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<H2>A <B style=3D"COLOR: black; BACKGROUND-COLOR: #ffff66">Virtual =
Environment to=20
support Multimedia Networking</B></H2>
<P>David Leevers, Manager Multimedia Communications Group, BICC plc. =
</P>
<P>Adapted from a talk at Unicom Seminar on Collaborative Work, =
<B>July1993</B>=20
</P>
<P><B>Introduction</B> </P>
<P>This report describes some early steps along the path to multimedia =
computer=20
mediated communications. We have found that a metaphor of a meeting room =
to be=20
an effective successor to the desktop metaphor as the function of the =
personal=20
computer has expanded from that of an intelligent part of the desk to a =
gateway=20
to the rest of the world. After describing our experience of using the =
image of=20
a room as a graphical user interface I will indicate how we have tried =
to=20
identify a more comprehensive virtual environment that can support =
multimedia=20
communications with both people and data. If the Information =
Superhighway is to=20
ensure "there will be no there any more" then this virtual environment =
can=20
provide a visual framework for handling the very crowded "here" =
(Hollam). </P>
<P><B>The Virtual Meeting Room</B> </P>
<P>The primary objective of the European Community RACE programme is to=20
accelerate the introduction of a European broadband network. As well as=20
developing relevant technologies, this programme has also supported a =
number of=20
application pilots that have been helping to identify how broadband =
services=20
might be used.<B> </B>The object of the DIMUN application pilot was to=20
demonstrate how international broadband communications could support=20
one-of-a-kind manufacturing when customers, designers and factories are =
located=20
in different countries (Condon). </P>
<P>Rather than extrapolate from existing communications services such as =
file=20
transfer and video conferencing we chose to start from what was called =
the "same=20
room" criterion: the ideal communications service is one which allows a =
group of=20
people of different backgrounds and at separate locations to work =
together ness=20
effectively as if they were in the same room. </P>
<P>In order to create this illusion it was necessary to develop a user =
interface=20
that hid the technology and provided intuitive access to all the =
facilities=20
offered by multiple communications services. We recognised that the =
"desktop" of=20
files and folders that was popularised on the Macintosh computer was =
effective=20
when confined to activities that take place on a desk. A richer metaphor =
is=20
needed to support all facets of interpersonal communications and the =
obvious=20
candidate was the meeting room. </P>
<P>The concept was that voice, video and data communications should take =
place=20
within an unlimited number of persistent virtual networks known as =
meeting=20
rooms. Each meeting room belongs to a small group of people who have =
something=20
in common, usually a shared task. As each member goes "into" a room the =
standard=20
image of that room appears in a window on their screen. Within the room =
there is=20
a multiway video window that shows a common set of views. </P>
<HR>

<P align=3Dcenter><IMG height=3D259 src=3D"" width=3D341 align=3Dmiddle> =
</P>
<P align=3Dcenter><A =
href=3D"http://www.vers.co.uk/dleevers/PAPERS/room1.gif">A=20
Virtual Meeting Room</A> </P>
<P>Most of the items can be enlarged by clicking on them. This is =
effectively a=20
metaphor for walking up to them or picking them up. Any document can be=20
displayed on the whiteboard when it is enlarged and, once on this shared =

whiteboard, each person's mousepointer is named and visible to all the =
others.=20
In this way "redlining" and other changes can be seen by all. </P>
<P>The shared whiteboard is preferable to file exchange for security and =

