordinates). These relativeviewpoint controls allowed the camera operator significant control over theframing of the target within the shot. These degrees of control are illus-trated in Figure 21.

Temporal control. Although the target was selected directly and inter-actively, the relative viewing controls could be applied with three differenttimings. With real-time control the camera would move as each slider wasmoved. The damping control was used to set a damping coefficient so thatthe operator could trade off responsiveness for speed of movement. Withjust-in-time control the operator could disconnect the sliders from thecamera, use several different sliders to adjust different relative viewingparameters, and then apply the changes as a single atomic operation. Withpreprogrammed control, the operator could define several preset relativeviews, sets of stored relative viewing parameters. Selecting one of theseviews would trigger a smoothly interpolated movement to the specifiedposition. In addition, in both the just-in-time and preprogrammed modes,the operator could build up a sequence of camera moves to be triggered oneafter the other and then step through this sequence using a single interfacebutton (the next button located near the bottom right of the interface).

The camera control interface described here can be compared to previousresearch into virtual camera placement and control in 3D animation and

Static targets

Dynamic targets(“Captain B”)

Presetrelativeviews

Relativeviewpointcontrols

Dampingcontrol

Flyingvehiclecontrols

Videooutput

Fig. 20. The interface for controlling a virtual camera.

Inhabited Television • 539

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 31: Inhabited Television: Broadcasting Interaction from within

virtual worlds. Drucker et al. [1992] defined a procedural interface forexpressing shots and integrating other techniques, which was then ex-tended to use constraint satisfaction, including path planning [Drucker andZeltzer 1994]. To date, our own work has focused on direct control inter-faces, relying chiefly on the skills of the operator. Seligmann and Feiner[1991] address automated placement of cameras and composition of shotsfor conveying information in semantically specified situations. They do notaddress performance issues, although they indicate that their methodscould be combined with interactive manipulation. He et al. [1996] createdthe “Virtual Cinematographer,” also for use in real-time multiuser virtualworlds. However, in their case, camera placement and cutting are fullyautomated. Their virtual environment also uses a constrained set of high-level actions (e.g., “go to the bar”) whereas our inhabited television worldsare based largely on free navigation and interaction. This approach mightbe applicable in some situations, although it would need to extract likelysemantics from more primitive activities (e.g., free navigation). Gleicherand Witkin [1992] present a method of incremental camera control andmanipulation “through-the-lens” which might be adapted to enhance thecurrent camera interface. For use with live inhabited television this wouldrequire a different interface in which interaction with the scene did notaffect the broadcast. All of these approaches might be used to enhance or(partially) automate camera operation for inhabited television. Howeverthe real-time and performance nature of the medium would have becarefully considered.

A key focus of our work has been on providing interfaces that allowmultiple human operators to coordinate in real time the capture of action inan inhabited television show. Thus, as noted above, OOTW employed fourvirtual cameras whose operators were given different roles by the director(e.g., following different participants or capturing a birds-eye view). The

Fig. 21. Relative viewing controls for virtual cameras.

540 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 32: Inhabited Television: Broadcasting Interaction from within

camera operators and director were also on a live talk-back system so thatthey could communicate freely during the show.

6. REFLECTIONS ON OOTW

We now present an initial assessment of the extent to which the two goalsdescribed above (involving the public in a fast-moving enjoyable show inwhich they were engaged with the performers; and producing a coherentand entertaining broadcast output) were met by OOTW. This assessment isbased on postevent discussions with the viewing audiences, feedback fromthe performers, inhabitants, and production team, and opinions fromcritical reviews in the press. Notes were taken during the audience discus-sions, and these were supplemented with various personal reflections viaemail immediately after the event and at postevent meetings. In addition,one of us conducted an ethnographic field study of the production processthat has also influenced the reflections here. In what follows, we synthesizeour reflections and, where relevant, illustrate them with quotes fromaudience members and inhabitants.

