Tim Marsh

Tim Marsh is now Assistant Professor at the National University of Singapore. Click here

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Tim Marsh is now Assistant Professor at the National University of Singapore. He has a Ph.D in Computer Science specializing in Human-Computer Interaction (HCI) from the HCI Group, University of York, UK. Previously, he was a Post-Doctoral Research Associate in the NSF's Integrated Media Systems Center (IMSC) and member of the Infolab Group at the University of Southern California.. Dr Marsh's work focuses on developing new approaches to analyze and inform design of experiential use of technological products, devices, media and, in particular, visually interactive mediated environments e.g. computer games, virtual reality and virtual environments. His work includes a model to frame user’s experiential encounters borrowed from film, and informed from activity theory, an approach to model and trace human behavior and experience, and identify artifact and activity interruption. He is a member of ACM SIGCHI.

publications by topic
usability | activity theory | experiential | voyeuristic, visceral, vicarious | user-player centered analysis & design | automatic/semi-automatic evaluation | spatial | film | narrative |

publication list
Book Chapters
Tim Marsh. 2006. Vicarious experience: staying there connected with and through our own and other characters. Chapter, In: Gaming as Culture: Social Reality, Identity and Experience in Role-Playing, Collectible, and Computer Games. Jefferson, NC: McFarland (February 2006).

Tim Marsh. 2003. Staying there: an activity-based approach to narrative design and evaluation as an antidote to virtual corpsing, In: "Being There", Studies on New Technologies and Practices in Communication Series, Amsterdam: IOS Press, Chapter Five, pp. 85-96.

Journals
Tim Marsh, Kiyoung Yang, Minyoung Mun and Cyrus Shahabi. 2006. Capture and Assessment of User-Player Experience in Serious Games for Teachers and Developers (to be submitted).

Shamus Smith and Tim Marsh 2004. Evaluating design guidelines for reducing user disorientation in a desktop virtual environment, Virtual Reality, 8:1, Springer, pp. 55-62.

Tim Marsh. 2003. Presence as Experience: film informing ways of staying there, Presence: Teleoperators and Virtual Environments, 12:5, pp. 538-549.

Tim Marsh, Peter Wright and Shamus Smith. 2001. Evaluation for the Design of Experience: Modelling Breakdown of Interaction and Illusion, Journal of CyberPsychology and Behavior, 4:2, pp. 225-238.

Conferences, Workshops and Symposiums

Tim Marsh, Shamus Smith, Kiyoung Yang and Cyrus Shahabi. 2006. Continuous and Unobtrusive Capture of User-Player Behaviour and Experience to Assess and Inform Game Design and Development, 1st  World Conference for Fun 'n Games, June 2006, UK.

Marsh T., Wong W.L., Carriazo E., Nocera L., Yang K.,Varma A., Yoon H., Huang Y-L, Kyriakakis C, Shahabi C. 2005. User Experiences and Lessons Learned from Developing and Implementing an Immersive Game for the Science Classroom. In: Proceedings of HCI International 2005, Las Vegas, Nevada, USA.

Marsh T., Yang K., Shahabi C., Wong W. L., Nocera L., Carriazo E., and Kyriakakis C. 2005. Automating the Detection of Breaks in Continuous User Experience with Computer Games. In: Proceedings of CHI'05 Human Factors in Computing Systems, Extended Abstracts, Portland, OR, USA, ACM Press.

Yang K., Marsh T., Mun M. and C. Shahabi. 2005. Continuous Archival and Analysis of User Data in Virtual and Immersive Game Environments, The 2nd ACM Workshop on Capture, Archival and Retrieval of Personal Experiences (CARPE'05), Singapore.

Tim Marsh, Kiyoung Yang and Cyrus Shahabi. 2005. Vicariously there: connected with and through our own and other characters, In: Proceedings of the AISB 2005 Virtual Social Characters Symposium: Empathic Interaction Theme, University of Hertfordshire, UK, pp. 115-121.

Tim Marsh. 2003. Staying There: Experience of Use and Experience from Use, 1st International Digital Games Research Conference, Digital Games Research Association (DiGRA), University of Utrecht, The Netherlands.