document management reasons. A modest bandwidth is required because only =
the=20
changes that are visible on the screen have to be transmitted =
instantaneously.=20
As in normal small discussions there is no explicit floor control. The =
fast=20
response of the network allows conflicting claims for resources to be =
resolved=20
quickly. </P>
<P>People who are not permanent members of a meeting room are invited =
into the=20
room by selecting them from a stack of "multimedia business cards". =
While in the=20
room their affiliation is shown next to their name to remind the others =
that a=20
visitor is present. </P>
<P>An audio/visual/data record can be held in a 10 minute recycling =
buffer.=20
Thus, providing all the participants agree, it is possible to preserve =
the=20
important moments of a discussion immediately after they have occurred. =
This=20
avoids the inhibiting effect of recording the whole meeting and removes =
the=20
inevitable bias informal minutes. </P>
<P>Clearly it takes some time to set up suitable video views, shared =
documents=20
and voice connections. Such collections are preserved in =
multi-connection icons=20
such as the one labeled "Deskset views". Clicking on icon triggers an =
attempt to=20
restore the set of connections that were in place when the icon was =
created.=20
</P>
<P>Each person builds up a map of their own "global village" of perhaps =
a dozen=20
meeting rooms. A room is entered by "knocking on the door", i.e. =
clicking on it.=20
If someone else is already in the room then it is necessary to wait =
until they=20
open the door. </P>
<HR>

<P><IMG height=3D433 src=3D"" width=3D533 align=3Dmiddle> </P>
<P align=3Dcenter><A =
href=3D"http://www.vers.co.uk/dleevers/PAPERS/room2.gif"><B>A=20
Personal Global Village</B></A> </P>
<P>The room metaphor provides a complete language for discussing the =
mechanics=20
of multimedia communications, e.g. a person "enters a room", they do not =
set up=20
a connection. Perhaps the most important feature of the room is that it =
is an=20
explicit representation of privacy boundaries. Those without access =
rights to a=20
room cannot use the information left on the table or stored on the =
shelves=20
within it. The video cameras reinforce the privacy boundaries by =
indicating who=20
is participating at the far end. </P>
<P>Although the focus of this work has been the small meeting, the =
multimedia=20
communications equipment is equally suitable for accessing external =
databases,=20
working through interactive training material or taking advice from =
remote=20
experts. Individuals can carry out these activities without delaying or=20
disrupting the flow of the main meeting. This helps to build the =
confidence of=20
less experienced participants who might not have all the relevant facts =
at their=20
fingertips. In particular factory staff find it easier to contribute =
their=20
direct experience of manufacturing techniques if they do not have to =
leave the=20
shop floor. </P>
<HR>

<P><B>The Video Open Plan</B> </P>
<P>The multiway video window of 4, 9 or 16 views was found to be =
particularly=20
useful before the real discussion begins and after it finishes. This =
patchwork=20
of views has been dubbed the "Video Open Plan" because it enables people =
to keep=20
in visual contact as if they were in an open plan office. Wide angle =
views of=20
the whole area are required, not just the head and shoulders of =
participants=20
(Heath). </P>
<P>Unlike the executive video conference it is not essential to achieve =
perfect=20
lip synchronism. Once the discussion starts participants concentrate on =
the high=20
quality audio channel and the shared screen material and use the video =
for=20
peripheral awareness of those that are not speaking, i.e. those that =
were=20
completely invisible in audio conferences. </P>
<P>We found it preferable to use separate screens for video and data. =
The video=20
screen should be as large as possible in order to give the feeling of=20
telepresence and so that movement can be picked up in the corner of the =
eye=20
while concentrating on the computer screen. A flicker-free 100hz large =
screen=20
television was the most suitable. However the computer screen is used to =
present=20
high resolution still images of the subject under discussion. </P>
<HR>

<P><B>Evaluation</B> </P>
<P>The early work was carried out at a single site: the manufacturing =
shop floor=20
of Bremen University. The Macintosh SuperCard development environment =
was used=20
and it proved very effective in that it gave access to virtually all the =

