Mark T. Marshall
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Mark T. Marshall has a total of 84 co-authors. Here are the top co-authors by number of shared publications:
- Daniela Petrelli
Sheffield Hallam University
8 shared publications - Sriram Subramanian
Department of Computer Science, University College London, London, United Kingdom
6 shared publications Nick Dulake
Sheffield Hallam University, Sheffield, United Kingdom
5 shared publications- Abhijit Karnik
School of Computing and Communications, Lancaster University, Lancaster LA1 4WA, UK
3 shared publications Anna Pisetti
Museo Storico Italiano della Guerra, Rovereto, Italy
3 shared publicationsElena Not
Fondazione Bruno Kessler, Trento, Italy
3 shared publications
Latest Publications
- Open Access
- 2 October 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-16
Designing Energy Transitions Beyond Control: Negotiating Agency in Energy-Renovated Social Housing
- 2 October 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-16
Open AccessDesigning Energy Transitions Beyond Control: Negotiating Agency in Energy-Renovated Social Housing
- Open Access
- 13 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1670-1675
Starting with Ourselves: A Pre-Participatory Approach For Inclusive Autism Research Through Digital Ethnography and Tangible Making
- 13 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1670-1675
Open AccessStarting with Ourselves: A Pre-Participatory Approach For Inclusive Autism Research Through Digital Ethnography and Tangible Making
- Open Access
Generative Artificial Intelligence in Healthcare: A Bibliometric Analysis and Review of Potential Applications and Challenges
The remarkable progress of artificial intelligence (AI) in recent years has significantly extended its application possibilities within the healthcare domain. AI has become more accessible to a wider range of healthcare personnel and service users, in particular due to the proliferation of Generative AI (GenAI). This study presents a bibliometric analysis of GenAI in healthcare. By analysing the Scopus database academic literature, our study explores the knowledge structure, emerging trends, and challenges of GenAI in healthcare. The results showed that GenAI is increasingly being adoption in developed countries, with major US institutions leading the way, and a large number of papers are being published on the topic in top-level academic venues. Our findings also show that there is a focus on particular areas of healthcare, with medical education and clinical decision-making showing active research, while areas such as emergency medicine remain poorly explored. Our results also show that while there is a focus on the benefits of GenAI for the healthcare industry, its limitations need to be acknowledged and addressed to facilitate its integration in clinical settings. The findings of this study can serve as a foundation for understanding the field, allowing academics, healthcare practitioners, educators, and policymakers to better understand the current focus within GenAI for healthcare, as well as highlighting potential application areas and challenges around accuracy, privacy, and ethics that must be taken into account when developing healthcare-focused GenAI applications.
Open AccessGenerative Artificial Intelligence in Healthcare: A Bibliometric Analysis and Review of Potential Applications and Challenges
The remarkable progress of artificial intelligence (AI) in recent years has significantly extended its application possibilities within the healthcare domain. AI has become more accessible to a wider range of healthcare personnel and service users, in particular due to the proliferation of Generative AI (GenAI). This study presents a bibliometric analysis of GenAI in healthcare. By analysing the Scopus database academic literature, our study explores the knowledge structure, emerging trends, and challenges of GenAI in healthcare. The results showed that GenAI is increasingly being adoption in developed countries, with major US institutions leading the way, and a large number of papers are being published on the topic in top-level academic venues. Our findings also show that there is a focus on particular areas of healthcare, with medical education and clinical decision-making showing active research, while areas such as emergency medicine remain poorly explored. Our results also show that while there is a focus on the benefits of GenAI for the healthcare industry, its limitations need to be acknowledged and addressed to facilitate its integration in clinical settings. The findings of this study can serve as a foundation for understanding the field, allowing academics, healthcare practitioners, educators, and policymakers to better understand the current focus within GenAI for healthcare, as well as highlighting potential application areas and challenges around accuracy, privacy, and ethics that must be taken into account when developing healthcare-focused GenAI applications.
