Dr Stefan Marks

profile image

Senior Lecturer

Phone: +64 9 921 9999 extn 5028

Email: stefan.marks@aut.ac.nz

Physical Address:

Level 10, Room WG 1001
Sir Paul Reeves Building (WG)
2 Governor Fitzroy Place
City Campus
Auckland Central 1010



ORCID:
  https://orcid.org/0000-0002-5997-3136

Qualifications:

  • 2014: Certificate in Tertiary Education, Auckland University of Technology, New Zealand
  • 2011: PhD in Computer Science, The University of Auckland, New Zealand
  • 2005: Master of Science in Computer Science, University of Applied Sciences Gelsenkirchen, Germany
  • 1998: Diplom in Technical Microcomputer Science, University of Applied Sciences Gelsenkirchen, Germany

Biography:

My area of expertise and main research revolves around 3D immersive virtual environments and their use for transforming data into stories and experiences.

I have worked in industry for more than 8 years as developer for software and hardware products. One of my aims as lecturer is to integrate my practical industry knowledge into teaching to prepare students well for their future careers. Furthermore, I strive to communicate to my students not only a solid and thorough body of knowledge of the topics that I teach, but also passion and enthusiasm.

Teaching Areas:

  • Virtual and Immersive Environments
  • Synthetic Realities
  • Computer Graphics
  • Game Programming
  • Physical Computing
  • Programming for Creativity
  • Programming II

Research Areas:

  • Immersive Technologies and Applications (AR/VR/MR/XR)
  • 3D Data Visualisation
  • 3D Graphics
  • Human-Computer Interaction
  • Computer Science Education

Current Research Projects:

My current key research projects include a 3D visualisation of earthquake data, visualisations of 3-dimensional artificial spiking neural network structures, and a VR education application for the anatomy of the human nasal cavity.

Research outputs:

Journal articles

  • Nikolai, J., Bennett, G., Marks, S., & Maynard, G. (2019). Active learning and teaching through digital technology and live performance; ‘choreographic thinking’ as art practice in the tertiary sector. International Journal of Art and Design Education, 38(1), 137-152. doi:10.1111/jade.12181

  • Marks, K., Marks, S., & Brown, A. (2017). Step into my (virtual) world: An (auto)ethnographic exploration of virtual reality drawing applications for arts therapy. Australian and New Zealand Journal of Arts Therapy (ANZJAT), 12(1). Retrieved from http://www.anzata.org/

  • Marks, S. (2017). Immersive visualisation of 3-dimensional spiking neural networks. Evolving Systems, 8(3). doi:10.1007/s12530-016-9170-8

  • Foottit, J., Brown, D., Marks, S., & Connor, A. M. (2016). A wearable haptic game controller. International Journal of Game Theory and Technology, 2(1). doi:10.5121/ijgtt.2016.2101

  • Foottit, J., Brown, D., Marks, S., & Connor, A. M. (2016). Development of a wearable haptic game interface. EAI Endorsed Transactions on Creative Technologies, 16(6). doi:10.4108/eai.25-4-2016.151165

  • Kasabov, N., Scott, N. M., Tu, E., Marks, S., Sengupta, N., Capecci, E., . . . Yang, J. (2016). Evolving spatio-temporal data machines based on the NeuCube neuromorphic framework: Design methodology and selected applications. Neural Networks, 78. doi:10.1016/j.neunet.2015.09.011

  • Marks, S., Windsor, JA., & Wünsche, B. (2012). Head Tracking Based Avatar Control for Virtual Environment Teamwork Training. Journal of Virtual Reality and Broadcasting, 9.2012. Retrieved from http://www.jvrb.org/9.2012/3560

  • Henriques, A., Wünsche, B., & Marks, S. (2007). An investigation of meshless deformation for fast soft tissue simulation in virtual surgery applications. Computer-Assisted Radiology and Surgery, 2(1 SUPPL.). doi:10.1007/s11548-007-0091-7

