Tim Marsh
Tim Marsh
Griffith University - Griffith Film School (GFS)
Verified email at griffith.edu.au
Title
Cited by
Cited by
Year
Serious games continuum: Between games for purpose and experiential environments for purpose
T Marsh
Entertainment Computing 2 (2), 61-68, 2011
2242011
Evaluation for the design of experience in virtual environments: modeling breakdown of interaction and illusion
T Marsh, P Wright, S Smith
Cyberpsychology & Behavior 4 (2), 225-238, 2001
732001
Staying there: an activity-based approach to narrative design and evaluation as an antidote to virtual corpsing
T Marsh
Being There: Concepts, Effects and Measurement of user Presence in Synthetic …, 2003
572003
Presence as experience: Film informing ways of staying there
T Marsh
Presence: Teleoperators and Virtual Environments 12 (5), 538-549, 2003
462003
Drowning in Immersion
S Smith, T Marsh, D Duke, P Wright
Proceedings of UK-VRSIG'98, Virtual Reality Special Interest Group, 1-9, 1998
40*1998
Evaluating design guidelines for reducing user disorientation in a desktop virtual environment
SP Smith, T Marsh
Virtual Reality 8 (1), 55-62, 2004
382004
Experience in serious games: between positive and serious experience
T Marsh, B Costello
Third International Conference on Serious Games Development and Applications, 2012
302012
Evaluation of virtual reality systems for usability
T Marsh
ACM SIGCHI on Human factors in computing systems, 1999
301999
User experiences and lessons learned from developing and implementing an immersive game for the science classroom
T Marsh, WL Wong, E Carriazo, L Nocera, K Yang, A Varma, H Yoon, ...
HCI International 2005 - Las Vegas, 2005
262005
Activity-Based Scenario Design, Development and Assessment in Serious Games
T Marsh
Gaming and Cognition: Theories and Practices from the Learning Sciences, 213-225, 2010
232010
Co-operative evaluation of a desktop virtual reality system
T Marsh, P Wright
Workshop on User Centered Design and Implementation of Virtual Environments …, 1999
231999
Fun and learning: blending design and development dimensions in serious games through narrative and characters
T Marsh, L Zhiqiang, Nickole, E Klopfer, C Xuejin, S Osterweil, J Haas
Serious Games and Edutainment Applications, 273-288, 2011
222011
Slow serious games, interactions and play: Designing for positive and serious experience and reflection
T Marsh
Entertainment Computing 14, 45-53, 2016
212016
Automating the detection of breaks in continuous user experience with computer games
T Marsh, K Yang, C Shahabi, WL Wong, L Nocera, E Carriazo, A Varma, ...
ACM SIGCHI Conference on Human Factors in Computing Systems - Portland, 2005
212005
From usability to user experience
PC Wright, JC McCarthy, T Marsh
COMPUTERS AND FUN 3, The Third British HCI Group one-day meeting, UNIVERSITY …, 2001
212001
Body music: physical exploration of music theory
ET Khoo, T Merritt, VL Fei, W Liu, H Rahaman, J Prasad, T Marsh
ACM SIGGRAPH symposium on Video games - Los Angeles, 2008
202008
Game development for experience through staying there
T Marsh, K Yang, C Shahabi
ACM SIGGRAPH 2006 - Sandbox symposium on Videogames - Los Angeles, 2006
202006
Using cinematography conventions to inform guidelines for the design and evaluation of virtual off-screen space
T Marsh, P Wright
AAAI 2000 Spring Symposium Series “Smart Graphics - Stanford, 2000
202000
Guiding user navigation in virtual environments using awareness of virtual off-screen space
T Marsh, S Smith
User Guidance in Virtual Environments: Workshop on Guiding Users through …, 2001
182001
Lingering Serious Experience as Trigger to Raise Awareness, Encourage Reflection and Change Behavior
T Marsh, B Costello
Persuasive Technology 2013 - Sydney, 116-124, 2013
162013
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