Mark Roman Miller
Biographic Data
| ID | 3817576 |
|---|---|
| NAME | Mark Roman Miller |
| GIVEN NAMES | Mark Roman |
| FAMILY NAME | Miller |
| SIGNATURE | MILLER M R |
| AFFILIATIONS | Department of Computer Science, Illinois Institute of Technology in Chicago, Chicago, USA |
| ORCID | 0000-0002-2820-5839 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 4 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2023 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 1 |
Presence and Pronouns
As social virtual reality (VR) continues to grow as a medium for digital communication, sustaining presence among communicators remains one of the main constructs that researchers and practitioners use to assess the quality of user experience. In the present paper, we explore language patterns as a behavioral link to presence. We accomplished this through an exploratory text analysis of over 4,800 min of conversation in social VR, consisting of o…
People, places, and time
As the metaverse expands, understanding how people use virtual reality to learn and connect is increasingly important. We used the Transformed Social Interaction paradigm (Bailenson et al., 2004) to examine different avatar identities and environments over time. In Study 1 (n = 81), entitativity, presence, enjoyment, and realism increased over 8 weeks. Avatars that resembled participants increased synchrony, similarities in moment-to-moment nonve…
People, places, and time
As the metaverse expands, understanding how people use virtual reality to learn and connect is increasingly important. We used the Transformed Social Interaction paradigm (Bailenson et al., 2004) to examine different avatar identities and environments over time. In Study 1 (n = 81), entitativity, presence, enjoyment, and realism increased over 8 weeks. Avatars that resembled participants increased synchrony, similarities in moment-to-moment nonve…
Presence and Pronouns
As social virtual reality (VR) continues to grow as a medium for digital communication, sustaining presence among communicators remains one of the main constructs that researchers and practitioners use to assess the quality of user experience. In the present paper, we explore language patterns as a behavioral link to presence. We accomplished this through an exploratory text analysis of over 4,800 min of conversation in social VR, consisting of o…
People, places, and time
As the metaverse expands, understanding how people use virtual reality to learn and connect is increasingly important. We used the Transformed Social Interaction paradigm (Bailenson et al., 2004) to examine different avatar identities and environments over time. In Study 1 (n = 81), entitativity, presence, enjoyment, and realism increased over 8 weeks. Avatars that resembled participants increased synchrony, similarities in moment-to-moment nonve…
Presence and Pronouns
As social virtual reality (VR) continues to grow as a medium for digital communication, sustaining presence among communicators remains one of the main constructs that researchers and practitioners use to assess the quality of user experience. In the present paper, we explore language patterns as a behavioral link to presence. We accomplished this through an exploratory text analysis of over 4,800 min of conversation in social VR, consisting of o…
Cognitive psychology (2 works) · Computer Science (2 works) · Psychology (2 works) · Virtual Reality Applications and Impacts (2 works) · Affordance (1 work) · Animal and Plant Science Education (1 work) · Art (1 work) · Avatar (1 work) · Communication (1 work) · Context (archaeology (1 work)