Stefan Marks

Stefan Marks
Auckland University of Technology | AUT · Faculty of Design and Creative Technologies

PhD

About

40
Publications
11,521
Reads
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531
Citations
Additional affiliations
February 2013 - present
Auckland University of Technology
Position
  • Lecturer
February 2011 - January 2013
Auckland University of Technology
Position
  • Lecturer
February 2011 - February 2016
Auckland University of Technology
Position
  • Lecturer

Publications

Publications (40)
Conference Paper
Full-text available
The planning phase of a construction project has a crucial effect on different aspects of the project outcome. There are various software programs developed and widely used to help with construction planning, however many construction projects still grow over limits, as the reality is still much more complicated than any model. Hence, more sophisti...
Conference Paper
In this paper, we present a user study to evaluate the suitability of a virtual reality (VR) application for teaching the anatomy of the human nasal cavity. We discuss the benefits of VR technology in the domain of anatomy education and present our application and the user study. Our results seem to indicate a disadvantage of the VR application wit...
Conference Paper
Answering the question whether virtual reality (VR), thanks to its ability to invoke real three-dimensional sensation in users, can improve the learning of spatial structures compared to traditional methods requires well-designed VR applications. We aim to investigate this question through a VR education tool that teaches the structure of the human...
Article
This article is an interdisciplinary reflective response to an intensive studio learning and teaching experience involving artists, academics and postgraduate students. The authors of this article teach, research and practise in coding, digital design, dance, and virtual and live performance. As lecturers and students we reflect upon and propose fu...
Chapter
During the 1940s John Atanasoff with the help of one of his students Clifford E. Berry, at Iowa State College, created the ABC (Atanasoff-Berry Computer) that was the first electronic digital computer. The ABC computer was not a general-purpose one, but still, it was the first to implement three of the most important ideas used in computers nowaday...
Conference Paper
Full-text available
is article explores the application of virtual reality (VR) to the area of anatomical education, specifically the shape of airflow through the human nasal cavity. We argue the benefits of VR technology in this specific domain, and describe the creation of the VR application which is intended to be used in future courses. Through two preliminary cas...
Article
Full-text available
Recent development in artificial neural networks has led to an increase in performance, but also in complexity and size. This poses a significant challenge for the exploration and analysis of the spatial structure and temporal behaviour of such networks. Several projects for the 3D visualisation of neural networks exist, but they focus largely on t...
Article
Full-text available
This paper outlines the development and evaluation of a wearable haptic game interface. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile feedback with gesture based input, thus becoming a two way conduit between the user and the virtual environment. The device is intended to challenge what is...
Article
Full-text available
This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic feedback that provides a low cost, versatile and intuitive interface for controlling digital games. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile based haptic feedback with gesture based inp...
Conference Paper
Full-text available
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...
Article
Full-text available
The paper describes a new type of evolving connectionist systems (ECOS) called evolving spatio-temporal data machines based on neuromorphic, brain-like information processing principles (eSTDM). These are multi-modular computer systems designed to deal with large and fast spatio/spectro temporal data using spiking neural networks (SNN) as major pro...
Chapter
Full-text available
The Bachelor of Creative Technologies (BCT) degree is offered by Colab, a unique academic unit at Auckland University of Technology. The unit is a research-teaching nexus or ‘collaboratory’ at the intersection of four existing schools (Art and Design, Communications and Media Studies, Computer and Mathematical Sciences and Engineering) in the Facul...
Article
Full-text available
Exercise video games have become increasingly popular due to their potential as tools to increase user motivation to exercise. In recent years we have seen an emergence of consumer level interface devices suitable for use in gaming. While past research has indicated that immersion is a factor in exergame effectiveness, there has been little researc...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
Historically, the majority of approaches to post-secondary education are grounded in the same viewpoint. Students are introduced to specific techniques and are encouraged to apply these in the pursuit of directed learning. There has been a recent emergence of constructivist approaches propose students are capable of creating their own knowledge. Co...
Conference Paper
Full-text available
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 th...
Conference Paper
Full-text available
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 th...
Conference Paper
In this poster, we outline a research study of the steering system for a potential land speed record vehicle. We built a cockpit enclosure to simulate the interior space and employed a game engine to create a suitable virtual simulation and appropriate physical behaviour of the vehicle to give a realistic experience that has a suitable level of di...
Conference Paper
This poster outlines Ethnographic research into the design of an environment to study a land speed record vehicle, or more generally, a vehicle posing a high cognitive load for the user. The challenges of empirical research activity in the design of unique artifacts is discussed, where we may not have the artefact available in the real context to s...
Article
Full-text available
