Marco Gillies

Orcid: 0000-0002-3100-9230

According to our database1, Marco Gillies authored at least 69 papers between 1999 and 2024.

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Bibliography

2024
Delivering Bad News: VR Embodiment of Self Evaluation in Medical Communication Training.
Proceedings of the 12th IEEE International Conference on Serious Games and Applications for Health, 2024

2023
Reducing Foreign Language Anxiety with Virtual Reality.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023

Beyond Motivation and Engagement: Students' Voices on the Use of Game-based Learning in a Bachelor Computer Science Online Degree.
Proceedings of the 2023 ACM Conference on Information Technology for Social Good, 2023

2022

Immersive machine learning for social attitude detection in virtual reality narrative games.
Virtual Real., 2022

My Virtual Self: The Role of Movement in Children's Sense of Embodiment.
IEEE Trans. Vis. Comput. Graph., 2022

A comparison of the effects of haptic and visual feedback on presence in virtual reality.
Int. J. Hum. Comput. Stud., 2022

Nonverbal communication in virtual reality: Nodding as a social signal in virtual interactions.
Int. J. Hum. Comput. Stud., 2022

Theme and Topic: How Qualitative Research and Topic Modeling Can Be Brought Together.
CoRR, 2022

More than buttons on controllers: engaging social interactions in narrative VR games through social attitudes detection.
Proceedings of the IVA '22: ACM International Conference on Intelligent Virtual Agents, Faro, Portugal, September 6, 2022

The Effects of Hand Tracking on User Performance: an experimental study of an object selection based memory game.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2022

Nice is Different than Good: Longitudinal Communicative Effects of Realistic and Cartoon Avatars in Real Mixed Reality Work Meetings.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

More than a bit of coding: (un-)Grounded (non-)Theory in HCI.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Emotional Exploration and the Eudaimonic Gameplay Experience: A Grounded Theory.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Thinking and Doing: Challenge, Agency, and the Eudaimonic Experience in Video Games.
Games Cult., 2021

The Impact of Self-Representation and Consistency in Collaborative Virtual Environments.
Frontiers Virtual Real., 2021

InteractML: Making machine learning accessible for creative practitioners working with movement interaction in immersive media.
Proceedings of the VRST '21: 27th ACM Symposium on Virtual Reality Software and Technology, Virtual Event / Osaka, Japan, December 8, 2021

Interactive Machine Learning for Embodied Interaction Design: A tool and methodology.
Proceedings of the TEI '21: Fifteenth International Conference on Tangible, 2021

Direct Gaze Triggers Higher Frequency of Gaze Change: An Automatic Analysis of Dyads in Unstructured Conversation.
Proceedings of the ICMI '21: International Conference on Multimodal Interaction, 2021

Learnable Computing.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Movement interaction design for immersive media using interactive machine learning.
Proceedings of the MOCO '20: 7th International Conference on Movement and Computing, 2020

From Perception to Interaction with Virtual Characters.
Proceedings of the 41st Annual Conference of the European Association for Computer Graphics, 2020

2019
Understanding the Role of Interactive Machine Learning in Movement Interaction Design.
ACM Trans. Comput. Hum. Interact., 2019

2018
Introduction to the Special Issue on Human-Centered Machine Learning.
ACM Trans. Interact. Intell. Syst., 2018

A Study of Professional Awareness Using Immersive Virtual Reality: The Responses of General Practitioners to Child Safeguarding Concerns.
Frontiers Robotics AI, 2018

Creating Virtual Characters.
Proceedings of the 5th International Conference on Movement and Computing, 2018

2017
The effect of lip and arm synchronization on embodiment: A pilot study.
Proceedings of the 2017 IEEE Virtual Reality, 2017

Mixed-Initiative Creative Interfaces.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
What is Movement Interaction in Virtual Reality for?
Proceedings of the 3rd International Symposium on Movement and Computing, 2016


2015
Virtual Character Personality Influences Participant Attitudes and Behavior - An Interview with a Virtual Human Character about Her Social Anxiety.
Frontiers Robotics AI, 2015

Sketches vs skeletons: video annotation can capture what motion capture cannot.
Proceedings of the 2nd International Workshop on Movement and Computing, 2015

Embodied design of full bodied interaction with virtual humans.
Proceedings of the 2nd International Workshop on Movement and Computing, 2015

Linking Aetiology with Social Communication in a Virtual Stroke Patient.
Proceedings of the Intelligent Virtual Agents - 15th International Conference, 2015