- Open Access
HapticWhirl, a Flywheel-Gimbal Handheld Haptic Controller for Exploring Multimodal Haptic Feedback
Most haptic actuators available on the market today can generate only a single modality of stimuli. This ultimately limits the capacity of a kinaesthetic haptic controller to deliver more expressive feedback, requiring a haptic controller to integrate multiple actuators to generate complex haptic stimuli, with a corresponding complexity of construction and control. To address this, we designed a haptic controller to deliver several modalities of kinaesthetic haptic feedback using a single actuator: a flywheel, the orientation of which is controlled by two gimbals capable of rotating over 360 degrees, in combination with a flywheel brake. This enables the controller to generate multiple haptic feedback modalities, such as torque feedback, impact simulation, low-frequency high-amplitude vibrations, inertial effects (the sensation of momentum), and complex haptic output effects such as the experience of vortex-like forces (whirl effects). By combining these diverse haptic effects, the controller enriches the haptic dimension of VR environments. This paper presents the device’s design, implementation, and characterization, and proposes potential applications for future work.
Open AccessHapticWhirl, a Flywheel-Gimbal Handheld Haptic Controller for Exploring Multimodal Haptic Feedback
Most haptic actuators available on the market today can generate only a single modality of stimuli. This ultimately limits the capacity of a kinaesthetic haptic controller to deliver more expressive feedback, requiring a haptic controller to integrate multiple actuators to generate complex haptic stimuli, with a corresponding complexity of construction and control. To address this, we designed a haptic controller to deliver several modalities of kinaesthetic haptic feedback using a single actuator: a flywheel, the orientation of which is controlled by two gimbals capable of rotating over 360 degrees, in combination with a flywheel brake. This enables the controller to generate multiple haptic feedback modalities, such as torque feedback, impact simulation, low-frequency high-amplitude vibrations, inertial effects (the sensation of momentum), and complex haptic output effects such as the experience of vortex-like forces (whirl effects). By combining these diverse haptic effects, the controller enriches the haptic dimension of VR environments. This paper presents the device’s design, implementation, and characterization, and proposes potential applications for future work.
- Open Access
- 11 September 2023
- Published by MDPI AG in Multimodal Technologies and Interaction
- Vol. 7 (9) , 89
An Investigation of the Use of Augmented Reality in Public Art
Augmented reality offers many artistic possibilities when it comes to the creation of place-based public artworks. In this paper, we present a series of works around the topic of augmented reality (AR) art and place-based storytelling, including the use of walking as a creative method, a series of workshops with emerging artists, public AR art collaborations and a study to examine user experience when interacting with such artworks. Our findings from these works show the potential of integrating augmented reality with public physical artworks and offer guidance to artists and AR developers on how to expand this potential. For artists, we show the importance of the space in which the artwork will be placed and provide guidance on how to work with the space. For developers, we find that there is a need to create tools that work with artists’ existing practices and to investigate how to expand augmented reality past the limitations of site- or piece-specific apps.
- 11 September 2023
- Published by MDPI AG in Multimodal Technologies and Interaction
- Vol. 7 (9) , 89
Open AccessAn Investigation of the Use of Augmented Reality in Public Art
Augmented reality offers many artistic possibilities when it comes to the creation of place-based public artworks. In this paper, we present a series of works around the topic of augmented reality (AR) art and place-based storytelling, including the use of walking as a creative method, a series of workshops with emerging artists, public AR art collaborations and a study to examine user experience when interacting with such artworks. Our findings from these works show the potential of integrating augmented reality with public physical artworks and offer guidance to artists and AR developers on how to expand this potential. For artists, we show the importance of the space in which the artwork will be placed and provide guidance on how to work with the space. For developers, we find that there is a need to create tools that work with artists’ existing practices and to investigate how to expand augmented reality past the limitations of site- or piece-specific apps.
- Open Access
- 19 August 2022
- Published by Association for Computing Machinery (ACM)
- p. 173-178
Reworlding: Participatory Design Capabilities to Tackle Socio-Environmental Challenges
Rising societal polarisations around health and climate crises have brought more attention to the close relations between social and environmental challenges. These polarisations triggered an interest in the participatory design (PD) field in developing approaches that enhance connections between diverse actors operating across societal and environmental sectors. However, the capabilities needed for these approaches have not been sufficiently articulated in PD research and education. To fill in this gap, we define ‘reworlding’ as an operation of self-critique within PD that engages with capabilities needed to reveal and articulate radical interdependencies between humans and more-than-humans, across social and environmental worlds, and within situated contexts. We propose both the redefinition of the design capabilities needed for (re)connecting these worlds (retracing, reconnecting, reimagining and reinstitutioning), as well as a reconsideration of learning environments where these capabilities can be tested and enhanced.