6.1 Did We Produce Coherent, Fast-Paced Interaction within a CVE?

Our overall sense is that we succeeded in staging a game show in a CVEwhere members of the public interacted with actors around a looselystructured script. Unlike Heaven & Hell—Live, the inhabitants wereclearly central components of the show. The pace of the action was rapid, atleast when compared to our previous experiences with CVEs. The gameswere mostly playable and generally recognizable in form, with the possibleexception of the frogs game that confused some inhabitants:

“I couldn’t understand the frogs. I couldn’t see what my team were doing.”

and was harder to follow as a viewer:

“The frogs were too complicated.”

6.2 Did We Produce a Coherent and Entertaining Broadcast Output?

We believe that the broadcast was coherent and recognizable as television,again to a level that we had not achieved with previous experiments.Indeed, as we shall see below, viewers’ reactions to the piece mostly focusedon the content of the show and seemed to take it as read that this was aform of television—the technology was mostly transparent.

We attribute the difference in pace and coherence between OOTW andour previous experiments to a combination of the production software andthe design principles described above. In particular, the ability to constrainand move participants through a series of fine-grained phases using themanagement interface allowed us to push the action along and sustain theoverall pace of the show, particularly when combined with the use ofreal-time audio among the inhabitants. The success of the event-structur-ing notation and management interface in this respect is probably the mostpositive outcome of OOTW and signifies an important direction for the

Inhabited Television • 541

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 33: Inhabited Television: Broadcasting Interaction from within

development of inhabited television technology. The virtual camera controlinterface also allowed us to produce a relatively coherent broadcast, al-though this was a qualified success, as problems remained in capturing keymoments of collaborative activity such as a dialogue between two partici-pants or key interactions with a game object.

It must be noted, though, that sustaining the “pace” of OOTW was only inpart a matter of how the event notation, management, and camera controlinterfaces had been technically designed. It is also to do with how these canbe used and assembled to support the cooperative work of televisionproduction. For example, some viewers found the pace of editing in the firsttwo shows excessively fast:

“Cutting caused me problems of attention. The shifting point of view, thesounds, people talking. It all builds up cumulatively to make it difficult tofollow.”

Overnight, in response to remarks like this and her own unease, thedirector slowed the pace of editing for the later shows, and this kind ofcritical comment was not heard again. From the point of view of evaluatingthe technologies developed for OOTW, this is pleasing. Not only is itpossible to create a coherent and appropriately paced show, there is enoughscope for skilled directors to experiment with different styles (includingstyles which turn out to be “too fast”). Pace and coherence are notmechanically determined but technically supported and creatively pro-duced. Our technologies and the OOTW design principles allowed, webelieve, an appropriate mix of technology and the expression of establishedbroadcasting skills.

In contrast, although applause and laughter could be heard frequently inall performances, the content of OOTW attracted considerable criticism insubsequent discussion with the audience as the following paragraphs nowdescribe.

6.3 Lack of Empathy with the Show and Its Characters

Several viewers commented that they did not warm to the show or feelempathy with its characters. Major contributing factors to this seemed tobe the lack of expressive capability of the avatars, the low quality of theaudio, and the rate of cutting as noted previously:

“I had problems identifying with an avatar. It’s the expressions and gestureswhich are missing.”

“One of the problems is identification. We miss what we’re familiar with. Weneed other strategies for this without texture-mapped video on faces. Whenthey win, maybe they should show more eccentric behavior. Something to bringthem closer.”

“I was straining to hear what people were saying so I didn’t want to make a lotof noise.”

542 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 34: Inhabited Television: Broadcasting Interaction from within

“I couldn’t identify all the time with the robots. I was ready to, but the cuttingprevented it.”

While this lack of empathy was generally reported, some viewers wereuneasy about the use of Wobblespace to vote for a survivor:

“I felt somewhat uncomfortable about consigning someone to oblivion.”

to which an inhabitant replied:

“I was a robot in the first show. Just to assure you I wasn’t sad when I wasdecimated.”

With the exception of adding some gestural capability to the team leadersthrough the use of immersive interfaces, issues to do with creating em-pathic avatars were not directly addressed by OOTW. Furthermore, apply-ing our game design principles may have resulted in a more sparse, albeitcoherent landscape that contributed to the feeling of emptiness.

