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Marcos Novak

Marcos Novak

· Professor (Interactive Media)

University of California, Santa Barbara · Art

Active 1988–2025

h-index6
Citations241
Papers355 last 5y
Funding
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About

Professor Marcos Novak is associated with the Media Arts and Technology Research at UC Santa Barbara, located in the California NanoSystems Institute Elings Hall. His work involves a wide range of creative fields, including performance projects, software, and innovative media arts. The research encompasses various projects such as Fukushima! Fukushima!, Reincarnation, Fantastic Shredder, Future::Invisible::Tripping::Machine, Psychagogy: The Dance of the Fulcrum and Kroumatograph, Becoming Light, Kinetrope, Kodama, La perception, Charon, OpenDroneControl, Catch and Release, BioSync, Spatial Relativity, Virtual Pottery, Topology of Desire, Incepted Projection, Artificial Natures, Lua A/V, and COSM, among others. His contributions focus on exploring the intersections of technology, performance, and media arts, pushing the boundaries of creative expression and technological innovation in these fields.

Research topics

  • Sociology
  • Political Science
  • Pedagogy
  • Artificial Intelligence
  • Visual arts
  • Engineering ethics
  • Computer Science
  • Engineering management
  • Architectural engineering
  • Engineering
  • Computer graphics (images)
  • Telecommunications
  • Computer vision

Selected publications

  • Discover the remarkable legacy of Ukraine’s musical maestro, Viktor Kosenko, whose genius has greatly enriched national vocal heritage

    2025-01-01

    articleOpen access1st authorCorresponding

    Відновлення України: міжгалузевий теоретико-прикладний аналіз та потенціали розвитку : Міжнародний науково-практичний форум, 11 квітня 2025 року, м. Одеса. Львів – Торунь : Liha-Pres, 2025. – Ч. 2. – 388 с.

  • Digital morphogenesis and bioAffective data: A computational framework for multisensory design

    International Journal of Architectural Computing · 2025-08-12

    articleOpen accessSenior author

    The integration of biometric data and sensory stimuli is reshaping architectural computing, expanding design possibilities beyond traditional visual and geometric parameters. Through ‘Hydnum’, named after a genus of fungi known for its distinctive geometric mycelial networks, we demonstrate the integration of real-time biodata with virtual and physical elements to create dynamic spatial experiences. Our computational framework synthesizes olfactory, auditory, and visual elements through a sophisticated scent delivery mechanism, bio-inspired geometric structures, and real-time audio synthesis, all modulated by users’ physiological responses mapped to Russell’s Circumplex Model of Affect. The system leverages biosignal processing and transformations to engage underutilized senses in architectural design, while the project’s modular scent system and cyber-physical artifacts create responsive environments. Through empirical testing and systematic integration of multiple sensory channels, this research advances biodigital architecture by providing a comprehensive framework for spaces that actively engage with users’ emotional and physiological states.

  • Equivalence: An analysis of artists' roles with Image Generative AI from Conceptual Art perspective through an interactive installation design practice

    arXiv (Cornell University) · 2024-04-29

    preprintOpen access

    Over the past year, the emergence of advanced text-to-image Generative AI models has significantly impacted the art world, challenging traditional notions of creativity and the role of artists. This study explores how artists interact with these technologies, using a 5P model (Purpose, People, Process, Product, and Press) based on Rhodes' creativity framework to compare the artistic processes behind Conceptual Art and Image Generative AI. To exemplify this framework, a practical case study titled "Equivalence", a multi-screen interactive installation that converts users' speech input into continuously evolving paintings developed based on Stable Diffusion and NLP algorithms, was developed. Through comprehensive analysis and the case study, this work aims to broaden our understanding of artists' roles and foster a deeper appreciation for the creative aspects inherent in artwork created with Image Generative AI.

  • Alloplex BioAffective Worlds XR ‘Hydnum’

    2024-01-01

    articleSenior author
  • Virtual World16 - Virtual Design Collaboration for the Intersection of Academia and Industry

    Proceedings of the International Conference on Computer-Aided Architectural Design Research in Asia · 2021 · 3 citations

    • Sociology
    • Political Science
    • Engineering

    Over the past 13 years, the 'World16'-group has collaborated face-to-face on various challenges that architectural design faces within VR, architecture, urban design, and its delivery to the professional industries. The focus of the collaboration is to foster pathways of academic research and developments to industries and professions. In 2020, due to the restrictions of the pandemic, the group had to rethink and redevelop how to collaborate meaningfully and become resilient: the World16 collaborated akin to the Virtual Design Studios (VDS) of the Nineties for the first time exclusively virtually becoming the 'Virtual World16'. The paper presents the group's various projects that are transformative to the praxis in VR architecture, design and urban design, and critically reflects on the lessons learned from VDS-paradigm.

