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Graham Walker

dblp:18/6140 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2000
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Collaborative and social computing · 86% Immersive interaction · 14%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
collaborative virtual environments
0.012000
Inhabited television: broadcasting interaction from within collaborative virtual environments · ACM Trans. Comput. Hum. Interact. 2000
Collaborative and social computing
multi-user virtual environments
0.011999
Creating a Live Broadcast from a Virtual Environment · SIGGRAPH 1999
Virtual and augmented reality › immersive interaction › 3d interaction
virtual camera control
0.011999
Creating a Live Broadcast from a Virtual Environment · SIGGRAPH 1999

Methods — techniques the papers use, named apart from their topics

production software · 0.0design principles · 0.0
YearPublicationVenuePosition
2000 Inhabited television: broadcasting interaction from within collaborative virtual environments
abstract
Inhabited television combines collaborative virtual environments (CVEs) with broadcast television so that on-line audiences can participate in television shows within shared virtual worlds. We describe a series of experiments with inhabited television, beginning with the NOWninety6 poetry performance, The Mirror, and Heaven & Hell—Live. These early experiments raised fundamental questions for inhabited television concerning the extent to which it is possible to establish fast-paced social interaction within a CVE, and to which it is possible to produce a coherent and engaging broadcast of this action. We then present a fourth more recent experiment, Out of This World, that directly addressed these questions. We describe how the formulation of inhabited television design principles, combined with the use of dedicated production software for scripting and directing a show and for controlling virtual cameras, enabled us to create a fast-moving and more coherent experience.
Steve Benford, Christopher Greenhalgh, Michael P. Craven, Graham Walker, Tim Regan, Jason Morphett, John Wyver
ACM Trans. Comput. Hum. Interact.4
1999 Broadcasting on-line social interaction as inhabited television
Steve Benford, Christopher Greenhalgh, Michael P. Craven, Graham Walker, Tim Regan, Jason Morphett, John Wyver, John Bowers 0001
ECSCW4
1999 Creating a Live Broadcast from a Virtual Environment
abstract
Inhabited Television" combines multiuser virtual environments with television, so that online audience-members can participate in TV shows staged in a virtual world.It is presented simultaneously both to conventional passive viewers and to online participants.In many cases it benefits from being broadcast live.This paper is based on our fourth major experiment with Inhabited TV, a live virtual game show called "Out Of This World".For this event we adopted non-automated approaches to camera control and mixing to allow an exploration of appropriate forms of presentation for inhabited television.We describe the techniques which were used to create and enhance the live video output which was produced during the show: appropriate world design; dynamic constraints on participant movements; and a performance-oriented virtual camera control interface.This camera control interface includes explicit support for a range of spatial and temporal control styles.We also give evaluative feedback on the camera control interface and the event's (television-based) approach to mixing and directing, drawing on a social scientific field study conducted on-site during the preparation for, and performances of, the show.
Christopher Greenhalgh, John Bowers 0001, Graham Walker, John Wyver, Steve Benford
SIGGRAPH3