Projects per year
Expertise & Capabilities
- Human-Computer Interaction
- Virtual Reality
- Digital Health
- Assistive technology
- Affective computing
Based in the Digital Health and Wellness Group, my research looks at how to design virtual reality experiences that maximise beneficial or therapeutic effects, and minimise any detrimental effects. I am currently researching the design of VR for pain distraction in chronic illness, how VR changes online social interactions, and how VR changes the experience of video game violence.
My research interests are in various aspects of virtual reality experiences, health and wellbeing:
- Virtual Reality for mental health interventions
- Technological and experiential influences in VR
- Social interaction in virtual environments
- VR and video game experiences
I previously researched affective displays for human-computer interaction, expanding online social and emotional communication using multimodal feedback, and auditory displays for improving spatial cognition in visually impaired children.
Doctor of Philosophy, University of Glasgow
Research Output per year
Violent video games in virtual reality: re-evaluating the impact and rating of interactive experiencesWilson, G. & McGill, M., 28 Oct 2018, CHI PLAY '18 Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play. New York, p. 535-548 14 p.
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution book
Activities per year
Activity: Other activity types › Types of Public engagement and outreach - Media article or participation