MASSIVE: a collaborative virtual environment for teleconferencing
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
User embodiment in collaborative virtual environments
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Talk and embodiment in collaborative virtual environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Shared spaces: transportation, artificiality, and spatiality
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Crowded collaborative virtual environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Virtual Society: Collaboration in 3D Spaces on the Internet
Computer Supported Cooperative Work - Special issue on groupware and the World Wide Web
Locales: Supporting Large Multiuser Virtual Environments
IEEE Computer Graphics and Applications
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Network Topologies for Scalable Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Analysing movement and world transitions in virtual reality tele-conferencing
ECSCW'97 Proceedings of the fifth conference on European Conference on Computer-Supported Cooperative Work
Supporting Rich And Dynamic Communication In Large-Scale Collaborative Virtual Environments
Presence: Teleoperators and Virtual Environments
Staging and evaluating public performances as an approach to CVE research
Proceedings of the 4th international conference on Collaborative virtual environments
Creating Broadcast Interactive Drama in an NVE
IEEE Computer Graphics and Applications
Presence: Teleoperators and Virtual Environments
Mutual engagement and collocation with shared representations
International Journal of Human-Computer Studies
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We discuss the design of a public poetry performance in a collaborative virtual environment (CVE) and the lessons learned from staging it to 200 members of the public. The design, a collaborative effort between computer scientists, artists, poets and producers, addresses issues of virtual world structure; embodiment of performers and audience; navigation interfaces; temporal structure of the event; and mixed reality presentation. The lessons include virtual audience members ignoring the poets; the poets ignoring the audience; conflicting attitudes towards the design of embodiments; and problems coping with unpredictable human and system behavior. New CVE design possibilities are proposed, including object-cantered interaction and context-sensitive interaction.