6.4 Lack of Legend and the Importance of Community

A further subtle factor in this lack of empathy may have been a lack oflegend. Our actress commented that her character lacked a sense ofhistory. There was no established background to the show—why were theparticipants on this space station? How long had they been there? Whathad happened previously? This lack of a shared history made it difficult toestablish an interesting dialogue between the performers and inhabitantsor to improvise interesting content around the framework of the show. Ourimpression is that a common reaction among participants was to resort tostereotypes to fill this void, in this case based on the gender divisionbetween the teams. In one show, most notably, two of the women volun-teers in the aliens team spoke throughout in high pitched pastiches of girls’voices and “ham acted” a weak-female stereotype. Resorting to such stereo-types was a major concern with OOTW for some of the show’s viewers:

“I thought it was sexist the way there were two sexes.”

Thus, although OOTW did succeed in establishing engagement betweenthe performers and inhabitants through the collaborative nature of itsgames, the resulting relationship was not especially interesting, entertain-ing, or, for some highly critical viewers, politically acceptable. Futureinhabited television should invest greater effort into developing interestingcharacters and narratives. This might be achieved through the morecentral involvement of authors, scriptwriters, and producers early on in thedevelopment process. However, it might also emerge naturally from long-term on-line communities; a strength of CVE technology. In many ways,the latter approach was successfully demonstrated in The Mirror [Walker1997], where a sense of community was established over six inhabitedtelevision shows.

Inhabited Television • 543

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 35: Inhabited Television: Broadcasting Interaction from within

6.5 Format

Our choice of a game show was repeatedly raised as an issue in thepostshow discussions. This raises the further question as to the extent towhich inhabited television should mimic existing television formats versusthe extent to which it should introduce new formats and narrative struc-tures. One viewer said:

“I had difficulties with you copying a game show as it is such an establishedformat.”

“Why do a game show at all? It’s something with a narrow age-range appeal.You should do something more imaginative.”

Another viewer asked:

“Did you think of something which stepped outside of TV conventions?”

and once the motivation for a conventional format was explained (“If wecouldn’t get a highly structured form of TV right then we really would havetrouble”), he retorted:

“Okay so you wanted to do something conventional but you could’ve looked atother conventions. Pantomime conventions. Physical theater conventions.”

Clearly, for this audience member, there was something disappointingabout using virtual reality technology for reproducing such “closed” (in histerms) conventions as a television game show:

“A paradox for a technology that promises openness.”

Although we would justify the choice of the game show for OOTW interms of enabling a direct comparison with Heaven & Hell—Live amongother reasons, we strongly agree with those who questioned the game showformat and existing television formats in general. A key step for inhabitedtelevision is to develop alternative narrative forms that exploit its novelcharacteristics, especially combining on-line communities, real-time narra-tive, and broadcast television. We, therefore, argue that OOTW partiallyaddressed the issues of coherence and pace raised by earlier experiments.In particular, our production software allowed us to script and direct aframework within which the public and our actors could engage oneanother. However, the content of OOTW was more problematic, and contentshould be a major focus of future work. We summarize with the followingquote from a newspaper review:

At this stage Inhabited Television is merely an interesting diversion hinting atgreater things. One suspects it will be some time, and several more surrealpreviews, before the system can generate material strong enough for television.[The London Times 1998]

or as an audience member put it:

“The subject matter was simplistic but the technology was interesting.”

544 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 36: Inhabited Television: Broadcasting Interaction from within

7. SUMMARY AND FUTURE WORK

Inhabited television aims to create a new entertainment and communica-tion medium by combining traditional television with CVEs so that thepublic can become on-line participants within television shows. The moti-vation behind this idea is that both television and CVEs stand to benefitfrom such an arrangement; the former through greater interactivity andaccess to new communities and content, and the latter through additionalimpetus for developing communities in the first place.

This paper has described a series of early public experiments withinhabited television. The first three of these, NOWninety6, The Mirror, andHeaven & Hell—Live, demonstrated the problems involved in creating abasic coherent inhabited television show and helped define the technicalresearch framework for subsequent work. Problem areas identified by theseearly experiments included: engagement between performers and inhabit-ants, precise and coordinated movement in CVEs, the pace of CVEs versusthat of broadcast television, control of virtual cameras and audio, and lackof expressive avatars.

