Alan Henry David Miller

Alan Henry David Miller
University of St Andrews · School of Computer Science

Ph.D

About

131
Publications
27,187
Reads
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1,329
Citations
Citations since 2016
15 Research Items
594 Citations
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2016201720182019202020212022020406080100120
2016201720182019202020212022020406080100120
2016201720182019202020212022020406080100120
Introduction
Alan Henry David Miller currently works at the School of Computer Science, University of St Andrews. Alan does research in Educational Technology, Higher Education and Adult Education. Their current project is 'Virtual World Education'.

Publications

Publications (131)
Conference Paper
Digital heritage projects are an important tool in safeguarding cultural heritage and making it available to future generations. The work presented here synthesises 3D modelling techniques with the process of digitising artefacts. New digital reconstructions can be created based on authentic data. These are then implemented in various immersive lea...
Preprint
Full-text available
This paper introduces the Laconia Acropolis Virtual Archaeology (LAVA) project, a cooperative exploratory learning environment that addresses the need for students to engage with archaeological excavation scenarios. By leveraging the immersive nature of game technologies and 3D MultiUser Virtual Environments (MUVEs), LAVA facilitates the adoption o...
Chapter
Full-text available
This paper discusses how a digital reconstruction of the Scottish capital of Edinburgh around the year 1544 was created and communicated to the public. It explores the development and reception of the Virtual Time Binoculars platform – a system for delivering virtual reality heritage apps suitable for use on most smartphones. The Virtual Time Binoc...
Chapter
Full-text available
Developments in digital infrastructures and expanding digital literacies lower barriers for museums and visitor centres to provide new interactive experiences with their collections and heritage. With virtual reality more accessible, heritage institutions are eager to find out how this technology can create new methods in interpretation, learning a...
Conference Paper
Cultural heritage artefacts act as a gateway helping people learn about their social traditions and history. However, preserving these artefacts faces many difficulties, including potential destruction or damage from global warming, wars and conflicts, and degradation from dayto- day use. In addition, artefacts can only be present in one place at a...
Chapter
Full-text available
Museums publicly display collections in a physical space to relay narratives and concepts to their audiences. Progressive technologies in an exhibition can bring in varying demographics and gather higher footfall for a museum as well as present digital heritage interpretation in an innovative manner. A mixed media exhibition can facilitate subjects...
Article
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In this article, we investigate the positive impact recent developments in digital technologies have on the relations between museums, their collections and the communities they serve. Our work indicates that sustainable benefit is produced with the use of existing digital literacies and infrastructures. We have analysed and evaluated the potential...
Conference Paper
Full-text available
This work discusses the methodology for the design, development and deployment of a virtual 19\(^\mathrm{th}\)-century Fish Curing Yard as an immersive museum installation. The museum building now occupies the same space where the curing yard was over 100 years prior, hence the deployment of a virtual reconstruction of the curing yard in a game eng...
Article
Full-text available
Immersive 3D Multi User Learning Environments (MULE) have shown sufficient success to warrant their consideration as a mainstream educational paradigm. These are based on 3D Multi User Virtual Environment platforms (MUVE), and although they have been used for various innovative educational projects their complex permission systems and large numbers...
Conference Paper
Full-text available
This paper outlines the current state of learning, the problems arising and research needed by developers and educators using Virtual Worlds as an intelligent learning environment. Artificially intelligent avatars are required for virtual on-line problem and case based learning. However, the use of AI requires extra supportive frameworks, models an...
Conference Paper
Full-text available
Multi-User Virtual Worlds (MUVW) such as Open Wonderland and OpenSim have proved to be fruitful platforms for innovative educational practice. However, when compared with the way educational activities have flourished through the use of the constantly evolving WWW, MUVW learning environments remain a relatively obscure niche. Since the advent and p...
Conference Paper
Full-text available
This paper investigates the use of Virtual Reality (VR) as a tool for cultural heritage learning, using St Andrews Cathedral as the subject matter. As part of a module focused on local history, first year secondary school pupils in a school in the town of St Andrews took part in virtual tours of the Cathedral as it stood in the 14th Century using t...
Conference Paper
Full-text available
The continuing advances in computer graphics and Internet bandwidths are supporting a gradual convergence between multi-user virtual worlds (MUVW), such as Second Life and OpenSim (SL/OS), and the nascent 3D Web. However, significant networking barriers remain to exploiting these capabilities for developing the 3D Web. These barriers include latenc...
