Disembodied conduct: communication through video in a multi-media office environment
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Moving out from the control room: ethnography in system design
CSCW '94 Proceedings of the 1994 ACM conference on Computer supported cooperative work
The COMIC research project on CSCW
CHI '94 Conference Companion on Human Factors in Computing Systems
Fragmented interaction: establishing mutual orientation in virtual environments
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
Lessons from the lighthouse: collaboration in a shared mixed reality system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing Collaborative Systems: A Practical Guide to Ethnography
Designing Collaborative Systems: A Practical Guide to Ethnography
Orchestrating a mixed reality game 'on the ground'
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Seamful interweaving: heterogeneity in the theory and design of interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Supporting ethnographic studies of ubiquitous computing in the wild
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Hybrid ecologies: understanding cooperative interaction in emerging physical-digital environments
Personal and Ubiquitous Computing
Media space and communicative asymmetries: preliminary observations of video-mediated interaction
Human-Computer Interaction
humanaquarium: exploring audience, participation, and interaction
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Towards an ecological inquiry in child-computer interaction
Proceedings of the 12th International Conference on Interaction Design and Children
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Different kinds of computing environment effect human interaction in different kinds of ways and understanding how different environments 'work', as it were, is important to their evaluation and ongoing design. Ethnographic studies of media spaces and CVEs, for example, showed that these kinds of environment introduce asymmetry and fragment the reciprocity of perspectives that is essential to human interaction. Users are therefore obliged to engage in 'compensation work' if interaction is to proceed. However, asymmetry and fragmentation are intentional features of the hybrid ubiquitous computing environments that have emerged over recent years, which is to say that they are deliberately 'built in' to the environment through the design of heterogeneous interaction mechanisms. Interaction in hybrid ubicomp environments therefore relies upon a different order of interactional work, namely 'reconciliation work'.