We then described a fourth experiment Out of This World that wasconceived to address some of these problems. OOTW aimed to create aninhabited television show where interaction within the CVE and thebroadcast output were both coherent and entertaining and where the showexploited a real engagement between inhabitants and performers. The keytechnical innovation in OOTW was the development of dedicated produc-tion software to support event structuring and management, and thecontrol of virtual cameras. We have argued that this software played amajor role in enabling us to create a fast-paced and coherent inhabitedtelevision show for the first time. In addition to software support, we alsodeveloped a set of content design principles around the general approach ofdesigning interaction to be seen by third-party observers, including proxim-ity-based interaction, emphasizing characters rather than scenery, andconstraining most action to be at ground level. However, there were stillmany problems with OOTW, both in terms of the earlier issues that it didnot address but also in terms of its content. The second major lesson fromOOTW is, therefore, that greater attention needs to be paid to creating newformats for inhabited television, ideally ones that combine notions ofcommunity and broadcasting.

We are currently planning our next experiments in inhabited television.Although at an early stage, our strategy is to first establish a CVEcommunity and then to use this as a source of inspiration, legend, charac-ters, plots, and designs for a series of broadcasts. As part of this we willconcentrate on refining the basic layered participation model of inhabitedtelevision. We aim to provide mechanisms for feedback between layers andto enable participants to make transitions between layers (e.g., so thatinteresting characters can emerge from the on-line community to becomecore broadcast content). Given the current capabilities of our CVE plat-forms, this may initially exploit two distinct systems, a graphics and text

Inhabited Television • 545

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 37: Inhabited Television: Broadcasting Interaction from within

CVE that can support a large community of users over the public Internetand a media-rich CVE with further extended production software to sup-port fast-paced action for broadcasting. Future technical development willfocus on merging these facilities into a single system so that a large publiccommunity can be placed alongside broadcast content with real-time feed-back between the two. It will also focus on extending production software,especially scripting and directing facilities. We hope that it will then bepossible to create truly innovative and engaging inhabited television shows.

ACKNOWLEDGMENTS

We gratefully acknowledge the support of the European Community for theeRENA project under the ESPRIT IV Intelligent Information Interfaces (i3)program as well as for the EPSRC for the Multimedia Networking forInhabited Television project under the Multimedia Networking Applica-tions program. Additional support for Out of This World was provided byFACT and North West Arts. The Mirror was a collaborative project withSony and the BBC, whilst Heaven & Hell—Live involved Sony and Channel4. We gratefully acknowledge the involvement of many colleagues in thoseorganizations, as well as the contributions of numerous others at BT Labs,the University of Nottingham, and Illuminations.

REFERENCES

BENFORD, S., GREENHALGH, C., AND LLOYD, D. 1997a. Crowded collaborative virtualenvironments. In Proceedings of the ACM Conference on Human Factors in ComputingSystems (CHI ’97, Atlanta, GA, Mar. 22–27), S. Pemberton, Ed. ACM Press, New York, NY,59–66.

BENFORD, S. D., GREENHALGH, C. M., SNOWDON, D. N., AND BULLOCK, A. N. 1997b. Staging apublic poetry performance in a collaborative virtual environment. In Proceedings of the 5thon European Conference on Computer-Supported Cooperative Work (ECSCW ’97, Lancaster,UK, Sept.). Kluwer B.V., Deventer, The Netherlands.

BENFORD, S., GREENHALGH, C., BROWN, C., WALKER, G., REGAN, T., MORPHETT, J., WYVER, J., AND

REA, P. 1998a. Experiments in inhabited TV. In Proceedings of the CHI 98 summaryconference on CHI 98 summary: human factors in computing systems (CHI ’98, Los Angeles,CA, Apr. 18–23), C.-M. Karat and A. Lund, Chairs. ACM Press, New York, NY, 289–290.

BENFORD, S., GREENHALGH, C., REYNARD, G., BROWN, C., AND KOLEVA, B. 1998b. Understandingand constructing shared spaces with mixed-reality boundaries. ACM Trans. Comput. Hum.Interact. 5, 3, 185–223.