Conference Paper
Full-text available
This paper reports experience in developing a parallel reality system which allows its user to observe and move around their real environment whilst wearing a stereoscopic 3D head mounted display imbued with video-see through capabilities, with their position and gaze tracked by an indoor positioning system and head tracker, allowing them to altern...
Conference Paper
Full-text available
Combining digital reconstruction with mobile technologies has the potential of enriching visitors experience to historic sites. Through designing a mobile App with Google Cardboard it is possible to use technology already in peoples' pockets to provide immersive on-site exploration of historic sites. This paper looks at our experience in developing...
Conference Paper
Saint Andrews is a town with a rich history. It was the religious centre of Scotland for close to a millennium. The Cathedral was strongly associated with the wars of Independence and Robert the Bruce. The castle was the scene of pivotal revolt leading to the reformation and hosted the first Scottish protestant congregation. St Salvators Chapel was...
Conference Paper
Full-text available
This paper discusses a Virtual Histories project, which developed a digital reconstruction of the St Kilda archipelago. St Kilda is the most western part of the United Kingdom. It is a world heritage site for both built and natural environment. The Virtual St Kilda acted as a focus for the collection and presentation of tangible and intangible cult...
Article
In the recent past 3D and immersive technologies were not supported by standard business and educational computers. Yet new generations of Intel and AMD processors and improved networking provide a basis for the spread of immersive technologies, into all aspects of education, business and leisure. Consequently, it is critical that computer science...
Article
Full-text available
As the Internet continues to establish itself as a utility, like power, transport or water, it becomes increasingly important to provide an engaging educational experience about its operation for students in related STEM disciplines such as Computer Science and Electrical Engineering. Routing is a core functionality of the global Internet. It can b...
Conference Paper
3D virtual environments (3DVE), also referred to as virtual worlds or the immersive web, are networked multi-user client-server software systems designed so that the natural human perception of the world is represented using 3D objects. Avatars represent users, allowing them to interact with other avatars, non-player characters and objects within t...
Conference Paper
We present the cross reality [Lifton 2007] system 'Mirrorshades', which enables a user to be present and aware of both a virtual reality environment and the real world at the same time. In so doing the challenge of the vacancy problem is addressed by lightening the cognitive load needed to switch between realities and to navigate the virtual enviro...
Article
Full-text available
Supporting users for a competent interaction with 3 dimensional virtual worlds can increase their user experience within the immersive education environment. User manuals and other guide documents are popular supporting instruments for training new users of a software system. Quite often these documents have many screenshots of the application user...
Article
Full-text available
St Andrews Cathedral is located on the East Coast of Scotland. Construction started in 1160 and spanned Romanesque and Gothic architectural styles. It was consecrated in 1318, four years after the battle of Bannockburn in the presence of King Robert I. For several hundred years, the Cathedral was one of the most important religious buildings in Eur...
Article
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Abstract—On the two hundredth anniversary of the highland clearances this paper reports on the innovative ways in which the Timespan Heritage centre has been using virtual world technology as part of an integrated program of community centred work aimed at challenging pre conceptions and encouraging reflection on this important historical process....
Article
Full-text available
Coastal erosion is causing the destruction of archaeological sites around the world. The problem is particularly grave in Scotland, where storms can cause many meters of land to be lost in a single event. Archaeological researchers from the University of St Andrews and the SCAPE Trust have worked with community groups to excavate sites before they...
Article
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Abstract—Widespread adoption of smartphones and tablets has enabled people to multiplex their physical reality, where they engage in face-to-face social interaction, with Web-based social networks and apps, whilst emerging 3D Web technologies hold promise for networks of parallel 3D virtual environments to emerge. Although current technologies allo...
Conference Paper
The Power & Reliability Aware Protocol (PoRAP) has been developed to provide efficient communication by means of energy conservation without sacrificing reliability. This has been achieved using direct communication, adaptive transmission power adaptation and intelligent scheduling. The key capabilities of PoRAP make it suitable for environmental a...
Conference Paper
Full-text available
3D Multi User Virtual Environments (3D MUVEs), often referred to as 3D virtual worlds, show a number of useful applications in different domains. These engaging immersive environments which have simulated 3D content and virtual land are popular in the entertainment, commercial and education sectors because of their novelty and attractiveness. 3D MU...
Article