Applying the CASSM Framework to Improving End User Debugging of Interactive Machine Learning.
Proceedings of the 20th International Conference on Intelligent User Interfaces, 2015

Novel Dramatic and Ludic Tensions Arising from Mixed Reality Performance as Exemplified in Better Than Life.
Proceedings of the Interactive Storytelling, 2015

Emotional and Functional Challenge in Core and Avant-garde Games.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

2014
Fluid gesture interaction design: Applications of continuous recognition for the design of modern gestural interfaces.
ACM Trans. Interact. Intell. Syst., 2014

Embodied Design of Dance Visualisations.
Proceedings of the International Workshop on Movement and Computing, 2014

A Social Timeline for Exchanging Feedback about Musical Performances.
Proceedings of the BCS-HCI 2014 Proceedings of the 28th International BCS Human Computer Interaction Conference, 2014

2013
Customizing by doing for responsive video game characters.
Int. J. Hum. Comput. Stud., 2013

How I Animate: An Hand Guesture-Centric Technique.
Proceedings of the Electronic Visualisation and the Arts, 2013

Suzie's Dance: Reliving Dance through Motion Capture Animation of Photographs.
Proceedings of the Electronic Visualisation and the Arts, 2013

2011
Exploring choreographers' conceptions of motion capture for full body interaction.
Proceedings of the 2011 British Computer Society Conference on Human-Computer Interaction, 2011

2010
Piavca: a framework for heterogeneous interactions with virtual characters.
Virtual Real., 2010

Comparing and Evaluating Real Time Character Engines for Virtual Environments.
Presence Teleoperators Virtual Environ., 2010

2009
Learning Finite-State Machine Controllers From Motion Capture Data.
IEEE Trans. Comput. Intell. AI Games, 2009

E-Drama: Facilitating Online Role-play using an AI Actor and Emotionally Expressive Characters.
Int. J. Artif. Intell. Educ., 2009

Mediating Performance through Virtual Agents.
Proceedings of the Intelligent Virtual Agents, 9th International Conference, 2009

2008
Responsive listening behavior.
Comput. Animat. Virtual Worlds, 2008

Piavca: A Framework for Heterogeneous Interactions with Virtual Characters.
Proceedings of the IEEE Virtual Reality Conference 2008 (VR 2008), 2008

Male Bodily Responses during an Interaction with a Virtual Woman.
Proceedings of the Intelligent Virtual Agents, 8th International Conference, 2008

EMMA: an automated intelligent actor in e-drama.
Proceedings of the 13th International Conference on Intelligent User Interfaces, 2008

2007
An Improvisational AI Actor in E-Drama.
Proceedings of the 2007 International Conference on Internet Computing, 2007

Affect Detection and an Automated Improvisational AI Actor in E-Drama.
Proceedings of the Artifical Intelligence for Human Computing, 2007

Expressing Complex Mental States Through Facial Expressions.
Proceedings of the Affective Computing and Intelligent Interaction, 2007

2006
Applying Direct Manipulation Interfaces to Customizing Player Character Behaviour.
Proceedings of the Entertainment Computing, 2006

Building Expression into Virtual Characters.
Proceedings of the 27th Annual Conference of the European Association for Computer Graphics, 2006

2005
A Platform Independent Architecture for Virtual Characters and Avatars.
Proceedings of the Intelligent Virtual Agents, 5th International Working Conference, 2005

Direct Manipulation Like Tools for Designing Intelligent Virtual Agents.
Proceedings of the Intelligent Virtual Agents, 5th International Working Conference, 2005

Teaching Virtual Characters How to Use Body Language.
Proceedings of the Intelligent Virtual Agents, 5th International Working Conference, 2005

2004
Behaviourally rich actions for user-controlled characters.
Comput. Graph., 2004

Efficient Clothing Fitting from Data.
Proceedings of the 12-th International Conference in Central Europe on Computer Graphics, 2004

Affective interactions between expressive characters.
Proceedings of the IEEE International Conference on Systems, 2004

Integrating Autonomous Behavior and User Control for Believable Agents.
Proceedings of the 3rd International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2004), 2004

2003
A Model of Interpersonal Attitude and Posture Generation.
Proceedings of the Intelligent Agents, 4th International Workshop, 2003

2002
Eye movements and attention for behavioural animation.
Comput. Animat. Virtual Worlds, 2002

2001
Practical behavioural animation based on vision and attention.
PhD thesis, 2001

1999
Psychologically-based Walking in a Cluttered Environment.
Proceedings of the 20th Annual Conference of the European Association for Computer Graphics, 1999


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