Marco Gillies
Biographic Data
| ID | 92029 |
|---|---|
| NAME | Marco Gillies |
| GIVEN NAMES | Marco |
| FAMILY NAME | Gillies |
| SIGNATURE | GILLIES M |
| AFFILIATIONS | Goldsmiths University of London |
| ORCID | 0000-0002-3100-9230 |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 7 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Avatars in mixed-reality meetings
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
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
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
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
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
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
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…
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Designing natural gesture interaction for archaeological data in immersive environments
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
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
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
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
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
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
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)