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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.
Project Title
 TRANSMIXR
From
October 1, 2022
To
December 31, 2025
Summary
TRANSMIXR - Ignite the Immersive Media Sector by Enabling New Narrative Visions. TRANSMIXR is a collaborative EU project involving 20 partners from industry and academia with the goal of creating novel human-centric tools for remote content production and consumption via social virtual reality. Members of the Graphics and Vision lab at Trinity College Dublin (TCD) are participating in the project by contributing technical expertise and experience in immersive technology, including Extended Reality (XR) development and Volumetric Video understanding. TCD will conduct research in the use of Computer Vision and Graphics techniques for the semantic understanding of Volumetric Video, an emergent digital media format comprising 3D geometry and appearance capture from the real world. Volumetric video has many potential novel applications in the areas of Augmented, Mixed and Virtual reality, for instance in the animation of personalized and photo-realistic 3D holograms of real people. The objective of our work in TRANSMIXR is to improve the quality of volumetric video and increase its ease of deployment and interoperability with other, more traditional, forms of digital media. The team at TCD will also contribute to the consortium's broader activities including the development of a collaborative XR Creation Environment for the application of multimodal Extended Reality in novel uses cases such as the newsrooms and museums of the future or XR applications in performing arts.
Funding Agency
European Commission
Programme
Horizon Europe

Details Date
Participant, IBC Accelerator Programme - TCD Champions Initiative 2023 / 2024
NSAI Standards Committee: Member, National Standards Authority of Ireland (NSAI) committee contributing to ISO/IEC JTC 1 SC 29 and SC 24 (multimedia and immersive technologies). 2023 - Present
Language Skill Reading Skill Writing Skill Speaking
English Fluent Fluent Fluent
Details Date From Date To
ACM SIGCHI member
Fitzpatrick, Patrick and Dhondt, Niamh and Thuery, Guillaume and O†Brien, Donagh and Ledden, Kathryn and Young, Gareth and Gillan, Claire and Harkin, Andrew and Kelly, John Richard, Exploring service user attitudes towards mental health technologies, Irish Journal of Psychological Medicine, 2026, p1--10 , Journal Article, PUBLISHED
Néill O'Dwyer, Joanne Scott, Gareth W. Young, Extended Reality Performance: Scenographic Practice in Virtual and Augmented Reality Technologies, 1, London, Bloomsbury Publishing Plc, 2025, 1-248pp, Notes: [This pioneering collection illuminates the immersive world of Extended Reality Performance (XRP), where avant-garde digital performance-makers push the boundaries of creativity using cutting-edge extended reality (XR) technologies. In an era dominated by rapid advancements in hardware and software, XR technologies have surged in popularity, allowing everyone with a smartphone, tablet or head-mounted display to partake in digital experiences. This collection serves as a portal to the merger of the physical and the digital, encompassing augmented reality (AR), mixed reality (MR) and virtual reality (VR) technologies. It offers a broad selection of practice-based perspectives by leading artists and companies creating and presenting work across Asia, South and North America and Europe. Through their invaluable insights, this book delves into the birth of this revolutionary genre while also offering a fresh perspective, unravelling the creative processes that define XRP. It provides a compilation of artistic position papers, which respond to the need for performance designers to invent imaginative experiences within virtual and mixed reality landscapes. These experiences redefine performer-audience dynamics, centring spatial exploration and discovery. Whether you're a tech enthusiast or an art aficionado, this collection invites you to witness the birth of a new era in performance design.], Book, PUBLISHED  URL
Augmented reality performance: A site-specific volumetric video experience of Samuel Beckett"s Play in, editor(s)O'Dwyer, Néill, Scott, Joanne, Young, Gareth W. , Extended Reality Performance Scenographic Practice in Virtual and Augmented Reality Technologies, London, Bloomsbury Methuen Drama, 2025, pp69 - 83, [O'Dwyer, Néill, Young, Gareth, Johnson, Nicholas, Smolic, Aljosa], Book Chapter, PUBLISHED  TARA - Full Text  URL