  • Virtual world16: Virtual design collaboration for the intersection of academia and industry

    2021 · 2 citations

    • Sociology
    • Political Science
    • Engineering

    Overthe past 13 years, the 'Worldl6'-group has collaborated face-to-face on various challenges that architectural design faces within VR, architecture, urban design, and its delivery to the professional industries. The focus of the collaboration is to foster pathways of academic research and developments to industries and professions. In 2020, due to the restrictions of the pandemic, the group had to rethink and redevelop how to collaborate meaningfully and become resilient: the Worldl6 collaborated akin to the Virtual Design Studios (VDS) of the Nineties for the first time exclusively virtually becoming the 'Virtual Worldl6'. The paper presents the group's various projects that are transformative to the praxis in VR architecture, design and urban design, and critically reflects on the lessons learned from VDS-paradigm.

  • Oh Ambient Demons

    2021-07-22

    book-chapter1st authorCorresponding

    How might virtual aesthetics-or the aesthetics of virtuality-inform our understanding of a year when, quite suddenly, billons of people were forced to Zoom into virtuality by a global pandemic that struck in the midst of massive social, political, and economic upheaval, unfolding in circumstances so persistently bizarre as to embarrass fiction itself? This work is a limited account of the making of two paired multi-user VR/XR works that together inform how virtual works can become articulate in addressing current concerns in the languages of <mediated worlds> and <literate media>.

  • Virtual reality rendering methods for training deep learning, analysing landscapes, and preventing virtual reality sickness

    International Journal of Architectural Computing · 2020 · 14 citations

    • Computer Science
    • Artificial Intelligence
    • Computer Science

    Virtual reality (VR) has been proposed for various purposes such as design studies, presentation, simulation and communication in the field of computer-aided architectural design. This paper explores new roles for VR; in particular, we propose rendering methods that consist of post-processing rendering, segmentation rendering and shadow-casting rendering for more-versatile approaches in the use of data. We focus on the creation of a dataset of annotated images, composed of paired foreground-background and semantic-relevant images, in addition to traditional immersive rendering for training deep learning neural networks and analysing landscapes. We also develop a camera velocity rendering method using a customised segmentation rendering technique that calculates the linear and angular velocities of the virtual camera within the VR space at each frame and overlays a colour on the screen according to the velocity value. Using this velocity information, developers of VR applications can improve the animation path within the VR space and prevent VR sickness. We successfully applied the developed methods to urban design and a design project for a building complex. In conclusion, the proposed method was evaluated to be both feasible and effective.

  • Development of Segmentation-Rendering on Virtual Reality for Training Deep-learning, Simulating Landscapes and Advanced User Experience

    2019-12-01 · 1 citations

    articleOpen access

    Virtual reality (VR) has been suggested for various purposes in the field of architecture, engineering, and construction (AEC). This research explores new roles for VR toward the super-smart society in the near future. In particular, we propose to develop post-processing rendering, segmentation-rendering and shadow-casting rendering algorithms for novel VR expressions to enable more versatile approaches than the normal photorealistic red, green, and blue (RGB) expressions. We succeeded in applying a wide variety of VR renderings in urban-design projects after implementation. The developed system can create images in real time to train deep-learning algorithms, can also be applied to landscape analysis and contribute to advanced user experience.

  • Development of Segmentation-Rendering on Virtual Reality for Training Deep-learning, Simulating Landscapes and Advanced User Experience

    eCAADe proceedings · 2019-01-01 · 2 citations

    articleOpen access

    Virtual reality (VR) has been suggested for various purposes in the field of architecture, engineering, and construction (AEC). This research explores new roles for VR toward the super-smart society in the near future. In particular, we propose to develop post-processing rendering, segmentation-rendering and shadow-casting rendering algorithms for novel VR expressions to enable more versatile approaches than the normal photorealistic red, green, and blue (RGB) expressions. We succeeded in applying a wide variety of VR renderings in urban-design projects after implementation. The developed system can create images in real time to train deep-learning algorithms, can also be applied to landscape analysis and contribute to advanced user experience.

Frequent coauthors

  • Diane Gromala

    Simon Fraser University

    7 shared
  • Yacov Sharir

    6 shared
  • Tomohiro Fukuda

    Osaka University

    5 shared
  • Yoann Pencréach

    Forum (United States)

    3 shared
  • Thomas J. Tucker

    2 shared
  • Thecla Schiphorst

    Simon Fraser University

    2 shared
  • Cameron Bailey

    Medical University of South Carolina

    2 shared
  • Hiroyuki Fujii

    2 shared
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