- 19 August 2022
- Published by Association for Computing Machinery (ACM)
- p. 173-178
Open AccessReworlding: Participatory Design Capabilities to Tackle Socio-Environmental Challenges
Rising societal polarisations around health and climate crises have brought more attention to the close relations between social and environmental challenges. These polarisations triggered an interest in the participatory design (PD) field in developing approaches that enhance connections between diverse actors operating across societal and environmental sectors. However, the capabilities needed for these approaches have not been sufficiently articulated in PD research and education. To fill in this gap, we define ‘reworlding’ as an operation of self-critique within PD that engages with capabilities needed to reveal and articulate radical interdependencies between humans and more-than-humans, across social and environmental worlds, and within situated contexts. We propose both the redefinition of the design capabilities needed for (re)connecting these worlds (retracing, reconnecting, reimagining and reinstitutioning), as well as a reconsideration of learning environments where these capabilities can be tested and enhanced.
- Open Access
- 17 September 2019
- Published by MDPI AG in Multimodal Technologies and Interaction
- Vol. 3 (3) , 63
Can Skeuomorphic Design Provide a Better Online Banking User Experience for Older Adults?
With the prevalence of digital technologies and internet connectivity, combined with the reduction in footfall on high streets, banks have taken steps to move most of their customer base online. This has left many older adults behind, trying to keep up with the changes and having to learn to use sometimes complex online banking interfaces. In this work we investigate whether skeuomorphic design can create a more usable online banking system for older adults, compared to the more commonplace flat design. This work took a user-centered approach, beginning with interviews with older adults that were conducted to gather data to be used in the production of prototype user interfaces. Two prototypes were then created: a flat user interface and a skeuomorphic one. We evaluated these interfaces with 15 older adults, gathering a combination of data, including data from the System Usability Scale, observations, and interviews. Results of the experiments showed that our older users preferred the flat prototype to the skeuomorphic one, but raised some potentially useful guidelines for the design of future skeuomorphic user interfaces for older adults. A validation experiment with 17 younger adults (aged 20–25) also showed that the skeuomorphic interface was more usable for older adults than younger ones.
- 17 September 2019
- Published by MDPI AG in Multimodal Technologies and Interaction
- Vol. 3 (3) , 63
Open AccessCan Skeuomorphic Design Provide a Better Online Banking User Experience for Older Adults?
With the prevalence of digital technologies and internet connectivity, combined with the reduction in footfall on high streets, banks have taken steps to move most of their customer base online. This has left many older adults behind, trying to keep up with the changes and having to learn to use sometimes complex online banking interfaces. In this work we investigate whether skeuomorphic design can create a more usable online banking system for older adults, compared to the more commonplace flat design. This work took a user-centered approach, beginning with interviews with older adults that were conducted to gather data to be used in the production of prototype user interfaces. Two prototypes were then created: a flat user interface and a skeuomorphic one. We evaluated these interfaces with 15 older adults, gathering a combination of data, including data from the System Usability Scale, observations, and interviews. Results of the experiments showed that our older users preferred the flat prototype to the skeuomorphic one, but raised some potentially useful guidelines for the design of future skeuomorphic user interfaces for older adults. A validation experiment with 17 younger adults (aged 20–25) also showed that the skeuomorphic interface was more usable for older adults than younger ones.
- 1 October 2018
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 15-22
Interacting with Heritage: On the Use and Potential of IoT Within the Cultural Heritage Sector
This paper discusses the potential for the use of IoT technologies within cultural heritage, including the creation of new interactive experiences, visit personalisation, visitor data analysis, connected and distributed museum visits and the provision of pre- and post-visit experiences. We argue that cultural heritage offers a key opportunity for the development and deployment of new IoT systems, with potential benefits both for the cultural heritage domain and the IoT community. We present a number of areas of potential work for IoT researchers that are applicable to the heritage domain and to the broader IoT context, including challenges around poor connectivity, identifying and tracking visitors, and providing systems that are easily installed configured and maintained in environments with minimal infrastructure and poor technical support.