Macintosh system facilities while allowing very rapid modifications in =
the light=20
of user reactions. </P>
<P>In the three years since the DIMUN project ended the interface has =
been=20
demonstrated at a number of exhibitions throughout the world. In some =
cases long=20
distance multimedia links to manufacturing and office sites have been =
included.=20
These demonstrations have further strengthened the concept and helped to =
build a=20
consensus that the metaphor of a meeting room is an effective user =
interface for=20
multiway discussions. </P>
<P>The power of this metaphor extends beyond the immediate user =
interface. It=20
can be a unifying framework for a complete spectrum of "Computer =
Mediated=20
Communications" devices from the humble message pager to the virtual =
reality=20
headset. The pager could show text describing the room, laptops show a =
fixed=20
view of the room and the headset supports gliding round the room. The =
major=20
benefit is that all participants build consistent and compatible mental =
models=20
and thus use the same language to describe their interactions. </P>
<P>One drawback of the fixed view of the Meeting Room is that it gets=20
claustrophobically crowded as soon as a realistic number of documents =
are=20
introduced. A first implementation of a "Virtual Reality" version using =
the=20
Virtus Walkthrough application demonstrated how the 3rd dimension could=20
introduce a new spaciousness that would greatly improve our ability to =
represent=20
the multitude of pieces of paper and other objects that are found in =
real rooms.=20
One of the research issues now being addressed is how multiple video =
from remote=20
locations can be integrated into the room and how they should change as =
the user=20
"walks' round the room(Rogers). </P>
<HR>

<P><B>Construction Industry Applications</B> </P>
<P>We are now participating in project <A=20
href=3D"http://www.vers.co.uk/bricc.htm">BRICC </A>(Broadband Integrated =

Communications for Construction), another RACE application pilot. An =
important=20
element of this work is shared on-line access from many locations to all =
the=20
design and administration information for a construction project. A <A=20
href=3D"http://www.vers.co.uk/hardware/hardhat/">MultiMedia Hard =
Hat</A>has been=20
proposed as the construction site equivalent of the factory multimedia=20
workstation. The camera replaces the miner's lamp; the 1 inch cube =
"Private Eye"=20
display mounted below the peak of the hat shows a full resolution PC =
screen that=20
appears to float at infinity; and a mobile telephone provides the audio =
link.=20
</P>
<P>The construction industry is at the early stage in changing from many =
layered=20
2D CAD to object or model based 3D CAD. In this3D environment it becomes =

possible to generalise the concept of the shared whiteboard to that of =
the=20
shared subject. Such a subject, a building for instance, can be viewed =
in a=20
different way by each participant. The architect might look at the =
orthogonal=20
plan while the client can only understand the walkthrough view. Thus=20
collaboration would be further improved because each participant sees =
the=20
building in the form they find easiest to understand. </P>
<HR>

<P><B>Implications for Real Rooms</B> </P>
<P>Our <A href=3D"http://www.vers.co.uk/sites/qh/">building</A>in Hemel =
Hempstead=20
has now become the BICC Integrated Building Demonstrator. It is =
displaying how=20
products and services from many parts of the company can support a range =
of IT=20
infrastructure facilities including air conditioning, flexitime, PBX =
and, of=20
course, multimedia communications. Video and switching equipment is =
located in=20
the wiring closets and telephone twisted pair is used for all voice, LAN =
and=20
video connections. Cameras and monitors are connected to the nearest =
structured=20
cabling socket via a passive balun and so can be located anywhere in the =

building, not just next to workstations or codecs. </P>
<P>At present most PTTs and many suppliers are treating video as an =
adjunct to=20
the telephone. Thus there has been more interest in increasing the =
bandwidth=20
during the few minutes of the typical telephone conversation than in =
providing=20
the continuous multiplesub-64kb/s channels needed to support the Video =
Open Plan=20
and other forms of background video. Fortunately the introduction of ATM =

services, both within the building and in the public network, should =
eventually=20
provide the necessary flexibility. </P>
<P>A surge in communications traffic can be expected as multimedia=20
communications facilities reach the market. It will not come from a =
dramatic=20
increase in bandwidth but from spending more of the day communicating, =
from say=20
10% of the day on the telephone to 50% of the day in front of the =
multimedia=20
workstation. </P>
<P>In the short term there is a lot that could be done to adjust ISDN =
tariffing=20
to stimulate the growth of multimedia communications without reducing =
PTT income=20
from conventional short telephone calls. For instance the background =
Video Open=20
Plan could be charged at a low tariff when there is spare network =
capacity but=20
would be preempted by normal traffic at peak times. A tariff that decays =

exponentially with length of call would encourage the habit of long =
multimedia=20
calls without reducing income from conventional short telephone calls. =
</P>
<HR>

