Mark Marshall

Dr. Mark Marshall

orcid

Research Focus & Metrics

Academic Career Length

21Years (2006-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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14 February 2016
Verified
Conference Paper
Open access
MMMark Marshall
Mark Marshall
NDNick Dulake
Nick Dulake
LCLuigina Ciolfi
Luigina Ciolfi
DDDaniele Duranti
Daniele Duranti
HKHub Kockelkorn
Hub Kockelkorn
DPDaniela Petrelli
Daniela Petrelli
This paper presents the design, creation and use of tangible smart replicas in a large-scale museum exhibition. We describe the design rationale for the replicas, the process used in their creation, as well as the implementation and deployment of these replicas in a live museum exhibition. Deployment of the exhibition resulted in over 14000 visitors interacting with the system during the 6 months that the exhibition was open. Based on log data, interviews and observations, we examine the reaction to these smart replicas from the point of view of the museum curators and also of the museum's visitors and reflect on the fulfillment of our expectations.

7 September 2010
Verified
Conference Paper
Open access
PDF file
CMCalkin S. Montero
Calkin S. Montero
JAJason Alexander
Jason Alexander
MMMark Marshall
Mark Marshall
SSSriram Subramanian
Sriram Subramanian
With gesture-based interactions in mobile settings becoming more popular, there is a growing concern regarding the social acceptance of these interaction techniques. In this paper we begin by examining the various definitions of social acceptance that have been proposed in the literature to synthesize a definition that is based on how the user feels about performing a particular interaction as well as how the bystanders perceive the user during this interaction. We then present the main factors that influence gestures' social acceptance including culture, time, interaction type and the user's position on the innovation adoption curve. Through a user study we show that an important factor in determining social acceptance of gesture-based interaction techniques is the user's perception of others ability to interpret the potential effect of a manipulation

26 November 2016 in Personal and Ubiquitous Computing
Verified
Journal Article
Open access
PDF file
DPDaniela Petrelli
Daniela Petrelli
MMMark Marshall
Mark Marshall
SOSinéad O’brien
Sinéad O’brien
PMPatrick McEntaggart
Patrick McEntaggart
IGIan Gwilt
Ian Gwilt
This paper presents the design, implementation, use and evaluation of a tangible data souvenir for an interactive museum exhibition. We define a data souvenir as the materialisation of the personal visiting experience: a data souvenir is dynamically created on the basis of data recorded throughout the visit and therefore captures and represents the experience as lived. The souvenir provides visitors with a memento of their visit and acts as a gateway to further online content. A step further is to enable visitors to contribute, in other words the data souvenir can become a means to collect visitor-generated content. We discuss the rationale behind the use of a data souvenir, the design process and resulting artefacts, and the implementation of both the data souvenir and online content system. Finally, we examine the installation of the data souvenirs as part of a long-lasting exhibition: the use of this souvenir by visitors has been logged over 7 months and issues around the gathering of user-generated content in such a way are discussed.

5 May 2012
Verified
Conference Paper
Open access
PDF file
MMMark Marshall
Mark Marshall
TCThomas Carter
Thomas Carter
JAJason Alexander
Jason Alexander
SSSriram Subramanian
Sriram Subramanian

1 January 2016 in International Journal of Human-Computer Studies
Verified
Journal Article
Closed access
MMMark Marshall
Mark Marshall
DPDaniela Petrelli
Daniela Petrelli
NDNick Dulake
Nick Dulake
ENElena Not
Elena Not
MMMichele Marchesoni
Michele Marchesoni
APAnna Pisetti
Anna Pisetti

7 May 2016
Verified
Conference Paper
Open access
DPDaniela Petrelli
Daniela Petrelli
NDNick Dulake
Nick Dulake
MMMark Marshall
Mark Marshall
APAnna Pisetti
Anna Pisetti
ENElena Not
Elena Not
We use design research to explore ways in which tangible and embodied interaction can be used to create novel experiences of heritage. We identified five design principles and used them to frame the challenge. In collaboration with curators, we co-created an interactive multi-narrative soundscape for the remains of trenches and a fortified camp from World War I. The soundscape is activated by presence and the use of a bespoke device. The design intertwines technology and historical content in context to augment the visitors' experience of the place in an evocative, personal way. The field trial showed that experimenting with different forms is key, as they have an impact on visitors' expectations beyond what they experience directly. It also showed the value in simultaneously designing interaction and content to achieve an effect that goes beyond the contribution of the single components.