CV
You can also download a PDF of my CV.
Education
- B.Sc. in Computer Science, Vancouver Island University, 2004
- Diploma in Digital Media Technology, Vancouver Island University, 2006
- M.Sc. in Interactive Arts & Technology, Simon Fraser University, 2009
- Ph.D. in Interactive Arts & Technology, Simon Fraser University, 2017
Work experience
- July 2018 - onwards: Assistant Professor, Teaching Stream
- University of Toronto Mississauga
- Institute of Communication, Culture, Information, and Technology
- 2014 - 2015, 2017 - 2018: Term Lecturer
- Simon Fraser University
- School of Interactive Arts & Technology
- Duties included: Giving lectures, designing and evaluating student assignments, supervising teaching assistants
- 2014 - 2017: Sessional Instructor
- Simon Fraser University
- School of Interactive Arts & Technology
- Duties included: Giving lectures, designing and evaluating student assignments, supervising teaching assistants
- 2007 - 2009: Instructor
- Vancouver Island University
- Digital Media department
- Duties included: Giving lectures, designing and evaluating student assignments
- 2009 - 2015, 2017: Teaching Assistant
- Simon Fraser University
- School of Interactive Arts & Technology
- Duties included: Teaching workshops on programming & essay composition, critiquing and evaluating student work
- 2008, 2010 - 2014: Research Assistant
- Simon Fraser University
- School of Interactive Arts & Technology
- Projects include:
- Movement & Meaning Middleware Project / Moving Stories
- Attention Cuing Processes to Enhance Emotional Character Engagement in Video Games (NSERC Engage)
- Graphics, Animation and New Media (GRAND) NCE: Believable Characters and Stories for Games and Simulations
- Virtual Environment Real User Study (VERUS): Social Signaling in Virtual Worlds
- Creativity Assistive Tools for Games (CAT Games): Gestural and Embodied Game Interfaces Group
- 2006 - 2007: Software Developer
- Bravenet Web Services
- Duties included: Developing a new ad-serving system in Ruby on Rails, including a front end for publishers and ad-sellers. Implementing geo-targeting and designing UI for many parts of the system.
Skills
- Qualitative, quantitative, and mixed methods research
- Teaching and instructional design
- Programming
- Javascript
- HTML/CSS
- Ruby on Rails
- Python
- C Sharp
Publications
Nixon, M., DiPaola, S., & Bernardet, U. (2018). An Eye Gaze Model for Controlling the Display of Social Status in Believable Virtual Humans. In Forthcoming. Maastricht, The Netherlands: IEEE.
Shakeri, H., Nixon, M., & DiPaola, S. (2017). Saliency-Based Artistic Abstraction With Deep Learning and Regression Trees. Journal of Imaging Science and Technology, 61(5).
Turner, J., Nixon, M., Bernardet, U., & DiPaola, S. (Eds.). (2016). Integrating Cognitive Architectures into Virtual Character Design. Hershey, PA: IGI Global.
Bernardet, U., Adhia, D., Jaffe, N., Wang, J., Nixon, M., Alemi, O., ... Schiphorst, T. (2016). M+M: A Novel Middleware for Distributed, Movement Based Interactive Multimedia Systems. In Proceedings of the 3rd International Symposium on Movement and Computing (pp. 21:1-21:9). New York, NY, USA: ACM.
Davies, R., & Nixon, M. (2016). Digitisation Fundamentals. In R. Siemens, R. Lane, & C. Crompton (Eds.), Doing Digital Humanities: Practice, Training and Research (163-176). London, UK: Routledge. (Invited)
Turner, J. O., Nixon, M., & Bizzocchi, J. (2015). SL-Bots: Automated and Autonomous Performance in Second Life. In D. Doyle (Ed.), New Opportunities for Artistic Practice in Virtual Worlds. (pp. 263-289). Hershey, PA: IGI Global. (Editor reviewed). https://www.igi-global.com/book/new-opportunities-artistic-practice-virtual/123122.
Tanenbaum, T., Seif El-Nasr, M., & Nixon, M. (Eds.). (2014). Nonverbal Communication in Virtual Worlds: Understanding and Designing Expressive Characters. Pittsburg, PA: ETC Press.
Turner, J. O., Pasquier, P., & Nixon, M. (2014). "Qiezli - A Self-Absorbed" Creative Virtual Agent in Second Life. Metaverse Creativity, 4(1), 55-74.
Nixon, M., & Bizzocchi, J. (2014). Interaction Images Promote Character Identification in Heavy Rain. Well Played Journal, 3(1), 43-64.
Bizzocchi, J, Nixon, M, DiPaola, S, & Funk, N. (2013). The Role of Micronarrative in the Design and Experience of Digital Games. Proceedings of Digital Games Research Association Conference (DiGRA), Atlanta, Georgia, 16pp.
Nixon, M, Bizzocchi, J. (2013). Press X for Meaning: Interaction Leads to Identification in Heavy Rain. Proceedings of Digital Games Research Association Conference (DiGRA), Atlanta, Georgia, 14pp.
Nixon, M., Pasquier, P., & Seif El-Nasr, M. (2010). DelsArtMap: Applying Delsarte's Aesthetic System to Virtual Agents. In Lecture Notes in Computer Science (Vol. 6356, pp. 139-145). Presented at 10th International Conference on Intelligent Virtual Agents, Philadelphia: Springer.
Seif El-Nasr, M., Bishko, L., Zammitto, V., Nixon, M., Vasiliakos, A. V., & Wei, H. (2009). Believable Characters. In B. Furht (Ed.), Handbook of Multimedia for Digital Entertainment and Arts (pp. 497-528). New York, NY: Springer US. (Editor reviewed)
Teaching
Notable examples; syllabi found on the individual pages by clicking through.
Service, leadership, affiliations
- 2019 - 2020: ICCIT Curriculum Committee
- 2018: IEEE
- 2013 – 2014, 2017: Canadian Game Studies Association (CGSA)
- 2013 – 2014: Digital Games Research Association (DiGRA)