Tim Marsh | marsht@usc.edu | +1 213 706 7912

usability publications

book chapters
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, IEEE Multi-Media (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
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. 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.

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, Peter Wright and Shamus Smith. 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.

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