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Marco Gillies

Biographic Data

ID92029
NAMEMarco Gillies
GIVEN NAMESMarco
FAMILY NAMEGillies
SIGNATUREGILLIES M
AFFILIATIONSGoldsmiths University of London
ORCID0000-0002-3100-9230
VERIFIEDYes
TOTAL WORKS7
TOTAL CITATIONS0
AUTHOR COUNT7
EDITOR COUNT0
FIRST PUBLICATION YEAR2017
LATEST PUBLICATION YEAR2025
H-INDEX0
  • Avatars in mixed-reality meetings

    Open Access•Georgiana Cristina Dobre, Marta Wilczkowiak et al.•ARTICLE•International Journal of…•2025

    We conducted a within-subjects study to examine how realistic faces and cartoon faces on avatars affect communication, task satisfaction, sense of presence, and mood perception in mixed reality meetings. Over the course of two weeks, six groups of co-workers (14 people) held recurring meetings using Microsoft HoloLens2 devices, each person embodying a personal full-body avatar with either a realistic face or cartoon face. Half of the groups start…

  • Reawakening Sensibility to the More than Human

    Open Access•Marco Gillies, Tianyuan Zhang•ARTICLE•interactions•2025

    In this forum, we explore more-than-human design practices that consider the interactions and interdependencies between humans and nonhuman others, including animals, plants, water, bacteria, sensors, and data. --- Anton Poikolainen Rosén and Sara Heitlinger, Editors

  • Nonverbal communication in virtual reality

    Open Access•Nadine Aburumman, Marco Gillies et al.•ARTICLE•International Journal of…•2022

    Nonverbal communication is an important part of human communication, including head nodding, eye gaze, proximity and body orientation. Recent research has identified specific patterns of head nodding linked to conversation, namely mimicry of head movements at 600 ms delay and fast nodding when listening. In this paper, we implemented these head nodding behaviour rules in virtual humans, and we tested the impact of these behaviours, and whether th…

  • A comparison of the effects of haptic and visual feedback on presence in virtual reality

    Open Access•Janet K Gibbs, Marco Gillies et al.•ARTICLE•International Journal of…•2022

    In the current consumer market, Virtual reality experiences are predominantly generated through visual and auditory feedback. Haptics are not yet well established, but are increasingly introduced to enhance the user’s sense of ‘reality’. With haptic (vibrotactile) feedback now part of the built-in mechanism of VR consumer devices, there is an urgent need to understand how different modalities work together to improve the user experience. This pap…

  • Thinking and Doing

    Open Access•Tom Cole, Marco Gillies•ARTICLE•Games and Culture•2021

    The nascent growth of video games has led to great leaps in technical understanding in how to create a functional and entertaining play experience. However, the complex, mixed-affect, eudaimonic entertainment experience that is possible when playing a video game—how it is formed, how it is experienced, and how to design for it—has been investigated far less than hedonistic emotional experiences focusing on fun, challenge, and “enjoyment.” Partici…

  • Designing natural gesture interaction for archaeological data in immersive environments

    Open Access•Niccolò Albertini, Andrea Brogni et al.•ARTICLE•Virtual Archaeology Review•2017

    Archaeological data are heterogeneous, making it difficult to correlate and combine different types. Datasheets and pictures, stratigraphic data and 3D models, time and space mixed together: these are only a few of the categories a researcher has to deal with. New technologies may be able to help in this process and trying to solve research related problems needs innovative solutions. In this paper, we describe the whole process for the design an…

  • Designing natural gesture interaction for archaeological data in immersive environments

    Open Access•Niccolò Albertini, Andrea Brogni et al.•ARTICLE•Virtual Archaeology Review•2017

    Archaeological data are heterogeneous, making it difficult to correlate and combine different types. Datasheets and pictures, stratigraphic data and 3D models, time and space mixed together: these are only a few of the categories a researcher has to deal with. New technologies may be able to help in this process and trying to solve research related problems needs innovative solutions. In this paper, we describe the whole process for the design an…

No prominent works on this page.

