Noah Miller



PhD Student


noah_miller at



Noah joined the iSpace team in Fall 2018 as a PhD stu­dent. He has a Bachelor and Master’s in Computer Science from the University of Minnesota Duluth. In his Master’s, he researched the dif­fer­ence between inter­face affor­dances of real-world and vir­tual objects in vir­tual real­ity. During this time, he also worked in the inter­dis­ci­pli­nary MMAD Lab as a motion cap­ture tech­ni­cian and research assis­tant where he worked with Biomechanics, Engineers, Dancers, Artists, and Mathematicians. His research focuses on inter­dis­ci­pli­nary approaches to using vir­tual real­ity for self trans­for­ma­tive expe­ri­ences aimed at mental health issues, reduc­ing post­op­er­a­tive pain with VR, self-transcendence, and loco­mo­tion in VR. His other inter­ests include phi­los­o­phy, game design, and HCI.


Embodied & Intuitive Flying for VR, Gaming, and TeleOperation

Flying has been a dream for mankind for millenia - but flying interfaces for VR, gaming, and teleoperation (e.g., drones) typically rely on cumbersome double-joystick/gamepads and do not allow for intuitive and embodied flying experiences. Here, we develop low-cost embodied flying interfaces that adapt leaning-based motion cueing paradigms thus freeing up hands for additional tasks beyond just na...

NaviBoard: Efficiently Navigating Virtual Environments

Here we propose a novel and cost-effective setup of a leaning-based interface ("NaviBoard") that allows people to efficiently navigate virtual environments - with performance levels matching the gold standard of free-space walking, without any increase in motion sickness Abstract Walking has always been the most common locomotion mode for humans in the real world. As a result, it has also been co...

Connected through "AWE": creating immersive experiences for social connection

Do you get enough “awe” in your life? In our busy day-to-day lives, we often take our experiences for granted. While we have the technology to connect with one another, like smart phones, we don’t necessarily get outside with nature, or stargaze. Such activities may consist of common awe-inspiring moments, and we now understand that feeling awe is associated with all sorts of social and well...

Gamified Research

Gamifying Research - Researchifying Games While traditional experimental paradigms offer tight stimulus control and repeatability, then tend to be a bit boring and removed from many real-world situations, which can limit real-world transferability of results. How can we bring together the methodological strenghs of research with the intrinsic motivation of playfulness and gaming? The ...


Kitson, A. J., Desnoyers-Stewart, J., Miller, N., Adhikari, A., Stepanova, E. R., & Riecke, B. E. (2020). Can We Trust What’s Real? Using Fiction to Explore the Potential Dissociative Effects of Immersive Virtual Reality. IEEE VR Workshop on Finding a Way Forward in VR Locomotion (Accepted). Ethics of MR’20  Workshop at ACM CHI 2020 (Exploring Potentially Abusive Ethical, Social and Political Implications of Mixed Reality Research in HCI), Honolulu, HI, USA.