<P><B>The Virtual Environment</B> </P>
<P>The Meeting Room metaphor has been found to be most suitable for =
small groups=20
of say 4 to 5 people. A two person meeting does not present any =
particular=20
visualisation problems, perhaps because we are so used to the visual =
vacuum of=20
the telephone call. Very large groups introduce management problems that =
cannot=20
be handled within the peer to peer etiquette built into the Room. We are =
now=20
considering the addition of two further components to the metaphor: the =
Stage,=20
this will support chaired meetings and training sessions where =
information flow=20
is from one to many; and the Landscape, for information retrieval from =
many=20
sources including people and databases. </P>
<P>We have found it helpful to draw on current work in biological =
anthropology=20
in refining this set of spatial metaphors. Such an approach can help to =
ensure=20
that the metaphors cover the complete range of social interactions and =
that they=20
are intuitive to everyone regardless of their educational, technical and =

cultural background (Lynch). </P>
<P>It is now becoming possible to envisage future communications and =
computing=20
technologies providing us with an all-embracing and almost perfect =
virtual=20
environment, i.e. one in which we can be most effective and feel most =
fulfilled.=20
Since Homo Sapiens as a species evolved to survive in an open savannah=20
landscape, this might be a good starting point for designing such an=20
environment. In such societies three distinct social environments can be =

identified: the immediate negotiating group, the extended family and the =
clan=20
(Fox). </P>
<P>One of the many factors in our rapid evolution from simian ancestors =
of about=20
8 million years ago was the steady increase in brain size and the =
corresponding=20
ability to master language. Social bonding during this 8 million years =
changed=20
from the inefficient two person activity of grooming (something =
chimpanzees=20
still spend20% of their life doing) to the multiway activity of talking =
which=20
occupies a similar fraction of our own lives. In a business setting this =
is the=20
small negotiating group gathered in a Room, real or virtual (Dunbar). =
</P>
<P>As the influence of the elders of the extended family has reduced so=20
narrative entertainment and the school classroom of about 25pupils have =
come to=20
fill the same cultural and educational role. In each case an important =
element=20
in the learning process is an awareness that the others are accepting =
the same=20
material. One reason that the teacher stands or speaks from a stage is =
to evoke=20
that respect for the authority of the family elder that is instinctive =
in=20
children while they are physically smaller than adults. Interactive =
multimedia=20
material is taking over an increasing fraction of the teaching role. =
Although an=20
initial selling point was its one-to-one nature, teachers are now =
finding that=20
the material is most effective if they remain as facilitators, perhaps =
acting as=20
surrogates for both the authority figure and the co-learner role. </P>
<P>The clan of about 150 members is a larger loyalty group that, in a=20
traditional society, includes all who can be relied on for help, support =
and=20
information without requiring instant payment or reward. It is =
interesting to=20
note that Small/Medium Enterprises below this size do not need a formal=20
structure or rule book. Peer pressure and the fact that everyone knows =
everyone=20
else provide both the control and the satisfaction from working in such =
an=20
organisation. It has been noticed recently that we all set up our own =
SME's or=20
virtual corporations of about this size - our address books. Another=20
interpretation is that this is the numberof people that the average =
person has=20
some rapport with over the period of about a year. </P>
<HR>