  • Designing natural gesture interaction for archaeological data in immersive environments

    Open Access•Niccolò Albertini, Andrea Brogni et al.•ARTICLE•Virtual Archaeology Review•2017

    Archaeological data are heterogeneous, making it difficult to correlate and combine different types. Datasheets and pictures, stratigraphic data and 3D models, time and space mixed together: these are only a few of the categories a researcher has to deal with. New technologies may be able to help in this process and trying to solve research related problems needs innovative solutions. In this paper, we describe the whole process for the design an…

  • Designing natural gesture interaction for archaeological data in immersive environments

    Open Access•Niccolò Albertini, Andrea Brogni et al.•ARTICLE•Virtual Archaeology Review•2017

    Archaeological data are heterogeneous, making it difficult to correlate and combine different types. Datasheets and pictures, stratigraphic data and 3D models, time and space mixed together: these are only a few of the categories a researcher has to deal with. New technologies may be able to help in this process and trying to solve research related problems needs innovative solutions. In this paper, we describe the whole process for the design an…

  • Thinking and Doing

    Open Access•Tom Cole, Marco Gillies•ARTICLE•Games and Culture•2021

    The nascent growth of video games has led to great leaps in technical understanding in how to create a functional and entertaining play experience. However, the complex, mixed-affect, eudaimonic entertainment experience that is possible when playing a video game—how it is formed, how it is experienced, and how to design for it—has been investigated far less than hedonistic emotional experiences focusing on fun, challenge, and “enjoyment.” Partici…

  • Nonverbal communication in virtual reality

    Open Access•Nadine Aburumman, Marco Gillies et al.•ARTICLE•International Journal of…•2022

    Nonverbal communication is an important part of human communication, including head nodding, eye gaze, proximity and body orientation. Recent research has identified specific patterns of head nodding linked to conversation, namely mimicry of head movements at 600 ms delay and fast nodding when listening. In this paper, we implemented these head nodding behaviour rules in virtual humans, and we tested the impact of these behaviours, and whether th…

  • A comparison of the effects of haptic and visual feedback on presence in virtual reality

    Open Access•Janet K Gibbs, Marco Gillies et al.•ARTICLE•International Journal of…•2022

    In the current consumer market, Virtual reality experiences are predominantly generated through visual and auditory feedback. Haptics are not yet well established, but are increasingly introduced to enhance the user’s sense of ‘reality’. With haptic (vibrotactile) feedback now part of the built-in mechanism of VR consumer devices, there is an urgent need to understand how different modalities work together to improve the user experience. This pap…

  • Avatars in mixed-reality meetings

    Open Access•Georgiana Cristina Dobre, Marta Wilczkowiak et al.•ARTICLE•International Journal of…•2025

    We conducted a within-subjects study to examine how realistic faces and cartoon faces on avatars affect communication, task satisfaction, sense of presence, and mood perception in mixed reality meetings. Over the course of two weeks, six groups of co-workers (14 people) held recurring meetings using Microsoft HoloLens2 devices, each person embodying a personal full-body avatar with either a realistic face or cartoon face. Half of the groups start…

  • Reawakening Sensibility to the More than Human

    Open Access•Marco Gillies, Tianyuan Zhang•ARTICLE•interactions•2025

    In this forum, we explore more-than-human design practices that consider the interactions and interdependencies between humans and nonhuman others, including animals, plants, water, bacteria, sensors, and data. --- Anton Poikolainen Rosén and Sara Heitlinger, Editors

Computer Science (5 works) · Virtual reality (5 works) · Human–computer interaction (4 works) · Artificial Intelligence (3 works) · Virtual Reality Applications and Impacts (3 works) · 3D Surveying and Cultural Heritage (2 works) · Agora (2 works) · Archaeological Research and Protection (2 works) · Archaeology (2 works) · Cognitive psychology (2 works)

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