Tim Marsh, Wee Ling Wong, Eduardo Carriazo, Luciano Nocera, Kiyoung Yang, Aditiya Varma, ...
We describe our experiences of the 2020Classroom, an on-going project to develop a three-dimensional immersive learning environment through a game called Metalloman to teach bioscience concepts to...
Human-Computer Interaction Group (2007)
guidelines for reducing user disorientation when navigating in virtual environments
Abstract Modelling Interaction in Virtual Environments (2007)
Shamus Smith, David Duke, Tim Marsh, Michael Harrison, Peter Wright
This paper presents some early research from the INQUISITIVE project on abstracting models of interaction in virtual environments away from technological constraints with an aim to providing general...
Maintaining the Illusion of Interacting Within 3D Virtual Space (2007)
It is widely thought to more or less a degree, that a sense of presence may be induced in users of new and emerging media technologies, such as, the Internet, digital television and cinema...
Abstract Drowning in Immersion (2007)
Shamus Smith, Tim Marsh, David Duke, Peter Wright
It is commonly believed, but not proven, that virtual reality attains its power by captivating the user's attention to induce a sense of immersion [1] and presence [2]. This is what sets virtual...
Interactive mediated environments (e.g. virtual reality/environments, computer games, the Internet, multi-media, interactive television) have the potential to induce experience in users. Engagement,...
Presence as Experience: Framework to Assess Virtual (2001)
Experiences and the activities that provide them are associated with the virtual places where they were encountered. Conversely, we associate a virtual place- that we have visited- with experiences...
Evaluating Guidelines for Reducing User Disorientation (2001)
When Navigating In, Tim Marsh, Shamus P. Smith
Navigation in virtual environments can be difficult. One contributing factor is user disorientation.
Evaluation for the Design of Experience in Virtual Environments: (2001)
Modelling Breakdown Of, Tim Marsh, Peter Wright, Shamus Smith
New and emerging media technologies have the potential to induce a variety of experiences in users. In this paper, it is argued that the inducement of experience presupposes that users are absorbed...
Many usability problems are associated with navigation and exploration of virtual space. In an attempt to find methods that support navigation within virtual space, this paper describes an...
A summative usability evaluation of a desktop virtual reality (VR) system was developed and a preliminary study then conducted. The purpose of the study was twofold. Firstly, to test whether the...
Co-operative Evaluation of a Desktop Virtual Reality System (1999)
A summative usability evaluation of a desktop virtual reality (VR) system was developed and a preliminary study then conducted. The purpose of the study was twofold. Firstly, to test whether the...
Shamus Smith, Tim Marsh, David Duke, Peter Wright
It is commonly believed, but not proven, that virtual reality attains its power by captivating the user's attention to induce a sense of immersion [1] and presence [2]. This is what sets virtual...
Modelling Interaction in Virtual Environments (1998)
Shamus Smith, David Duke, Tim Marsh, Michael Harrison, Peter Wright
This paper presents some early research from the INQUISITIVE project on abstracting models of interaction in virtual environments away from technological constraints with an aim to providing general...
A Shared Framework of Virtual Reality (1998)
Tim Marsh, Peter Wright, Shamus Smith, David Duke
The problem in trying to pin down or provide a universally acceptable definition of virtual reality is that it is still evolving. Virtual reality comes in many guises for which there is no dominant...