BENFORD, S. D., GREENHALGH, C. M., CRAVEN, M. P., WALKER, G., REGAN, T., WYVER, J., AND

BOWERS, J. 1999. Broadcasting on-line social interaction as inhabited television. InProceedings of the Sixth European Conference on Computer Supported Co-operative Work(ECSCW ‘99, Copenhagen, Denmark, Sep. 12–16). Kluwer B.V., Deventer, The Netherlands,179–198.

CAPIN, T. K., PANDZIC, I. S., NOSER, H., MAGNENAT THALMANN, N., AND THALMANN, D. 1997.Virtual human representation and communication in VLNet. IEEE Comput. Graph. Appl.17, 2, 42–53.

DAMER, B. 1997. Demonstration and guided tours of virtual worlds on the Internet. InProceedings of the ACM Conference on Human Factors in Computing Systems (CHI ’97,Atlanta, GA, Mar. 22–27), S. Pemberton, Ed. ACM Press, New York, NY, 10–11.

DRUCKER, S. M. AND ZELTZER, D. 1994. Intelligent camera control in a virtual environment.In Proceedings on Graphics Interface. 190–199.

546 • S. Benford et al.

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.

Page 38: Inhabited Television: Broadcasting Interaction from within

DRUCKER, S. M., GALYEAN, T. A., AND ZELTZER, D. 1992. CINEMA: a system for proceduralcamera movements. In Proceedings of the 1992 ACM SIGGRAPH Symposium on Interactive3D Graphics (Cambridge, MA, Mar. 29–Apr. 1), M. Levoy, E. E. Catmull, and D. Zeltzer,Chairs. ACM Press, New York, NY, 67–70.

GLEICHER, M. AND WITKIN, A. 1992. Through-the-lens camera control. SIGGRAPH Comput.Graph. 26, 2 (July), 331–340.

GREENHALGH, C. AND BENFORD, S. 1995. MASSIVE: A collaborative virtual environment forteleconferencing. ACM Trans. Comput. Hum. Interact. 2, 3 (Sept.), 239–261.

GREENHALGH, C. M. AND BENFORD, S. D. 1999. Supporting rich and dynamic communication inlarge scale collaborative virtual environments. Presence: Teleoper. Virtual Environ. 8, 1,14–35.

GREENHALGH, C. M., BENFORD, S. D., TAYLOR, I. M., BOWERS, J. M., WALKER, G., AND WYVER, J.1999. Creating a live broadcast from a virtual environment. In Computer GraphicsProceedings, Annual Conference Series on SIGGRAPH ‘99 (Los Angeles, CA, Aug.8–13). 375–394.

HE, L.-W., COHEN, M. F., AND SALESIN, D. H. 1996. The virtual cinematographer: A paradigmfor automatic real-time camera control and directing. In Proceedings of the 23rd AnnualConference on Computer Graphics (SIGGRAPH ’96, New Orleans, LA, Aug. 4–9), J. Fujii,Chair. Annual conference series. ACM Press, New York, NY, 217–224.

LEA, R., HONDA, Y., AND MATSUDA, K. 1997. Virtual society: Collaboration in 3D spaces on theInternet. Comput. Supp. Coop. Work 6, 2-3, 227–250.

MCGRATH, A., OLDROYD, A., AND WALKER, G. 1998. The mirror: Reflections on inhabited TV.In Proceedings of ACM Conference/Video Programme on Computer Supported CooperativeWork (CSCW ‘98, Seattle, WA, Nov 14–18).

SELIGMANN, D. D. AND FEINER, S. 1991. Automated generation of intent-based 3Dillustrations. In Proceedings of ACM Computer Graphics Conference on SIGGRAPH 91(SIGGRAPH 91, Las Vegas, NV, Jul. 28–Aug. 2). ACM Press, New York, NY, 123–132.

THE LONDON TIMES. 1998. TV from another planet: Something virtually different. TheLondon Times (Oct. 7). Interface Section.

WALKER, G. 1997. The Mirror—Reflections on inhabited TV. Br. Tele. Eng. 16, 1, 29–38.

Inhabited Television • 547

ACM Transactions on Computer-Human Interaction, Vol. 7, No. 4, December 2000.