<P><IMG height=3D338 src=3D"" width=3D514 align=3Dmiddle> </P>
<P align=3Dcenter>The <A=20
href=3D"http://www.vers.co.uk/dleevers/PAPERS/room3.gif">Three Level =
Spatial=20
Metaphor</A> </P>
<P>Our early visualisations of the Room and Landscape were static views. =
As=20
mentioned earlier we have now started to use Virtual Reality tools to =
provide a=20
dynamic point of view within the Room. A VR Landscape can be used to =
support the=20
long distance equivalent of greeting someone (Benford). As we browse the =

landscape we come across representations of colleagues and as we move =
close to=20
them to open a discussion so they are warned that we are approaching- =
much more=20
friendly than the intrusive telephone bell. Animating the Stage is, of =
course=20
already well advanced in multimedia training and entertainment. Often =
the screen=20
is made to represent the proscenium arch of the theatre. </P>
<P>In the last 10,000 years, the rapid evolution of mechanical =
technologies,=20
starting with the plough and plateauing with the jumbo jet, has enhanced =
the=20
capabilities of our bodies. However these technologies have also imposed =
their=20
own unnatural demands: commuting to a city centre office; repetitive =
assembly=20
line work; even the typewriter keyboard. </P>
<P>Since 1876 the telephone and subsequent communications technologies, =
have=20
been restoring the balance by enhancing our brains rather than our =
bodies. These=20
"green" technologies are now starting to remove the need to adapt =
ourselves to=20
fit the limitations of the mechanical technologies. The three social =
levels that=20
evolved on the African savannah rather than the social groups found in =
the=20
hi-tech modern city could well provide the most intuitive unifying =
metaphor for=20
the user interface to multimedia communications services. </P>
<HR>

<P><B>The Virtual Organisation</B> </P>
<P>Our work is beginning to show how the new communications technologies =
can=20
allow teams distributed across many sites to surpass the effectiveness =
of=20
co-located ones. This could have a profound effect on the way in which =
we plan=20
our buildings. Almost continuous audio and visual communication with =
remote=20
colleagues could be very distracting to the person at the next desk. We =
can=20
expect to see a trend away from large open plan offices located at city =
centres=20
and towards high quality one person offices in low cost areas closer to =
or=20
actually within people's homes. Perhaps the best open plan is the =
virtual open=20
plan! </P>
<P>5 years ago we saw the purpose of multimedia communications as =
providing the=20
long distance equivalent of the grapevine of casual conversations that =
ensure=20
the smooth running of an organisation. However we may soon be able to =
deliver=20
something far more potent- access to a range of computer based =
information,=20
training and communication facilities that give all members of the =
organisation=20
the power to give of their best. These facilities support Total Quality=20
Management concepts, with responsibility being devolved to the person =
doing the=20
work, and they also enable large organisations to evolve into something =
more=20
like networks of co-operating entrepreneurs. </P>
<HR>

<P><B>References</B> </P>
<P>Benford, S. Bullock, A. Cook, N. Harvey, P. Ingram, R. Lee, O. 'From =
Rooms to=20
Cyberspace. Models of Interaction in Large Virtual Computer Spaces', =
Interacting=20
with Computers, Butterworth-Heinmann,1993 </P>
<P>Condon, C. 'Networked Cooperative Work: Usability Issues of =
MILAN(Multimedia=20
Industrial Local Area Network)', proc of Telematics90, BIBA, Bremen 1990 =
</P>
<P>Dunbar, R. 'Why gossip is good for you', New Scientist, 21 =
November1992 </P>
<P>Dunbar, R. 'Co-evolution of Neocortex Size, Group Size and Language =
in=20
Humans', Behavioural &amp; Brain Sciences, 1993 </P>
<P>Fox, R. 'The Search for Society: A quest for a biosocial science and=20
morality', Rutgers University Press, 1989 </P>
<P>Heath, C. Luff, P. 'Disembodied Conduct: Communication through Video =
in a=20
Multimedia Office Environment', Computer Supported Cooperative Work, =
Morgan=20
Kaufman, 1993 </P>
<P>Hollan, J. Stornetta, S. 'Beyond Being There, Computer Supported =
Cooperative=20
Work', Morgan Kaufman, 1993 </P>
<P>Lynch, K. 'The Image of the City', 1960 </P>
<P>Rogers, A.S. et al "The Virtuosi Project" BT Technical Journal, July =
1994=20
</P>
<HR>

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