Continuing advances and reduced costs in computational power, graphics processors and network bandwidth have led to 3D immersive multi-user virtual worlds becoming increasingly accessible while offering an improved and engaging Quality of Experience. At the same time the functionality of the World Wide Web continues to expand alongside the computin...
Article
Full-text available
Virtual Worlds have been used for teaching for several years but many issues of usage and evaluation still exist. In our Virtual St Andrews (ViStA) world, we aim to embed students within a virtual environment which is a duplicate of a real university to allow for an easier orientation to university life and a mechanism for reducing acclimatisation...
Article
Full-text available
User manuals and other guide documents are popular instruments for training new users of a software system. Quite often these documents have many screenshots of the application user interface which are used to steer a new user through sequential orders of actions. However, for complex scenarios of user interactions, such as those found in virtual w...
Article
The Web has spurred our imagination as to how education could be radically transformed and enhanced through the adoption of Information and Communication Technologies (ICTs). While there have been many significant innovations and successes over the last decade there have also been many unrealised aims. Beliefs in technology-driven change for educat...
Article
Full-text available
3D Multi User Virtual Environments (3D MUVE), or commonly known as 3D virtual worlds, have shown proven success in enhancing the present teaching and learner support methodologies. Integrated educational environments that are formed using 3D MUVE can be referred as 3D Multi User Learning Environments (3D MULE). The intrinsic rich and dynamic featur...
Conference Paper
Full-text available
Metaverses provide a framework for developing distributed 3D Internet applications where users gain presence through the proxy of an avatar. They offer much of the engagement of online 3D games but support heterogeneous applications. From the network perspective metaverses are similar to games in that timeliness is important but differ in that thei...
Article
Full-text available
Virtual worlds are an important tool in modern education practices as well as providing socialisation, entertainment and a laboratory for collaborative work. This paper focuses on the uses of virtual worlds for education and synthesises over 100 published academic papers, reports and educational websites from around the world. A taxonomy is then de...
Article
Full-text available
The growth in the range of disciplines that Virtual Worlds support for educational purposes is evidenced by recent applications in the fields of cultural heritage, humanitarian aid, space exploration, virtual laboratories in the physical sciences, archaeology, computer science and coastal geography. This growth is due in part to the flexibility of...
Book
Full-text available
Continuing advances and reduced costs in computational power, graphics and network bandwidth have led to 3D immersive multi-user virtual worlds becoming increasingly accessible while offering an improved and engaging quality of experience. Many educators have seen the potential of virtual worlds for learning activities since 2003 when Second Life (...
Article
Full-text available
Virtual worlds have proven popular in academia as extensible multi-user 3D virtual environments capable of hosting a wide range of experimental scenarios. One of the products of virtual worlds research is the cross reality paradigm; the fusion of ubiquitous sensor/actuator infrastructure and virtual worlds facilitating synchronous bidirectional int...
Article
Learning environments that are based on 3D Multi User Virtual Environments (3D MUVE) can be referred as 3D Multi User Learning Environments (3D MULE). 3D MULE used in various educational and research activities show proven success sufficient to warrant their consideration as a mainstream educational paradigm. They introduce a platform for diverse l...
Article
Full-text available
Virtual worlds continue to attract considerable interest as an innovative means of engaging students through the use of immersive, collaborative environments. They allow for the dynamic creation of content and for that content to be programmed. They empower students to explore learning environments that would be inaccessible to them in the real wor...
Conference Paper
Full-text available
Virtual worlds provide a rich platform for supporting exploratory education. Their ability to bring together multimedia, programmability, interactivity and enhanced presence in a distributed 3D virtual environment makes them an excellent basis for interactive learning. This paper outlines work done in the virtual world OpenSim to create a learning...
Conference Paper
Full-text available
Technology enhanced learning has been a mainstream educational process, which has introduced a variety of techniques to use in different contexts to fulfil learning objectives and goals. E-Learning has been widely used to fulfil various learning requirements from primary education to university and research based education. However, criticisms on t...
Article
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The construction and consolidation of knowledge through the practical application of concepts and processes can be difficult to support for subjects where practice is an integral component of competence and expertise in that domain. For example, participation in an archaeological excavation is not readily available to students, although a detailed...
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