Tim Marsh. 2001. Presence as Experience: Framework to Assess Virtual Corpsing, Paper presentation given at: Presence 2001: 4th International Workshop on Presence, Philadelphia, USA.

Peter Wright, John McCarthy and Tim Marsh. 2001. From Usability to User Experience, British HCI Workshop on "Computers and Fun 3", York, UK, December 2000, Interface, 46.

Tim Marsh and Shamus P. Smith. 2001. Guiding user navigation in virtual environments using awareness of virtual off-screen space. In: Proceedings of Guiding Users through Interactive Experiences: Usability Centred Design and Evaluation of Virtual 3D Environments, Germany: Springer-Verlag, pp. 149-154.

Tim Marsh and Peter Wright. 2000. Using Cinematography Conventions to Inform the Design and Evaluation of Virtual Off-Screen Space, In: Proceedings of AAAI 2000 Spring Symposium, "Smart Graphics", SIGGRAPH/Eurographics, Stanford, CA, USA, pp. 123-127.

Tim Marsh and Peter Wright. 2000. Maintaining the Illusion Of Interacting Within 3D Virtual Space, Paper presentation given at: Presence 2000: 3rd International Workshop on Presence, Delft, The Netherlands.

Tim Marsh. 2000. Evaluation for the Design of Experience, Paper presentation given at: 1st International Workshop on Narrative Interactive Learning Environments (NILE), Edinburgh, UK.

Tim Marsh, Shamus Smith and Peter Wright. 2000. Usability and Spatial Evaluation of a Stereoscopic Head Mounted Display Virtual Reality System. Unpublished paper.

Timothy Marsh. 1999. Evaluation of Virtual Reality Systems for Usability, In: Proceedings of CHI'99: Human Factors in Computing Systems, Extended Abstracts, Pittsburgh, USA, ACM Press, pp. 61-62.

Tim Marsh and Peter Wight. 1999. Co-operative Evaluation of a Desktop VR System, In: Proceedings of British HCI Workshop on User Centered Design and Implementation of Virtual Environments, University of York, UK, pp. 99-107.

Timothy Marsh and Peter Wright. 1999. Articulation of Spatial Information: 3D shapes, Visual Representations and Interpretations, Mark Altom and Marian Williams (eds), Springer Verlag, 1999.

Tim Marsh, Peter Wright, Shamus Smith, and David Duke. 1998. A Shared Framework of Virtual Reality, Proceedings of 5th UK-VRSIG, Exeter, UK.

Smith Shamus, Tim Marsh, David Duke and Peter Wright. 1998. Drowning in Immersion, Proceedings of 5th UK-VRSIG, Exeter, UK.

Smith Shamus, David Duke, Tim Marsh, Michael Harrison and Peter Wright. 1998. Modelling Interaction in Virtual Environments, Proceedings of 5th UK-VRSIG, Exeter, UK.

Timothy Marsh. 1998. An Iconic Gesture is Worth More Than A Thousand Words, IEEE Information Visualisation, London, UK, IEEE Computer Society.

Timothy Marsh and Alan Watt. 1998. Shape Your Imagination: Iconic Gestural-Based Interaction, IEEE Virtual Reality Annual International Symposium, Atlanta, GA, IEEE Computer Society.

Ph.D Thesis
Towards Invisible Style of Computer-Mediated Activity: Transparency and Continuity. Human-Computer Interaction (HCI) Group, Department of Computer Science, University of York, United Kingdom, Unpublished Ph.D Thesis, July 2002.

Master of Science (MSc) Dissertation
Modelling the Fragments of Terrain Using Random Fractals. Middlesex University, United Kingdom, Unpublished Master of Science (MSc) Dissertation, October 1994.

interests

  • Play classical, acoustic and electro-acoustic guitar.
  • Composing and recording.
  • Film, cinema and 3D photography.
  • Cooking and travel.


    contact
    Tim Marsh. PHE 417, Integrated Media Systems Center, Viterbi School of Engineering, University of Southern California, 3740 McClintock Avenue, Los Angeles, California, 90089-2561. Email: marsht@usc.edu, Phone: +1 213 706 7912.
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