Virtual environments (VE) are increasingly used for teamwork training purposes, e.g., for medical teams. One shortcoming is lack of support for nonverbal communication channels, essential for teamwork. We address this issue by using an inexpensive webcam to track the user's head and using that data for controlling avatar head movement, thereby conv...
Conference Paper
Full-text available
The use of virtual environments (VE) for teaching and training is increasing rapidly. A particular popular medium for implementing such applications are game engines. However, just changing game content is usually insufficient for creating effective training and teaching scenarios. In this paper, we discuss how the design of a VE can be changed to...
Conference Paper
Full-text available
Virtual environments (VE) are gaining in popularity and are increasingly used for teamwork training purposes, e.g., for medical teams. One shortcoming of modern VEs is that nonverbal communication channels, essential for teamwork, are not supported well. We address this issue by using an inexpensive webcam to track the user’s head. This tracking in...
Thesis
Simulation is an increasingly important component of the medical curriculum due to procedures becoming more complex and the use of real patients being constrained by ethical restrictions, costs, availability of patients, and logistics. A large number of simulators are available, mostly for training of technical skills, such as suturing or cutting,...
Article
JetBlack is a project striving to achieve a new land speed record. In order to develop the cockpit controls, I have developed a physical simulation of the vehicle to be used in conjunction with the chassis displayed in the HCI lab. This simulation provides a reasonably realistic and challenging simulation of driving the vehicle so that the vehicle...
Conference Paper
Full-text available
Virtual environments (VE) are gaining in popularity and are increasingly used for teamwork training purposes, e.g., for medical teams. We have identified two shortcomings of modern VEs: First, nonverbal communication channels are essential for teamwork but are not supported well. Second, view control in VEs is usually done manually, requiring the u...
Conference Paper
Full-text available
Tracking the position and orientation of the human face with respect to a camera has valuable applications in human computer interaction (HCI). Examples are navigating through a virtual environment, controlling objects using head gestures, and enabling avatars in a virtual environment to reflect the user's behaviour. Tracking performance can be hea...
Conference Paper
Full-text available
Virtual reality simulations for training surgical skills are in- creasingly used in medical education and have been shown to improve patient outcome. While advances in hardware and simulation techniques have resulted in many commer- cial applications for training technical skills, most of these simulators are extremely expensive and do not consider...
Conference Paper
Aims: To present a simple method to use a webcam to enhance non-verbal communication in virtual-environment-based teamwork training. Background: Over the last decade, healthcare profession training has been enriched by educational technology such as virtual-reality simulators for skills training and mannequins for team training. More recently, ther...
Conference Paper
Full-text available
In recent years, the increased use of simulation for the training of surgical skills has improved the medical curriculum and the overall patient outcome. Advances in hardware and simulation techniques have resulted in many commercial applications for training technical skills. However, most of these simulators are extremely expensive and do not con...
Article
Full-text available
The increasing complexity and costs of clinical training and the constant development of new procedures has made vir-tual reality based training an essential tool in medical ed-ucation. Unfortunately, commercial training tools are very expensive and have a small support base. Game engines of-fer unique advantages for the creation of highly interact...
Article
Full-text available
Soft tissue simulation is an important technique in many biomedical modelling applications. While applications for investigating the functioning of organs do require a physically correct mathematical model, other tasks, such as virtual surgery simulations for training purposes, put a bigger emphasis on speed, ease of use, and a large variety of arb...
Conference Paper
Full-text available
The increasing complexity and costs of surgical training and the constant development of new surgical procedures has made virtual surgical training an essential tool in medical education. Unfortu- nately, commercial tools are very expensive and have a small sup- port base. Game engines offer unique advantages for the creation of highly interactive...
Article
Virtual surgery training has become an essential tool in medical education. Unfortunately, commercial simulators are very expensive and mainly focus on individual training instead of teamwork. Game engines offer unique advantages for the inexpensive creation of interactive and collaborative environments. We show that it is possible to easily design...
Article
Full-text available
In this paper we examine principles to automatise or to support the process of animation of an articulated character by allowing it to "learn" its movements au-tonomously. For this, it is necessary to model the physical properties of the character, connect virtual sensors and actuators to a neural network, and adjust the weights and thresholds of t...
Article
Full-text available
In this paper we analyse and evaluate the capabilities of popular game engines to simulate and interact with soft objects. We discuss how these engines can be used for simulated surgical training applications, determine their shortcomings and make suggestions how game engines can be extended to make them more suitable for such applications.
Article
The increase of complexity and costs of surgical training and the constant development of new surgical procedures has made virtual surgical training an increasingly important tool in medical education. Unfortunately, commercial tools are very expensive and mainly offer training only for individuals. Game engines offer unique advantages for the crea...

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Projects (2)