Publication statistics

Pub. period:1992-2011
Pub. count:43
Number of co-authors:79



Co-authors

Number of publications with 3 favourite co-authors:

Steven Dow:11
Jay David Bolter:11
Maribeth Gandy:8

 

 

Productive colleagues

Blair MacIntyre's 3 most productive colleagues in number of publications:

Mark Billinghurst:92
Dieter Schmalstieg:86
Steven K. Feiner:76
 
 
 
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Blair MacIntyre

Picture of Blair MacIntyre.
Personal Homepage:
http://blairmacintyre.com/

I have been a faculty member in the Georgia Tech College of Computing and the GVU Center since January 1999, after finishing a PhD in the Department of Computer Science at Columbia University in New York City. I direct the Augmented Environments Lab, whose research focuses on the design and implementation of interactive mixed-reality and augmented-reality environments. The current focus of my work is educational, entertainment and gaming applications of augmented and mixed reality environments, especially those that use personal displays (ie. ranging from see-through head-worn displays to video-mixed handheld displays) to directly augment a user's perception of their environment. My current projects focus on handheld AR games, distributed collaboration using mixed reality and virtual worlds, and mirror worlds as a platform for hybrid AR/VR experiences and applications. I work with a broad range of technology as appropriate for the experience, including handheld, headworn, projection and auditory displays. Beyond entertainment applications, I have worked on industrial applications of augmented reality with researchers in the GTRI Food Processing Technology Division. In my research, I look at both task-focused and experiential systems, and blend elements of augmented and mixed-reality, ubiquitous computing, tangible media and wearable computing. My research addresses various computing issues (including human-computer interaction, computer graphics, computer systems, and software engineering) and design issues (including new media design theory, and tools and theories of design for new media) encountered during the design and implementation of augmented environments. The activities of my research include both the exploration and design of prototype applications, as well as the design and implementation of interaction techniques and user-interface software architectures to enable their deployment. I am involved with numerous conferences and workshops, and have been a Program Committee Chair for ISWC 2000 (International Symposium on Wearable Computing), ISMAR 2003 (International Symposium on Mixed and Augmented Reality), and UIST 2003 (The ACM Symposium on User-Interface Software and Technology).

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Publications by Blair MacIntyre (bibliography)

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2011
 
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Barba, Evan and MacIntyre, Blair (2011): A scale model of mixed reality. In: Proceedings of the 2011 Conference on Creativity and Cognition 2011. pp. 117-126.

Augmented Reality (AR) is becoming more interesting to a variety of research communities beyond the small group of researchers that have traditionally studied AR technology. From its earliest years, AR has been presented as a subset of Mixed Reality (MR), and both have been conceived of in terms of the technologies they use. However, while the definition of AR has been fixed for a number of years, MR is much more ambiguous. Through a re-examination of the accepted definition of AR, we derive a new definition of MR that centers on human experience rather than technology. Then, through discussion of a number of paradigmatic examples that fit this new definition, we generate a classification system for MR experiences based on the concept of spatial scale and its associated cognitive processes. Finally, we discuss how this new "scale model" of MR helps to identify key concepts that can be used in the design process of future MR experiences.

© All rights reserved Barba and MacIntyre and/or ACM Press

2010
 
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Dow, Steven P., Mehta, Manish, MacIntyre, Blair and Mateas, Michael (2010): Eliza meets the wizard-of-oz: evaluating social acceptability. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 547-556.

What authoring possibilities arise by blending machine and human control of live embodied character experiences? This paper explores two different "behind-the-scenes" roles for human operators during a three-month gallery installation of an embodied character experience. In the Transcription role, human operators type players' spoken utterances; then, algorithms interpret the player's intention, choose from pre-authored dialogue based on local and global narrative contexts, and procedurally animate two embodied characters. In the Discourse role, human operators select from semantic categories to interpret player intention; algorithms use this "discourse act" to automate character dialogue and animation. We compare these two methods of blending control using game logs and interviews, and document how the amateur operators initially resisted having to learn the Discourse version, but eventually preferred having the authorial control it afforded. This paper also outlines a design space for blending machine and human control in live character experiences.

© All rights reserved Dow et al. and/or their publisher

2009
 
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Radu, Iulian and MacIntyre, Blair (2009): Augmented-reality scratch: a children's authoring environment for augmented-reality experiences. In: Proceedings of ACM IDC09 Interaction Design and Children 2009. pp. 210-213.

