Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Daniel A. Muñoz

dblp:291/6661 · DBLP profile ↗
← Back
3ranked-venue papers
3as first author
2since 2021 · last 2026
0000-0002-7065-4945ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
embodiment
1.012026
User-Articulated Associations in VR: A Co-Occurrence Network Map of Presence, Realism, Agency, and Time · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality
presence
1.012026
User-Articulated Associations in VR: A Co-Occurrence Network Map of Presence, Realism, Agency, and Time · IEEE Trans. Vis. Comput. Graph. 2026

Methods — techniques the papers use, named apart from their topics

permutation testing · 1.0jaccard co-occurrence · 1.0codebook thematic analysis · 1.0bootstrap confidence intervals · 1.0
YearPublicationVenuePosition
2026 Analyzing Change in VR: A Temporal-Rules-Cues Framework for Storyworld Dynamics and Authorial Intent
abstract
VR storyworlds unfold through changes in rules, affordances, and cues over time, yet many design tools describe them in relatively static terms. We present TRC (Temporal, Rules and Cues), a three layer framework for analyzing and planning dynamic change in VR. TRC maps change episodes around a focal transition point called (t0) using a prepare, change and consolidate structure aligned with feedforward, action, and feedback. The framework is informed by work on attention, multisensory cueing, agency, and plausibility, and is intended to help designers examine when change occurs, what changes, and how that change is signaled and stabilized. We apply TRC to five commercial VR onboarding sequences and an extended case analysis of A Fisherman’s Tale. Across cases, we found recurring patterns, including short feedforward before high cost rule changes, triggers placed at taught affordances, and rapid cross modal confirmations that stabilize a new rule state. We also report a 20 participant formative Creativity Support Index study, which provides preliminary evidence that TRC externalizations were perceived as helpful for exploration and for the results worth effort item during early stage analysis and planning. Contributions include the TRC framework, a mapping protocol and codebook, an analysis template with metrics, a compact pattern/risk library, and initial evidence of perceived creativity-support value.
Daniel A. Muñoz, Jeffrey C. F. Ho
Creativity & Cognition1
2026 User-Articulated Associations in VR: A Co-Occurrence Network Map of Presence, Realism, Agency, and Time
abstract
Research on VR often isolates constructs on separate scales, obscuring how users themselves link presence, agency, realism, fictionality, temporal structure, and embodiment during play. We address this gap with a qualitative, participant-level mapping of user-articulated associations across nine constructs defined a priori from theory and standardized for analysis: presence (PI; feeling "there"), visual realism, physical realism, fictionality, agency, temporal structure, narrative comprehension, attentional guidance, and embodiment. Fifty-seven design-trained participants played two commercial VR games (A Fisherman's Tale; Moss on Quest 2/3) and answered openended prompts. Using codebook thematic analysis, we binarized construct mentions per participant and computed normalized co-occurrences (Jaccard) with bootstrap 95% CIs and permutation baselines; metrics are descriptive, valenceagnostic, and non-causal. Findings: Presence co-occurred most with layered attentional guidance and embodiment, exceeding its association with visual fidelity. A"design-side" cluster linked visual and physical realism with temporal pacing and guidance; visual realism clustered more with fictionality and narrative discourse than with presence. These patterns refine theory toward coherence, guidance, and embodiment-centered pathways to sustaining place illusion and engagement, consistent with claims that internal consistency and sensorimotor contingencies outweigh photorealism. Methodologically, the participant-level, normalized map makes qualitative associations inspectable and comparable via effect sizes with uncertainty, complementing solo-construct scales and supporting reuse on other construct sets. Practically, the results recommend prioritizing consistent world rules and physically plausible interactions, scaffolding agency with multimodal diegetic cues, and providing robust, synchronous self-representation.
Daniel A. Muñoz, Jeffrey C. F. Ho
IEEE Trans. Vis. Comput. Graph.1
2020 Effects of Virtual Reality in the Area of Responsible Decision-Making Training on Adolescents
Daniel A. Muñoz, Kenny K. N. Chow, Huaxin Wei
ArtsIT1