
Marco GilardiUniversity of the West of Scotland | UWS · School of Computing
Marco Gilardi
PhD
About
25
Publications
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Introduction
Skills and Expertise
Additional affiliations
Education
January 2017 - July 2019
April 2011 - September 2015
September 2008 - January 2010
Publications
Publications (25)
In this paper we present `Virtual Observation' (VO) a software tool for contextual observation and assessment of user's directly from within the Virtual Reality (VR) simulation the user is experiencing. Unlike
other recording systems, the VO system described in this paper focuses on recording and reconstructing VR user's positional, rotational and...
Unlike conventional desktop simulations which have constrained interaction, immersive Virtual Reality (VR) allows users to freely move and interact with objects. In this paper we discuss a work-in-progress system that 'virtually' records participants movement and actions within a simulation. This system recovers and rebuilds recorded data on reques...
Despite the fact that the design process can exploit a rich communication between the designer and the end users in terms of desired visual and audio sensory feedback, the vocabulary for less exploited aspects of the interaction (i.e., emotional, experiential) is still ambiguous. This is particularly a challenge when considering the increased inter...
The use of films in early stages of the design of technology is a practice that is becoming increasingly common. However, the focus of these films is usually centred on exploring the technology and its specifications rather than on the experiences that the technology can potentially create for its user. Previous research emphasises the relevance of...
Professional video recording is a complex process which often requires expensive cameras and large amounts of ancillary equipment. With the advancement of mobile technologies, cameras on mobile devices have improved to the point where the quality of their output is sometimes comparable to that obtained from a professional video camera and are often...
Today, Extended Reality (XR) technologies are exceedingly integrated into Architecture, Engineering and Construction (AEC) industries for collaboratively reviewing product design and development tasks. Reported study in this paper aims at integrating XR technologies in undergraduate programmes. This paper provides a descriptive analysis of students...
This paper presents a case study describing the design of SwageXR, an augmented reality (AR) application that gamifies a tubing assembly exercise. The aim of this paper is to contribute to the field of extended reality (XR) applications by providing a case study of a novel design process based on an existing framework by Gilardi et al. Design needs...
This paper validates an approach to the design and development of VR applications that are integrated into the curricula and address fundamental student needs. To accomplish this, a case study describing the process undertaken to create Nursing XR, a wound dressing scenario where the patient is discharged home and requires follow up care and treatm...
COVID-19 pandemic has taught us how to continue with the day-to-day activities interacting and working from remote locations. In this paper, we have highlighted the positive approach necessary to complete a project with success under this constraint by interacting regularly with the relevant stakeholders keeping focus on the final project deliverab...
Serious games, games-based learning, and simulation-based learning have been used to teach Mathematics at various educational levels. In this paper we shall present a design process and the first steps towards an extended realities (XR) collaborative lab for teaching of mathematics at HE level, which is currently under implementation.
Designing fo...
In today’s business environment, choosing the required business intelligence (BI) tools are important to support SMEs recovery. The COVID-19 pandemic has changed businesses to focus on better digitization, not only in their day-to-day business activities, but also in effective use of BI tools for decision making that account for the changes in the...
COVID-19 pandemic has taught us how to continue with the day-to-day activities interacting and working from remote locations. In this paper, we have highlighted the positive approach necessary to complete a project with success under this constraint by interacting regularly with the relevant stake-holders keeping focus on the final project delivera...
The present disclosure relates to methods and systems for recording a user experience. In particular the present disclosure relates to computer implemented methods and systems for recording a simulated user experience.
In recent years immersive Virtual Reality (iVR) and Augmented Reality (AR) have grown in popularity and their potential for technology-enhanced learning has been explored by researchers and practitioners. However, a clear picture of the effectiveness of these technologies as teaching tools has not yet been drawn and it is not yet clear what benefit...
In the natural world, terrains are dynamic entities that change their morphology due to their interaction with other agents in the environment. However, in real-time applications terrains are often represented as static meshes, which present no interaction capabilities. This paper presents a novel real-time 2D method for dynamic terrain simulations...
Video Results for the paper: Drift-Diffusion Based Real-Time Dynamic Terrain Deformation
With the advancement of mobile technologies cameras on mobile devices have improved to the point where the quality of their output is sometimes comparable to that obtained from a professional video camera. Moreover mobile cameras are being used more and more frequently in professional production environments. However, tools that allow professional...
Terrains have a key role in making outdoor virtual scenes believable and immersive as they form the support for every other natural element in the scene. Although important, terrains are often given limited interactivity in real-time applications. However, in nature, terrains are dynamic and interact with the rest of the environment changing shape...
Video lectures are the main teaching tool used in e-learning platforms. Different video lecture delivery formats are used to disseminate course content among students. However, there are a limited number of studies that investigate if and how different video lecture delivery formats affect the way a viewer feels engaged with the video content. This...
This paper borrows from the fields of classic animation and 3D animation and adapts the fundamental principles of these subjects to a lecturing context. An analogy is drawn between an animator and a lecturer due to their shared objective: to communicate in an engaging way. If the fundamental principles of animation are read under the point of view...
Surfaces covered with pebbles and small rocks can often be found in nature or in human-shaped environments. Generating an accurate three-dimensional model of these kind of surfaces from a reference image can be challenging, especially if one wants to be able to animate each pebble individually. To undertake this kind of task manually is time consum...