In an era when increasing numbers of people are conducting research and interacting with one another through the internet, the study of 'Inhabited Information Spaces' is aimed at encouraging a more fruitful exchange between the users, and the digital data they are accessing. Introducing the new and developing field of Inhabited Information Spaces, this book covers all types of collaborative systems including virtual environments and more recent innovations such as hybrid and augmented real-world systems. Divided into separate sections, each covering a different aspect of Inhabited Information Systems, this book includes: How best to design and construct social work spaces; analysis of how users interact with existing systems, and the technological and sociological challenges designers face; How Inhabited Information Spaces are likely to evolve in the future and the new communities that they will create.
This book looks at how groups of people work together using the information contained within virtual environments, and how to improve these systems in terms of the coordination of collaborative work. It is the first overview of practical issues involved in designing and using Inhabited Information Spaces, and provides information on systems currently in use to show what works and what doesn't.
ContentsList of Contributors Part 1. Introduction1. Inhabited Information Spaces: An IntroductionElizabeth Churchill, David Snowdon and Emmanuel Frécon1.1 Introduction1.2 Chapters in this Volume1.2.1 Pure Virtual Environments1.2.2 Mixed Reality Environments1.2.3 Communication1.2.4 Construction1.2.5 Community1.3 Summary Part 2. Pure Virtual Environments2. WWW3D and the Web PlanetariumMårten Stenius and David Snowdon2.1 Introduction2.2 Producing a 3D Representation of a Web Page2.3 Browsing the Web Using WWW3D2.4 Improving Scalability2.5 The Web Planetarium: Creating a Richer Visualisation2.5.1 Visual Differentiation of Nodes2.5.2 The Web as a Road Network2.5.3 Hybrid Browsing2.6 Conclusion 3. PlaceWorld, and the Evolution of Electronic LandscapesSteve Pettifer, Jon Cook and James Marsh3.1 Introduction3.2 Background: The Physical and the Abstract3.2.1 Watching a Cityscape3.2.2 The Distributed Legible City3.2.3 Finding 'Something to Do"3.2.4 Abstract In.uences: Nuzzle Afar3.3 PlaceWorld3.3.1 The Design of PlaceWorld3.3.2 The User Interface and Presentation System3.4 Technological Challenges for Electronic Landscapes3.4.1 Synchronising the Behaviour of Entities3.4.2 Distribution and Communications3.4.3 De.ning the Behaviour of Entities3.4.4 Methods and Filters3.4.5 The Distribution Architecture3.5 System Support for PlaceWorld3.5.1 Menus3.5.2 Access Model3.5.3 Exploiting Subjectivity3.5.4 Becoming a Place Where Places Meet3.6 Conclusions 4. Using a Pond Metaphor for Information Visualisation and ExplorationOlov Ståhl and Anders Wallberg4.1 Introduction4.2 The Pond4.2.1 The Pond Ecosystem Metaphor4.2.2 The Pond Example Application4.2.3 The Hardware Platform4.2.4 The Software Platform4.3 Interaction4.4 The Pond Audio Environment4.5 Observations from Use4.6 Discussion4.7 Summary and Future Work Part 3. Mixed Reality Environments5. City: A Mixture of Old and New MediaMatthew Chalmers5.1 Introduction5.2 Theory5.3 System5.4 Use5.5 Ongoing and Future Work5.6 Conclusion