Stefan Marks

Dr. Stefan Marks

orcid

Research Focus & Metrics

Academic Career Length

20Years (2007-Present)

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

Representative Publications

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1 June 2016 in Neural Networks
Verified
Journal Article
Closed access
Nikola Kirilov KasabovNikola Kirilov Kasabov
Nikola Kirilov Kasabov
NSNathan Matthew Scott
Nathan Matthew Scott
ETEnmei Tu
Enmei Tu
SMStefan Marks
Stefan Marks
NSNeelava Sengupta
Neelava Sengupta
JYJie Yang
Jie Yang

19 November 2014
Verified
Conference Paper
Open access
PDF file
SMStefan Marks
Stefan Marks
JEJavier E. Estevez
Javier E. Estevez
ACAndy M. Connor
Andy M. Connor
In this paper, we describe the development and operating principles of an immersive virtual reality (VR) visualisation environment that is designed around the use of consumer VR headsets in an existing wide area motion capture suite. We present two case studies in the application areas of visualisation of scientific and engineering data. Each of these case studies utilise a different render engine, namely a custom engine for one case and a commercial game engine for the other. The advantages and appropriateness of each approach are discussed along with suggestions for future work

1 December 2007
Verified
Conference Paper
Open access
SMStefan Marks
Stefan Marks
JWJohn Windsor
John Windsor
BWBurkhard Wünsche
Burkhard Wünsche

27 November 2017
Verified
Conference Paper
Open access
PDF file
SMStefan Marks
Stefan Marks
DWDavid White
David White
MSManpreet Singh
Manpreet Singh
Figure 1: Example of a virtual reality render of the nasal cavity model (le) and an example of highlighting anatomical areas of interest using a hand controller (right). ABSTRACT is article explores the application of virtual reality (VR) to the area of anatomical education, speci cally the shape of and the air ow through the human nasal cavity. We argue the bene ts of VR technology in this speci c domain, and describe the creation of the VR application which is intended to be used in future courses. rough two preliminary case studies, we describe our experiences, and discuss advantages and disadvantages of the use of VR in this area.

1 February 2016
Verified
Conference Paper
Open access
PDF file
LSLindsay Alexander Shaw
Lindsay Alexander Shaw
RTRomain Tourrel
Romain Tourrel
BWBurkhard Claus Wunsche
Burkhard Claus Wunsche
CLChristof Lutteroth
Christof Lutteroth
SMStefan Marks
Stefan Marks
JBJude Buckley
Jude Buckley
Exergames are becoming increasingly popular as a way of motivating people to exercise. However, merely adding exercise elements to a game may not achieve the desired level of motivation and long term adherence. By designing an exergame which takes into account the user's personality profile, the user's level of motivation to play the game and thus exercise may be increased. In this paper, we present an exergame using a virtual trainer system which can be customized for the personality of the user. The trainer system supports two modes: a competitive mode for players who are motivated by pushing themselves to beat an opponent, and a cooperative mode for players who enjoy working with another player to perform well. We conduct a brief pilot study to evaluate our virtual trainers in which participants' personalities are evaluated using the Sport Orientation Questionnaire. They then play three short sessions of the exergame: a control condition without a trainer system, and one for each of the two trainer system. Our initial results indicate that the training systems are highly motivating when matching the personality of the user, particularly for competitive individuals

2 December 2014
Verified
Conference Paper
Open access
PDF file
JFJacques Foottit
Jacques Foottit
DBDave Brown
Dave Brown
SMStefan Marks
Stefan Marks
ACAndy M. Connor
Andy M. Connor
This paper outlines the development of a sensory feedback device providing a tangible interface for controlling digital environments, in this example a flight simulator, where the intention for the device is that it is relatively low cost, versatile and intuitive. Gesture based input allows for a more immersive experience, so rather than making the user feel like they are controlling an aircraft the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand. The movements are designed to allow a sense of immersion that would be difficult to achieve with an alternative interface. A vibrotactile based haptic feedback is incorporated in the device to further enhance the connection between the user and the game environment by providing immediate confirmation of game events. When used for navigating an aircraft simulator, this device invites playful action and thrill. It bridges new territory on portable, low cost solutions for haptic devices in gaming contexts.Comment: in Proceedings of the 2014 Conference on Interactive Entertainmen