In this paper we introduce AR Scratch, the first augmented-reality (AR) authoring environment designed for children. By adding augmented-reality functionality to the Scratch programming platform, this environment allows pre-teens to create programs that mix real and virtual spaces. Children can display virtual objects on a real-world space seen through a camera, and they can control the virtual world through interactions between physical objects. This paper describes the system design process, which focused on appropriately presenting the AR technology to the typical Scratch population (children aged 8-12), as influenced by knowledge of child spatial cognition, programming expertise, and interaction metaphors. Evaluation of this environment is proposed, accompanied by results from an initial pilot study, as well as discussion of foreseeable impacts on the Scratch user community.

© All rights reserved Radu and MacIntyre and/or ACM Press

 
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Barba, Evan, MacIntyre, Blair, Rouse, Rebecca and Bolter, Jay (2009): (in)box with Malcom. In: Proceedings of the 2009 Conference on Creativity and Cognition 2009. pp. 455-456.

This paper describes an interactive Augmented Reality (AR) art installation based on, and in, an ISO (International Organization for Standardization) shipping container. The work was inspired by the book, "The Box" [1] written by Marc Levinson, and the theatrical work of Petr Sourek [2] which explores the persona of Malcom McLean, inventor of the shipping container as we know it today.

© All rights reserved Barba et al. and/or their publisher

 
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Yankelovich, Nicole, Slott, Jordan, Hill, Alex, Bonner, Matt, Schiefer, Jacob, MacIntyre, Blair, Mugellini, Elena, Khaled, Omar Abou, Barras, Frédéric, Bapst, Jacques, Back, Maribeth, Avilés-López, Edgardo and García-Macías, J. Antonio (2009): Building and Employing Cross-Reality. In IEEE Pervasive Computing, 8 (3) pp. 55-57.

2008
 
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Dow, Steven, MacIntyre, Blair and Mateas, Michael (2008): Styles of play in immersive and interactive story: case studies from a gallery installation of AR Façade. In: Inakage, Masa and Cheok, Adrian David (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2008 December 3-5, 2008, Yokohama, Japan. pp. 373-380.

 
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Xu, Yan, Gandy, Maribeth, Deen, Sami, Schrank, Brian, Spreen, Kim, Gorbsky, Michael, White, Timothy, Barba, Evan, Radu, Iulian, Bolter, Jay David and MacIntyre, Blair (2008): BragFish: exploring physical and social interaction in co-located handheld augmented reality games. In: Inakage, Masa and Cheok, Adrian David (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2008 December 3-5, 2008, Yokohama, Japan. pp. 276-283.

 
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Chen, Jiajian, Turk, Greg and MacIntyre, Blair (2008): Watercolor inspired non-photorealistic rendering for augmented reality. In: Feiner, Steven K., Thalmann, Daniel, Guitton, Pascal, Fröhlich, Bernd, Kruijff, Ernst and Hachet, Martin (eds.) VRST 2008 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology October 27-29, 2008, Bordeaux, France. pp. 231-234.

 
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Chen, Jiajian and MacIntyre, Blair (2008): Uncertainty Boundaries for Complex Objects in Augmented Reality. In: IEEE Virtual Reality Conference 2008 VR 2008 8-12 March, 2008, Reno, Nevada, USA. pp. 247-248.

 
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Lang, Tobias, MacIntyre, Blair and Zugaza, Iker Jamardo (2008): Massively Multiplayer Online Worlds as a Platform for Augmented Reality Experiences. In: IEEE Virtual Reality Conference 2008 VR 2008 8-12 March, 2008, Reno, Nevada, USA. pp. 67-70.

2007
 
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Dow, Steven, Mehta, Manish, Harmon, Ellie, MacIntyre, Blair and Mateas, Michael (2007): Presence and engagement in an interactive drama. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 1475-1484.

In this paper we present the results of a qualitative, empirical study exploring the impact of immersive technologies on presence and engagement, using the interactive drama Façade as the object of study. In this drama, players are situated in a married couple's apartment, and interact primarily through conversation with the characters and manipulation of objects in the space. We present participants' experiences across three different versions of Façade -- augmented reality (AR) and two desktop computing based implementations, one where players communicate using speech and the other using typed keyboard input. Through interviews and observations of players, we find that immersive AR can create an increased sense of presence, confirming generally held expectations. However, we demonstrate that increased presence does not necessarily lead to more engagement. Rather, mediation may be necessary for some players to fully engage with certain interactive media experiences.

