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Mark Roman Miller

Biographic Data

ID3817576
NAMEMark Roman Miller
GIVEN NAMESMark Roman
FAMILY NAMEMiller
SIGNATUREMILLER M R
AFFILIATIONSDepartment of Computer Science, Illinois Institute of Technology in Chicago, Chicago, USA
ORCID0000-0002-2820-5839
VERIFIEDYes
TOTAL WORKS2
TOTAL CITATIONS4
WORKS AS AUTHOR2
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2023
LATEST PUBLICATION YEAR2024
H-INDEX1
  • Presence and Pronouns

    Open Access•Cyan Deveaux, D M Markowitz et al.•ARTICLE•Journal of Language and Social…•2024•Cited by: 1•References: 36

    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

    Open Access•Eugy Han, Mark Roman Miller et al.•ARTICLE•Journal of Computer-Mediated…•2023•Cited by: 3•References: 9

    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

    Open Access•Eugy Han, Mark Roman Miller et al.•ARTICLE•Journal of Computer-Mediated…•2023•Cited by: 3•References: 9

    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

    Open Access•Cyan Deveaux, D M Markowitz et al.•ARTICLE•Journal of Language and Social…•2024•Cited by: 1•References: 36

    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

    Open Access•Eugy Han, Mark Roman Miller et al.•ARTICLE•Journal of Computer-Mediated…•2023•Cited by: 3•References: 9

    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

    Open Access•Cyan Deveaux, D M Markowitz et al.•ARTICLE•Journal of Language and Social…•2024•Cited by: 1•References: 36

    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)

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