Creative works

Book chapters

  • Sengupta, N., Ramos, J. I. E., Tu, E., Marks, S., Scott, N., Weclawski, J., . . . Abbott, A. (2018). From von Neumann architecture and Atanasoffs ABC to neuro-morphic computation and Kasabov’s neuCube: Principles and implementations. In V. Sgurev, V. Piuri, & V. Jotsov (Eds.), Studies in Computational Intelligence - Learning Systems: From Theory to Practice (pp. 1-28). Springer, Cham. doi:10.1007/978-3-319-75181-8_1

  • Marks, S. (2018). Virtual Reality. In B. Warf (Ed.), The SAGE Encyclopedia of the Internet (pp. 906-911). Thousand Oaks: SAGE. doi:10.4135/9781473960367.n264

  • Connor, A. M., Sosa, R., Karmokar, S., Marks, S., Buxton, M., Gribble, A. M., . . . Foottit, J. (2016). Exposing core competencies for future creative technologists. In A. M. Connor, & S. Marks (Eds.), Creative technologies for multidisciplinary applications (pp. 377-397). Hershey, PA: IGI Global. doi:10.4018/978-1-5225-0016-2.ch015

  • Connor, A. M., Sosa, R., Marks, S., & Jackson, A. G. (2016). Problem solving at the edge of disciplines. In C. Zhou (Ed.), Handbook of research on creative problem-solving skill development in higher education (pp. 212-234). Hershey, PA: IGI Global. doi:10.4018/978-1-5225-0643-0.ch010

  • Connor, A. M., Marks, S., & Walker, C. (2015). Creating creative technologists: Playing with(in) education. In N. Zagalo, & P. Branco (Eds.), Creativity in the Digital Age (pp. 35-56). Springer. doi:10.1007/978-1-4471-6681-8_3

Conference contributions

  • Magdics, M., White, D., & Marks, S. (2018). Extending a Virtual Reality Nasal Cavity Education Tool with Volume Rendering. In Proceedings of IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE) 2018 Vol. 35 (pp. 514-517). Wollongong: IEEE. doi:10.1109/TALE.2018.8615248

  • Marks, S., White, D., & Magdics, M. (2018). Evaluation of a Virtual Reality Nasal Cavity Education Tool. In Proceedings of IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE) 2018 Vol. 35 (pp. 386-391). Wollongong: IEEE. doi:10.1109/TALE.2018.8615344

  • Marks, K., & Marks, S. (2017). Drawing on Hope: A Virtual Reality Project. In ANZATA/ACATA Conference 2017. Melbourne.

  • Marks, S., White, D., & Singh, M. (2017). Getting up your nose: A virtual reality education tool for nasal cavity anatomy. In SIGGRAPH Asia 2017 Symposium on Education Proceedings. Bangkok: ACM. doi:10.1145/3134368.3139218

  • Bennett, G., Denton, A., Marks, S., & Nikolai, J. (2017). "Choreographic thinking” through collaboration, hope and curiosity: A methodology for opening up the potential for discovery. In NODE 2017. Frankfurt. Retrieved from https://17.nodeforum.org/events/choreographic-coding-reloaded/

  • Marks, S., & Marks, K. (2016). Step into my (virtual) world. In Society for Mental Health Research (SMHR) Conference 2016. Sydney.

  • Marks, S., & Marks, K. (2016). Step into my (virtual) world. In ANZATA Symposium 2016. Christchurch.

  • Marks, K., & Marks, S. (2016). Step into my (virtual) world. In Australian and New Zealand Arts Therapy (ANZATA) Symposium 2016. Christchurch. Retrieved from https://www.anzata.org/

  • Shaw, L. A., Tourrel, R., Wünsche, B., Lutteroth, C., Marks, S., & Buckley, J. (2016). Design of a virtual trainer for exergaming. In ACM International Conference Proceeding Series. The Australian National University: Association for Computing Machinery. doi:10.1145/2843043.2843384

  • Marks, S., Estevez, J., & Scott, N. (2015). Immersive visualisation of 3-dimensional neural network structures. In 13th International Conference on Neuro-Computing and Evolving Intelligence (NCEI) 2015. Auckland. Retrieved from http://www.kedri.aut.ac.nz/conferences/ncei15