© All rights reserved Dow et al. and/or ACM Press

 
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Dow, Steven, Mehta, Manish, MacIntyre, Blair and Mateas, Michael (2007): AR façade: an augmented reality interactve drama. In: Majumder, Aditi, Hodges, Larry F., Cohen-Or, Daniel and Spencer, Stephen N. (eds.) VRST 2007 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology November 5-7, 2007, Newport Beach, California, USA. pp. 215-216.

 
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Wagner, Daniel, Barakonyi, Istvan, Billinghurst, Mark and MacIntyre, Blair (2007): Tutorial 5: Handheld Augmented Reality. In: Sherman, William R., Lin, Ming C. and Steed, Anthony (eds.) IEEE Virtual Reality Conference, VR 2007 10-14 March, 2007, Charlotte, NC, USA. p. 321.

2006
 
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Dow, Steven, Mehta, Manish, Lausier, Annie, MacIntyre, Blair and Mateas, Michael (2006): Initial lessons from AR Façade, an interactive augmented reality drama. In: Ishii, Hiroshi, Lee, Newton, Natkin, Stéphane and Tsushima, Katsuhide (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2006 June 14-16, 2006, Hollywood, California, USA. p. 28.

2005
 
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Coelho, Enylton Machado, MacIntyre, Blair and Julier, Simon J. (2005): Supporting interaction in augmented reality in the presence of uncertain spatial knowledge. In: Proceedings of the 2005 ACM Symposium on User Interface Software and Technology 2005. pp. 111-114.

A significant problem encountered when building Augmented Reality (AR) systems is that all spatial knowledge about the world has uncertainty associated with it. This uncertainty manifests itself as registration errors between the graphics and the physical world, and ambiguity in user interaction. In this paper, we show how estimates of the registration error can be leveraged to support predictable selection in the presence of uncertain 3D knowledge. These ideas are demonstrated in osgAR, an extension to OpenSceneGraph with explicit support for uncertainty in the 3D transformations. The osgAR runtime propagates this uncertainty throughout the scene graph to compute robust estimates of the probable location of all entities in the system from the user\'s viewpoint, in real-time. We discuss the implementation of selection in osgAR, and the issues that must be addressed when creating interaction techniques in such a system.

© All rights reserved Coelho et al. and/or ACM Press

 
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Dow, Steven, Lee, Jaemin, Oezbek, Christopher, MacIntyre, Blair, Bolter, Jay David and Gandy, Maribeth (2005): Wizard of Oz interfaces for mixed reality applications. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1339-1342.

One important tool for developing complex interactive applications is "Wizard of Oz "(WOz)simulation. WOz simulation allows design concepts,content and partially completed applications to be tested on users without the need to first create a completely working system. In this paper we discuss the integration of wizard interface tools into a Mixed Reality (MR)design environment and show how easier creation and evolution of wizard interfaces can lead to an expanded role for WOz-based testing during the design evolution of MR experiences. We share our experiences designing an audio experience in an historic site,and illustrate the evolution of the wizard interfaces alongside the user experience

© All rights reserved Dow et al. and/or ACM Press

 
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Gandy, Maribeth, MacIntyre, Blair, Presti, Peter, Dow, Steven, Bolter, Jay David, Yarbrough, Brandon and O'Rear, Nigel (2005): AR Karaoke: Acting in Your Favorite Scenes. In: Fourth IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2005 5-8 October, 2005, Vienna, Austria. pp. 114-117.

 
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Norton, Marleigh and MacIntyre, Blair (2005): Butterfly Effect: An Augmented Reality Puzzle Game. In: Fourth IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2005 5-8 October, 2005, Vienna, Austria. pp. 212-213.

 
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Dow, Steven, Lee, Jaemin, Oezbek, Christopher, MacIntyre, Blair, Bolter, Jay David and Gandy, Maribeth (2005): Exploring spatial narratives and mixed reality experiences in Oakland Cemetery. In: Lee, Newton (ed.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2005 June 15-15, 2005, Valencia, Spain. pp. 51-60.

 
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Dow, Steven, MacIntyre, Blair, Lee, Jaemin, Oezbek, Christopher, Bolter, Jay David and Gandy, Maribeth (2005): Wizard of Oz support throughout an iterative design process. In IEEE Pervasive Computing, 4 (4) pp. 18-26.