Extended Reality: Reflection 2.0 (2024) in, Artificial Intelligence and Music Ecosystem, Focal Press, 2025, pp92--111 , [Young, Gareth W and Smolic, Aljosa], Book Chapter, PUBLISHED
Dunphy, Bryan and Hynes, Eoghan and Keighrey, Conor and Dinan, Grace and Young, Gareth William and O†Fearghail, Colm and Murray, Niall and others, Integrating XR for Live Broadcasting Workflows: An Industry Perspective, ACM International Conference on Interactive Media Experiences Workshops (IMXw), Immersive Video Technologies, 2025, pp12--18 , Conference Paper, PUBLISHED
Boulahcen, Nour and Young, Gareth W, Deep Rooted Connections: Cultivating Human-Plant-Computer Interaction Across Cultures and Technologies, Proceedings of the 5th Biennial African Human Computer Interaction Conference, Immersive Video Technologies, 2025, pp95--127 , Conference Paper, PUBLISHED
Boulahcen, Nour and Young, Gareth W, Designing Multispecies Futures Through Speculative Fiction and Interactive Narratives, International Conference on Interactive Digital Storytelling, Immersive Video Technologies, 2025, pp434--448 , Conference Paper, PUBLISHED
Chen, Yifan and Young, Gareth W, Immersive Storytelling for Co-creation in XR: A Four-Dimension Framework, International Conference on Interactive Digital Storytelling, Immersive Video Technologies, 2025, pp393--404 , Conference Paper, PUBLISHED
Alobaid, Maha and Young, Gareth and Manzke, Michael, Immersive virtual reality for developing spatial skills in learning 3D transformations in computer graphics, Proceedings Eurographics, Europe, Eurographics 2025 - Education Papers, 2025, edited by Kuffner dos Anjos, Rafael and Rodriguez Echavarria, Karina , The Eurographics Association, 2025, Conference Paper, PUBLISHED  DOI  URL
Gareth W. Young, Néill O'Dwyer, Nicholas Johnson, and Aljosa Smolic, Extended Reality in Higher Education: A Case Study in Film, Theatre, and Performance Practice, Arts and Humanities in Higher Education, 0, (0), 2025, p1 - 34, Journal Article, PUBLISHED  DOI  URL
  

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Award Date
Awards for Excellence in Research Supervision (shortlisted) 2025
IBC Accelerator Project of the Year 2024: 'Evolution of the Control Room - Leveraging XR, Voice, AI & HTML-Based Graphics Solutions' 2024
1st IEEE International Workshop on the Musical Metaverse Best Poster Award 2024
My research focuses on immersive and volumetric media systems, emphasizing how extended reality (XR) technologies influence human perception, interaction, and creative practice. Situated at the crossroads of human"computer interaction, immersive storytelling, and socio-technical systems, my work explores how multisensory and embodied experiences can be designed, assessed, and utilized across fields like education, cultural heritage, and performance. The main focus of my research is the development and study of human-centered XR systems, including volumetric video and social virtual environments, with a focus on presence, engagement, and meaning-making. This is supported by an expanding area of work examining the ethical and societal impacts of immersive technologies, including data practices, co-creation, and the broader cultural and political framing of XR and the metaverse. My research record demonstrates a consistent history of high-quality peer-reviewed publications in leading journals and conferences in immersive media and HCI, including several first- and senior-author contributions. I have also engaged in interdisciplinary scholarship through edited volumes and book chapters, showcasing the scope and integration of my research program. I am building an independent and externally engaged research profile, demonstrated by leadership roles in international conference organization, participation in large-scale collaborative projects (e.g., Horizon Europe TRANSMIXR), and contributions to national standards bodies. My research group is growing, with multiple PhD students advancing successfully under my supervision. These elements showcase a coherent, productive, and expanding research plan, with clear evidence of independence, international recognition, and disciplinary impact, supporting my progress toward tenure and ongoing academic growth.