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Mark Dennison

dblp:207/9797 · also Mark S. Dennison · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2020
0000-0001-9780-0511ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3 · 1 first-authorArtificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 77% Usability and user experience research · 23%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
cybersickness
0.412019
Unifying Research to Address Motion Sickness · VR 2019
Virtual and augmented reality › immersive interaction
motion sickness
0.412019
Unifying Research to Address Motion Sickness · VR 2019
YearPublicationVenuePosition
2020 Identifying Causes of and Solutions for Cybersickness in Immersive Technology: Reformulation of a Research and Development Agenda
abstract
Immersive technologies, such as virtual and augmented reality, initially failed to live up to expectations, but have improved greatly, with many new head-worn displays and associated applications being released over the past few years. Unfortunately, ‘cybersickness’ remains as a common user problem that must be overcome if mass adoption is to be realized. This article evaluates the state of research on this problem, identifies challenges that must be addressed, and formulates an updated cybersickness research and development (R&D) agenda. The new agenda recommends prioritizing creation of powerful, lightweight, and untethered head-worn displays, reduction of visual latencies, standardization of symptom and aftereffect measurement, development of improved countermeasures, and improved understanding of the magnitude of the problem and its implications for job performance. Some of these priorities are unresolved problems from the original agenda which should get increased attention now that immersive technologies are proliferating widely. If the resulting R&D agenda is carefully executed, it should render cybersickness a challenge of the past and accelerate mass adoption of immersive technologies to enhance training, performance, and recreation.
Kay M. Stanney, Ben D. Lawson, Bas Rokers, Mark Dennison, Cali M. Fidopiastis, Thomas A. Stoffregen, Séamas Weech, Jacqueline M. Fulvio
Int. J. Hum. Comput. Interact.4
2019 Unifying Research to Address Motion Sickness
abstract
Be it discussed as cybersickness, immersive sickness, simulator sickness, or virtual reality sickness, the ill effects of visuo-vestibular mismatch in immersive environments are of great concern for the wider adoption of virtual reality and related technologies. In this position paper, we discuss a unified research approach that may address motion sickness and identify critical research topics.
Mark Dennison, David M. Krum
VR1
2018 Unfolding the External Behavior and Inner Affective State of Teammates through Ensemble Learning: Experimental Evidence from a Dyadic Team Corpus
Aggeliki Vlachostergiou, Mark Dennison, Catherine Neubauer, Stefan Scherer, Peter Khooshabeh, Andre Harrison
LREC2
2017 The relationship between task-induced stress, vocal changes, and physiological state during a dyadic team task
abstract
It is commonly known that a relationship exists between the human voice and various emotional states. Past studies have demonstrated changes in a number of vocal features, such as fundamental frequency f0 and peakSlope, as a result of varying emotional state. These voice characteristics have been shown to relate to emotional load, vocal tension, and, in particular, stress. Although much research exists in the domain of voice analysis, few studies have assessed the relationship between stress and changes in the voice during a dyadic team interaction. The aim of the present study was to investigate the multimodal interplay between speech and physiology during a high-workload, high-stress team task. Specifically, we studied task-induced effects on participants' vocal signals, specifically, the f0 and peakSlope features, as well as participants' physiology, through cardiovascular measures. Further, we assessed the relationship between physiological states related to stress and changes in the speaker's voice. We recruited participants with the specific goal of working together to diffuse a simulated bomb. Half of our sample participated in an "Ice Breaker" scenario, during which they were allowed to converse and familiarize themselves with their teammate prior to the task, while the other half of the sample served as our "Control". Fundamental frequency (f0), peakSlope, physiological state, and subjective stress were measured during the task. Results indicated that f0 and peakSlope significantly increased from the beginning to the end of each task trial, and were highest in the last trial, which indicates an increase in emotional load and vocal tension. Finally, cardiovascular measures of stress indicated that the vocal and emotional load of speakers towards the end of the task mirrored a physiological state of psychological "threat".
Catherine Neubauer, Mathieu Chollet, Sharon Mozgai, Mark Dennison, Peter Khooshabeh, Stefan Scherer
ICMI4