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Helen C. Miles

dblp:39/10660 · DBLP profile ↗
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4ranked-venue papers
4as first author
1since 2021 · last 2025
0000-0003-4063-6479ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author

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
Visualization and visual analytics · 56% Virtual and augmented reality · 44%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › scientific visualization › geoscience visualization
geological data visualization
0.912025
Designing a Virtual Toolkit for Analysing Planetary Science Data in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality
virtual environment
0.912025
Designing a Virtual Toolkit for Analysing Planetary Science Data in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Visualization and visual analytics › visual analytics
immersive analytics
0.312025
Designing a Virtual Toolkit for Analysing Planetary Science Data in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025

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

user evaluation · 0.9VR prototyping · 0.9
YearPublicationVenuePosition
2025 Designing a Virtual Toolkit for Analysing Planetary Science Data in Virtual Reality
abstract
To understand the surface evolution and potential habitability of other planets we must analyse their geology - the 3D structure and chemistry of the rocks that are exposed at the surface. Although rovers capture this 3D structure using stereo camera systems and other instruments, when we present this information to mission scientists for analysis it is generally confined to the 2D plane of a computer screen, and the spatial information is lost at the point when it is needed most. To address this problem, we design, develop, and evaluate a prototype Virtual Environment to present geological data in the 3D form in which it was originally captured, and users are supplied with a toolkit for measurement and annotation of data. We observed that users were inspired by the environment and felt more connected to it because they could move within the data; they valued the tools but did not trust the scale and therefore did not always trust the results. We conclude with recommendations for others working in this application area, and pose a series of questions for future research.
Helen C. Miles, Andra Jones
IEEE Trans. Vis. Comput. Graph.1
2014 Crowd-Sourced Digitisation of Cultural Heritage Assets
abstract
With the rise of digital content and web-based technologies, archaeologists and heritage organisations are increasingly striving to produce digital records of archaeology and heritage sites. The large numbers and geographical spread of these sites means that it would be too time-consuming for any one team to survey them. To meet this challenge, the Heritage Together project has developed a web platform through which members of the public can upload their own photographs of heritage assets to be processed into 3D models using an automated photogrammetry work flow. The web platform is part of a larger project which aims to capture, create and archive digital heritage assets in conjunction with local communities in Wales, UK, with a focus on megalithic monuments. Heritage Together is a digital community and community-built archive of heritage data, developed to inspire local communities to learn more about their heritage and to help to preserve it.
Helen C. Miles, Andrew T. Wilson, Frédéric Labrosse, Bernard Tiddeman, Seren Griffiths, Ben Edwards, Katharina Möller, Raimund Karl, Jonathan Roberts 0002
CW1
2013 Investigation of a Virtual Environment for Rugby Skills Training
abstract
We have designed and developed a virtual environment to train rugby ball passing skills. Seeking to validate the system's ability to correctly aid training, an initial experiment was performed to examine the effect of stereoscopic technology and the physical screen's setup on the user's ability to perceive virtual distances correctly. Four participants with at least 10 years' experience of playing local-level rugby took part in the experiment to compare the combinations of different user positions compared to the physical screen, the use of stereoscopic presentation and the use of a floor screen to extend the field of view of the virtual scene. Conversely to what was expected, the participants did not respond well to perceived distance and these variables had little effect on the distance thrown.
Helen C. Miles, Serban R. Pop, Simon J. Watt, Gavin P. Lawrence, Nigel W. John, Vincent Perrot, Pierre Mallet, Daniel Mestre
CW1
2012 A review of virtual environments for training in ball sports
Helen C. Miles, Serban R. Pop, Simon J. Watt, Gavin P. Lawrence, Nigel W. John
Comput. Graph.1