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Noah Miller

dblp:225/8293 · DBLP profile ↗
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2ranked-venue papers
2as first author
1since 2021 · last 2023
0000-0003-3698-7647ORCID · reported

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

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

Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 44% Immersive interaction · 44% User interface design and tools · 13%

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

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality training
0.312018
Comparing Interface Affordances for Controlling a Push Broom in VR · VR 2018
User interface design and tools › interaction design
interface affordances
0.112018
Comparing Interface Affordances for Controlling a Push Broom in VR · VR 2018

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

pilot study · 0.3hand placement analysis · 0.3
YearPublicationVenuePosition
2023 Awedyssey: Design Tensions in Eliciting Self-transcendent Emotions in Virtual Reality to Support Mental Well-being and Connection
abstract
Access to nature and feeling connection is critical for mental health and well-being. These benefits may be mediated by self-transcendent emotions evoked by nature. We need to explore the capacity of technology to offer such experiences when we lack access to the restorative power of nature. Despite growing research validating this capacity, there is a lack of articulated design knowledge of how such experiences can be created. Here, we explore a technologically-mediated support for mental well-being through an agile design approach informed by self-transcendent emotion theory and transformative experience design. We developed Awedyssey as a sensory deprivation countermeasure experience in virtual reality (VR) and as a part of a public exhibition. We gathered qualitative feedback through interviews, diaries, and surveys. From this data we identified design tensions for designing complex emotional experiences when considering the diversity of individuals and dual effects of designing for realism, autonomy, vastness, and comfort.
Noah Miller, Ekaterina R. Stepanova, John Desnoyers-Stewart, Ashu Adhikari, Alexandra Kitson, Patrick Pennefather, Denise T. Quesnel, Katharina Brauns, Anika Friedl-Werner, Alexander C. Stahn, Bernhard E. Riecke
Conference on Designing Interactive Systems1
2018 Comparing Interface Affordances for Controlling a Push Broom in VR
abstract
This study explores how VR controller interfaces affect how participants hold a virtual push broom in VR. We aim to understand how the affordances available with current VR controllers and a custom broom VR controller impact user hand placement in a visual VR broom task. We compare hand placement in two VR conditions against hand placement holding a real push broom. Our goal is to understand the roles that controllers have on recreating physically accurate actions in VR training scenarios. The results from this initial pilot show an effect of the broom controller condition but also that the order in which some of the conditions were presented to subjects affected the way subjects held the VR and real push brooms in subsequent actions. Future work will continue to explore how controller affordance may impact the role of training in VR.
Noah Miller, Peter Willemsen 0001, Robert G. Feyen
VR1