- 1 October 2018
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 15-22
Interacting with Heritage: On the Use and Potential of IoT Within the Cultural Heritage Sector
This paper discusses the potential for the use of IoT technologies within cultural heritage, including the creation of new interactive experiences, visit personalisation, visitor data analysis, connected and distributed museum visits and the provision of pre- and post-visit experiences. We argue that cultural heritage offers a key opportunity for the development and deployment of new IoT systems, with potential benefits both for the cultural heritage domain and the IoT community. We present a number of areas of potential work for IoT researchers that are applicable to the heritage domain and to the broader IoT context, including challenges around poor connectivity, identifying and tracking visitors, and providing systems that are easily installed configured and maintained in environments with minimal infrastructure and poor technical support.
- Open Access
- 18 September 2017
- Published by Association for Computing Machinery (ACM)
- p. 1-9
Writing Postcards from the Museum
Building a long-lasting personal relationship with visitors by maintaining their engagement after the visit is one of the most challenging endeavours cultural heritage sites face. When successful, this connection fosters new opportunities for the visitor to get in touch with the heritage, e.g. to visit again or to take part in cultural activities. One way to establish a personal connection is via personalisation services that generate souvenirs for the visitors to take away and foster future engagements with the heritage. This paper discusses how the techniques for personalised text generation can be applied to produce post-visit postcards exploiting the interaction logs collected during the museum visit. The personalised postcard summarises the visit, creates a link with what was experienced and suggests further paths for content discovery. A user study conducted over four weeks confirms the appreciation for the personalised postcard and suggests future developments.
- 18 September 2017
- Published by Association for Computing Machinery (ACM)
- p. 1-9
Open AccessWriting Postcards from the Museum
Building a long-lasting personal relationship with visitors by maintaining their engagement after the visit is one of the most challenging endeavours cultural heritage sites face. When successful, this connection fosters new opportunities for the visitor to get in touch with the heritage, e.g. to visit again or to take part in cultural activities. One way to establish a personal connection is via personalisation services that generate souvenirs for the visitors to take away and foster future engagements with the heritage. This paper discusses how the techniques for personalised text generation can be applied to produce post-visit postcards exploiting the interaction logs collected during the museum visit. The personalised postcard summarises the visit, creates a link with what was experienced and suggests further paths for content discovery. A user study conducted over four weeks confirms the appreciation for the personalised postcard and suggests future developments.
- Open Access
- 26 May 2017
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Computer-Human Interaction
- Vol. 24 (3) , 1-30
Collaborating around Digital Tabletops
We present a study of children collaborating around interactive tabletops in three different countries: India, the United Kingdom and Finland. Our data highlights the key distinctive physical strategies used by children when performing collaborative tasks during this study. Children in India employ dynamic positioning with frequent physical contact and simultaneous object movement. Children in the UK tend to prefer static positioning with minimal physical contact and simultaneous object movement. Children in Finland use a mixture of dynamic and static positioning with minimal physical contact and object movement. Our findings indicate the importance of understanding collaboration strategies and behaviours when designing and deploying interactive tabletops in heterogeneous educational environments. We conclude with a discussion on how designers of tabletops for schools can provide opportunities for children in different countries to define and shape their own collaboration strategies for small group learning that take into account their different classroom practices.
- 26 May 2017
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Computer-Human Interaction
- Vol. 24 (3) , 1-30
Open AccessCollaborating around Digital Tabletops
We present a study of children collaborating around interactive tabletops in three different countries: India, the United Kingdom and Finland. Our data highlights the key distinctive physical strategies used by children when performing collaborative tasks during this study. Children in India employ dynamic positioning with frequent physical contact and simultaneous object movement. Children in the UK tend to prefer static positioning with minimal physical contact and simultaneous object movement. Children in Finland use a mixture of dynamic and static positioning with minimal physical contact and object movement. Our findings indicate the importance of understanding collaboration strategies and behaviours when designing and deploying interactive tabletops in heterogeneous educational environments. We conclude with a discussion on how designers of tabletops for schools can provide opportunities for children in different countries to define and shape their own collaboration strategies for small group learning that take into account their different classroom practices.