  • Shaw, L. A., Wünsche, B., Lutteroth, C., Marks, S., & Callies, R. (2015). Challenges in virtual reality exergame design. In Conferences in Research and Practice in Information Technology (CRPIT) Vol. 162 (pp. 94 pages). Sydney: Australian Computer Society Inc.. Retrieved from http://crpit.com/Vol162.html

  • Shaw, L. A., Wünsche, B., Lutteroth, C., Marks, S., Buckley, J., & Corballis, P. (2015). Development and evaluation of an exercycle game using immersive technologies. In Conferences in Research and Practice in Information Technology Series Vol. 164 (pp. 75-85). Sydney. Retrieved from http://crpit.com/confpapers/CRPITV164Shaw.pdf

  • Marks, S., Estevez, J. E., & Connor, A. M. (2014). Towards the Holodeck: Fully immersive virtual reality visualisation of scientific and engineering data. In 29th International Conference on Image and Vision Computing New Zealand (IVCNZ) 2014 (pp. 42-47). Hamilton: ACM. doi:10.1145/2683405.2683424

  • van Melle, G., & Marks, S. (2014). Frozen Waves: Exploring the transformation between sound and object. In Shapeshifting - A Conference on the Transformative Paradigms in Fashion and Textile Design (pp. 42-43). Auckland. Retrieved from http://hdl.handle.net/10292/8570

  • Connor, A. M., Berthelsen, C., Karmokar, S., Kenobi, B., Marks, S., & Walker, C. (2014). An unexpected journey: Experiences of learning through exploration and experimentation. In Proceedings of the 2014 DesignEd Asia Conference (pp. 9 pages). Hong Kong. doi:10.13140/2.1.2688.0805

  • Foottit, J., Brown, D., Marks, S., & Connor, A. M. (2014). An intuitive tangible game controller. In IE2014 Proceedings of the 2014 Conference on Interactive Entertainment (pp. 1-7). Newcastle, NSW. doi:10.1145/2677758.2677774

  • Wellington, R., & Marks, S. (2013). An ethnographic study of a high cognitive load driving environment. In Proceedings of the 14th Australasian User Interface Conference (AUIC 2013) Vol. 139 (pp. 121-122). Adelaide: Australian Computer Society Inc. Retrieved from http://crpit.com/Vol139.html

  • Marks, S., & Wellington, R. (2013). Experimental study of steer-by-wire ratios and response curves in a simulated high speed vehicle. In Proceedings of the Fourteenth Australasian User Interface Conference (AUIC2013) Vol. 139 (pp. 123-124). Adelaide. Retrieved from http://crpit.com/confpapers/CRPITV139Marks.pdf

  • Marks, S., Windsor, JA., & Wünsche, B. (2012). Using Game Engine Technology for Virtual Environment Teamwork Training. In WSCG '2012 Conference Proceedings - Part 1 (pp. 169-177). Plzen: WSCG Digital Library. Retrieved from http://wscg.zcu.cz/DL/wscg_DL.htm

  • Marks, S., Windsor, JA., & Wünsche, B. (2012). Design and evaluation of a medical teamwork training simulator using consumer-level equipment. In Medicine Meets Virtual Reality 19 (pp. 273-279). Newport Beach: IOS Press. doi:10.3233/978-1-61499-022-2-273

  • Marks, S., Windsor, J. A., & Wünsche, B. (2011). Head tracking based avatar control for virtual environment teamwork training. In GRAPP 2011 - Proceedings of the International Conference on Computer Graphics Theory and Applications (pp. 257-269). Vilamoura, Algarve. Retrieved from http://www.grapp.visigrapp.org/Abstracts/2011/GRAPP_2011_Abstracts.htm

  • Marks, S., Windsor, J. A., & Wünsche, B. (2010). Evaluation of the Effectiveness of Head Tracking for View and Avatar Control in Virtual Environments. In 2010 25th International Conference Image and Vision Computing New Zealand, IVCNZ 2010 - Conference Proceedings (pp. 1-8). Queenstown: IEEE. doi:10.1109/IVCNZ.2010.6148801

