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William Eric Marsh

dblp:59/6555 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2015
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 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.

Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 82% User interface design and tools · 18%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › mixed reality
augmented virtuality
0.212015
Nested immersion: Describing and classifying augmented virtual reality · VR 2015
Immersive interaction › locomotion
locomotion interface
0.112012
The cognitive implications of semi-natural virtual locomotion · VR 2012
Immersive interaction
virtual reality locomotion
0.112012
The cognitive implications of semi-natural virtual locomotion · VR 2012

Methods — techniques the papers use, named apart from their topics

taxonomy adaptation · 0.4spatial working memory · 0.3dual-task paradigm · 0.3
YearPublicationVenuePosition
2015 Nested immersion: Describing and classifying augmented virtual reality
abstract
We present a system, intended for automotive design review use cases, that incorporates a tracked tablet in a CAVE, where both the tablet and the CAVE provide different views and interaction possibilities within the same virtual scene. At its core, this idea is not novel. However, the literature reveals few examples of this paradigm in which virtual information is presented on a second physical device to augment an immersive virtual environment. Similarly, it is unclear where the system should be positioned within existing augmented/mixed/virtual reality taxonomies. We argue that interactions occur within a nesting of virtual and physical contexts, and that formalizing these relationships is important when attempting to understand perceptual issues. The goal of this paper is, thus, to describe the new system by proposing a scheme to formally identify sources of bias and then adapting an existing taxonomy to classify such systems.
William Eric Marsh, Frédéric Mérienne
VR1
2012 The cognitive implications of semi-natural virtual locomotion
abstract
This study incorporated a dual-task paradigm, in which participants were asked to perform basic locomotion tasks with one of three interfaces while remembering a sequence of either spatial or verbal items. Interfaces varied in similarity to natural body movements. Stopping performance was compromised when concurrently remembering a spatial, but not verbal, sequence. Also users exhibited lower performance on spatial memory tasks while using more unnatural locomotion interfaces. These results confirm that semi-natural locomotion interfaces require spatial working memory resources and thus locomotion interfaces compete with ongoing spatial tasks, as opposed to those requiring verbal resources or general attention resources.
William Eric Marsh, Marisa Putnam, Jonathan W. Kelly, Veronica J. Dark, James H. Oliver
VR1