Steve Benford

Steve Benford


Research Focus & Metrics

Academic Career Length

35Years (1992-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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2 April 2005
Verified
Conference Paper
Open access
SRStuart Reeves
Stuart Reeves
SBSteve Benford
Steve Benford
COClaire O'MAlley
Claire O'MAlley
MFMike Fraser
Mike Fraser

5 May 2012
Verified
Conference Paper
Open access
PDF file
SBSteve Benford
Steve Benford
CGChris Greenhalgh
Chris Greenhalgh
GGGabriella Giannachi
Gabriella Giannachi
BWBrendan Walker
Brendan Walker
JMJoe Marshall
Joe Marshall
TRTom Rodden
Tom Rodden

1 March 2006 in ACM Transactions on Computer-Human Interaction
Verified
Journal Article
Open access
SBSteve Benford
Steve Benford
ACAndy Crabtree
Andy Crabtree
MFMartin Flintham
Martin Flintham
ADAdam Drozd
Adam Drozd
RARob Anastasi
Rob Anastasi
JRJu Row-Farr
Ju Row-Farr
We present a study of a mobile mixed reality game calledCan You See Me Now?in which online players are chased through a virtual model of a city by ‘runners’ (professional performers equipped with GPS and WiFi technologies) who have to run through the actual city streets in order to catch the players. We present an ethnographic study of the game as it toured through two different cities and draws upon video recordings of online players, runners, technical support crew, and also on system logs of text communication. Our study reveals the diverse ways in which online players experienced the uncertainties inherent in GPS and WiFi, including being mostly unaware of them, but sometimes seeing them as problems, or treating the as a designed feature of the game, and even occasionally exploiting them within gameplay. In contrast, the runners and technical crew were fully aware of these uncertainties and continually battled against them through an ongoing and distributed process of orchestration. As a result, we encourage designers to deal with such uncertainties as a fundamental characteristic of location-based experiences rather than treating them as exceptions or bugs that might be ironed out in the future. We argue that designers should explicitly consider four potential states of being of a mobile participant: connected and tracked, connected but not tracked, tracked but not connected, and neither connected nor tracked. We then introduce five strategies that might be used to deal with uncertainty in these different states for different kinds of participant: remove it, hide it, manage it, reveal it, and exploit it. Finally, we present proposals for new orchestration interfaces that reveal the ‘seams’ in the underlying technical infrastructure by visualizing the recent performance of GPS and WiFi and predicting the likely future performance of GPS.

1 July 2001 in Communications of the ACM
Verified
Journal Article
Open access
SBSteve Benford
Steve Benford
CGChris Greenhalgh
Chris Greenhalgh
TRTom Rodden
Tom Rodden
JPJames Pycock
James Pycock
This paper introduces a spatial model,of interaction which aims to support groups of people ,in using ,their natural communication ,skills in distributed virtual environments. First, we outline our motivation for undertaking this work in terms,of the social significance of space,in supporting,co-operative work. Next, we summarise the model's main concepts, namely aura, awareness, focus, nimbus, adapters and boundaries. Following this, we describe routes to implementing the model. The first is an approach suited to realising the model as an application of existing VR platforms. The second is ageneral implementation of the model, based on its own specially tailored distributed architecture. Finally, we present our initial observations from use in the laboratory setting and outline issues for future work.To appear in Proceedings VRST'94, Singapore, August 1994, ACM Press.

1 September 1998 in ACM Transactions on Computer-Human Interaction
Verified
Journal Article
Open access
SBSteve Benford
Steve Benford
CGChris Greenhalgh
Chris Greenhalgh
GRGail Reynard
Gail Reynard
CBChris Brown
Chris Brown
BKBoriana Koleva
Boriana Koleva
We propose an approach to creating shared mixed realities based on the construction of transparent boundaries between real and virtual spaces. First, we introduce a taxonomy that classifies current approaches to shared spaces according to the three dimensions of transportation, artificiality, and spatiality. Second, we discuss our experience of staging a poetry performance simultaneously within real and virtual theaters. This demonstrates the complexities involved in establishing social interaction between real and virtual spaces and motivates the development of a systematic approach to mixing realities. Third, we introduce and demonstrate the technique of mixed-reality boundaries as a way of joining real and virtual spaces together in order to address some of these problems.

1 January 1995
Verified
Conference Paper
Open access
PDF file
SBSteve Benford
Steve Benford
JBJohn Bowers
John Bowers
LFLennart E. Fahlén
Lennart E. Fahlén
CGChris Greenhalgh
Chris Greenhalgh
DSDave Snowdon
Dave Snowdon