  • Marks, S., Windsor, JA., & Wünsche, B. (2009). Optimisation and comparison framework for monocular camera-based face tracking. In 2009 24th International Conference Image and Vision Computing New Zealand, IVCNZ 2009 - Conference Proceedings (pp. 243-248). Wellington: IEEE. doi:10.1109/IVCNZ.2009.5378402

  • Marks, S., Windsor, JA., & Wünsche, B. (2009). Enhancing Virtual Environment-Based Surgical Teamwork Training With Non-Verbal Communication. In GRAPP 2009 - Proceedings of the 4th International Conference on Computer Graphics Theory and Applications (pp. 361-366). Lisboa: INSTICC Press. Retrieved from http://hdl.handle.net/10292/3454

  • Marks, S., Windsor, JA., & Wünsche, B. (2008). Evaluation of Game Engines for Simulated Clinical Training. In New Zealand Computer Science Research Student Conference (NZCSRSC) 2008. Christchurch: Canterbury University. Retrieved from http://nzcsrsc08.canterbury.ac.nz/site/proceedings/NZCSRSC_2008_Proceedings.pdf

  • Marks, S., Windsor, J. A., & Wünsche, B. (2007). Collaborative Soft Object Manipulation for Game Engine-Based Virtual Reality Surgery Simulators. In 22nd International Conference Image and Vision Computing New Zealand, IVCNZ 2007 (pp. 205-210). Hamilton: University of Waikato. Retrieved from http://digital.liby.waikato.ac.nz/conferences/ivcnz07/papers/ivcnz07-paper38.pdf

  • Marks, S., Conen, W., & Lux, G. (2006). Evolving autonomous locomotion of virtual characters in simulated physical environment via neural networks and evolutionary strategies. In Proceedings of the ninth 3IA International Conference on Computer Graphics and Artificial Intelligence 3iA2006 (pp. 183-190). Limoges. Retrieved from http://3ia.teiath.gr/3ia_previous_conferences_cds/2006/Papers/ShortPaper01.html

Edited books/volumes

  • Connor, A. M., & Marks, S. (2016). Creative technologies for multidisciplinary applications. Hershey, PA: Information Science Reference. doi:10.4018/978-1-5225-0016-2

  • Marks, S., & Blagojevic, Rachel. (2015). Proceedings of the sixteenth Australasian User Interface Conference (AUIC 2015) (Vol. 162). Sydney: Australian Computer Society Inc. Retrieved from http://crpit.com/Vol162.html

  • Wünsche, Burkhard., & Marks, S. (2014). Proceedings of the Fifteenth Australasian User Interface Conference (AUIC 2014) (Vol. 150). Sydney: Australian Computer Society Inc. Retrieved from http://crpit.com/Vol150.html

Theses

  • Hooper, S. (2017). Automated testing and validation of computer graphics implementations for cross-platform game development. (Auckland University of Technology, Auckland, New Zealand). Retrieved from http://hdl.handle.net/10292/11017

  • Tapuni, M. (2016). Ata: A practice-led artistic inquiry into the intersection of digital and physical environments. (AUT University, Auckland, New Zealand). Retrieved from http://hdl.handle.net/10292/10096

  • Marks, S. (2011). A Virtual Environment for Medical Teamwork Training with Support for Non-Verbal Communication using Consumer-Level Hardware and Software. (The University of Auckland, Auckland, New Zealand). Retrieved from https://researchspace.auckland.ac.nz/handle/2292/7957

Oral presentations

Awards:

  • 18/10/2018: Finalist for the Vice-Chancellor’s Award for Teaching Excellence 2018, Auckland University of Technology, Auckland, New Zealand
  • 07/12/2017: DCT Faculty Award for Research 2017, Auckland University of Technology, Auckland, New Zealand
  • 09/12/2014: DCT Faculty Award for Excellence in Learning and Teaching 2014, Auckland University of Technology, Auckland, New Zealand
  • 10/12/2013: Dean's Research Award for Early-Career Researchers, Auckland University of Technology, Auckland, New Zealand