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Dr. Gareth Young

Assistant Professor (Computer Science)
Non College Properties
      
Profile Photo

Dr. Gareth Young

Assistant Professor (Computer Science)
Non College Properties


Gareth is an interdisciplinary Assistant Professor in the School of Computer Science and Statistics at Trinity College Dublin. Within the Graphics and Vision discipline, he researches the intersection of artistic practice, human-computer interaction (HCI), and extended-reality (XR) technology. His academic interests have grown from a life-long passion for technology-mediated creativity, as applied in multiple disciplines and co-creative media contexts. Haptics, audio, and visual stimuli, all subsets of human psychophysical experiences in virtual realities, are the focus of much of his research in exploring human experiences of digitally mediated creative practice and the tools applied in conceptualizing and realizing artistic works. Gareth enjoys working as a creative technologist within Computer Science as multidisciplinary research contributes unique perspectives, and analysis of this type produces more exciting and innovative outputs.
Details Date From Date To
ACM SIGCHI member
NGUYEN, ANH and HUWILER, ARIANA and HASLBAUER, PHILIPP and YUNG, LAMKIT and L{\"A, Affordable Workflows for Volumetric Video Applications in XR to Enhance Museum Experiences, 2024, Conference Paper, PUBLISHED
Young, Gareth W, Ethical Considerations in the Production and Consumption of Music in the Metaverse, Musical Metaverse IEEE 5th International Symposium on the Internet of Sounds (IS2), 2024, pp1--9 , Conference Paper, PUBLISHED
O Fearghail, Colm and Gadipudi, Nivesh and Young, Gareth William, Back to the Virtual Future: Presence in Cinematic Virtual Reality, Proceedings of the 2024 ACM International Conference on Interactive Media Experiences Workshops, Immersive Video Technologies, 2024, pp80--87 , Conference Paper, PUBLISHED
Fearghail, C.O. and Gadipudi, N. and Young, G.W. and Dingliana, J., Directed Views in Virtual Reality: A Semantic Approach to Volumetric Video Storytelling, 2024, Notes: [cited By 0], Conference Paper, PUBLISHED  DOI
Nguyen, A. and Lässig, J. and Kälin, A.F. and Huwiler, A. and Haslbauer, P. and Young, G.W. and Yung, L.K. and Smolic, A., A Volumetric Video Application to Enhance Museum Experiences, ACM Symposium on Virtual Reality Software and Technology, 2024, pp1--3 , Conference Paper, PUBLISHED
Young, Gareth W and Dinan, Grace and Smolic, Aljosa and Ondrej, Jan, Exploring the impact of volumetric graphics on the engagement of broadcast media professionals, Multimedia Systems, 30, (6), 2024, p310 , Journal Article, PUBLISHED
Young, Gareth W and O'Dwyer, Neill and Smolic, Aljosa, Cognitive Representations and Personal Experiences of COVID-19 Using Social Virtual Reality, PRESENCE: Virtual and Augmented Reality, 33, 2024, p339--366 , Journal Article, PUBLISHED
Young, Gareth W and O'Dwyer, Neill, A case study on student experiences of social VR in a remote STEM classroom, Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, Immersive Video Technologies, 2023, pp1--8 , Conference Paper, PUBLISHED
Young, Gareth W and Dawkins, Oliver, Multimodality: Exploring sensibility and sense-making beyond the metaverse, International Conference on Human-Computer Interaction, Immersive Video Technologies, 2023, pp307--322 , Conference Paper, PUBLISHED
Young, Gareth W and Dinan, Grace and Smolic, Aljosa, Realtime-3D Interactive Content Creation for Multi-platform Distribution: A 3D Interactive Content Creation User Study, International Conference on Human-Computer Interaction, Immersive Video Technologies, 2023, pp215--229 , Conference Paper, PUBLISHED
  

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Award Date
IBC Accelerator Project of the Year 2024: 'Evolution of the Control Room - Leveraging XR, Voice, AI & HTML-Based Graphics Solutions' 2024
My main research focus is on issues of user experiences with XR technology. I am interested in increasing the quality, quantity, and impact of research applied to topics of human factors for interactive, immersive technologies. My publications explore human experiences of digitally mediated practices and the tools applied in conceptualizing and realizing creative works.