Introduction
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Environmental Cues
Active Facilitation
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Infrastructure

Sensors
Actuators
Data Collection

Scenarios

Multiplayer Game
Collaborative Design
Presentation
Meeting

Features

Audio
Video
Interface State

Models

Capabilities
Graphical Models
Influence Model
Conversation Model
Game Theory
Small World Networks

 

Facilitator Room Actuators: Environmental Cues

Noise Masking:

Gradually increase noise floor when a particular individual is speaking, thus discouraging her from dominating the floor.

Music:

Play different types of music in an attempt to affect the behavior of the participants.

Projectors:

Display information, messages on the walls or on the table to change the interaction flow.

Lighting:

Adjust lighting to increase the focus on certain participants.