 
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MacIntyre, Blair and Livingston, Mark A. (2005): Guest Editors' Introduction: Moving Mixed Reality into the Real World. In IEEE Computer Graphics and Applications, 25 (6) pp. 22-23.

2004
 
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MacIntyre, Blair, Gandy, Maribeth, Dow, Steven and Bolter, Jay David (2004): DART: a toolkit for rapid design exploration of augmented reality experiences. In: Proceedings of the 2004 ACM Symposium on User Interface Software and Technology 2004. pp. 197-206.

In this paper, we describe The Designer\'s Augmented Reality Toolkit (DART). DART is built on top of Macromedia Director, a widely used multimedia development environment. We summarize the most significant problems faced by designers working with AR in the real world, and discuss how DART addresses them. Most of DART is implemented in an interpreted scripting language, and can be modified by designers to suit their needs. Our work focuses on supporting early design activities, especially a rapid transition from story-boards to working experience, so that the experiential part of a design can be tested early and often. DART allows designers to specify complex relationships between the physical and virtual worlds, and supports 3D animatic actors (informal, sketch-based content) in addition to more polished content. Designers can capture and replay synchronized video and sensor data, allowing them to work off-site and to test specific parts of their experience more effectively.

© All rights reserved MacIntyre et al. and/or ACM Press

 
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Coelho, Enylton Machado, MacIntyre, Blair and Julier, Simon (2004): OSGAR: A Scene Graph with Uncertain Transformations. In: 3rd IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2004 2-5 November, 2004, Arlington, VA, USA. pp. 6-15.

 
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Gandy, Maribeth, MacIntyre, Blair and Dow, Steven (2004): Making Tracking Technology Accessible in a Rapid Prototyping Environment. In: 3rd IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2004 2-5 November, 2004, Arlington, VA, USA. pp. 282-283.

2003
 
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Kooper, Rob and MacIntyre, Blair (2003): Browsing the Real-World Wide Web: Maintaining Awareness of Virtual Information in an AR Information Space. In International Journal of Human-Computer Interaction, 16 (3) pp. 425-446.

The authors describe a prototype augmented reality (AR) system that allowed them to experiment with interfaces to a 3-dimensional spatialized information space based on the World Wide Web (WWW). The authors call such an information space the Real-World Wide Web (RWWW), because it merges the WWW with the physical world. They present the assumptions they make about the characteristics of such a system, discuss the implications of those assumptions for AR interfaces, and describe their initial experiences creating a prototype RWWW browser.

© All rights reserved Kooper and MacIntyre and/or Lawrence Erlbaum Associates

 
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MacIntyre, Blair, Gandy, Maribeth, Bolter, Jay David, Dow, Steven and Hannigan, Brendan (2003): DART: The Designer's Augmented Reality Toolkit. In: 2003 IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2003 7-10 October, 2003, Tokyo, Japan. pp. 329-330.

 
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MacIntyre, Blair and Bolter, Jay David (2003): Single-narrative, multiple point-of-view dramatic experiences in augmented reality. In Virtual Reality, 7 (1) pp. 10-16.

 
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Wingrave, Chadwick A., Hix, Deborah, Schmalstieg, Dieter, MacIntyre, Blair, Bowman, Doug A. and Mine, Mark R. (2003): Mixed Reality: The Continuum from Virtual to Augmented Reality. In: IEEE Virtual Reality Conference 2003 VR 2003 22-26 March, 2003, Los Angeles, CA, USA. pp. 121-124.

2002
 
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MacIntyre, Blair, Lohse, Marco, Bolter, Jay David and Moreno, Emmanuel (2002): Integrating 2-D Video Actors into 3-D Augmented-Reality Systems. In Presence: Teleoperators and Virtual Environments, 11 (2) pp. 189-202.

 
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MacIntyre, Blair, Coelho, Enylton Machado and Julier, Simon (2002): Estimating and Adapting to Registration Errors in Augmented Reality Systems. In: VR 2002 2002. pp. 73-80.

2001
 
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MacIntyre, Blair, Mynatt, Elizabeth D., Voida, Stephen, Hansen, Klaus Marius, Tullio, Joe and Corso, Gregory M. (2001): Support for multitasking and background awareness using interactive peripheral displays. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 41-50.

In this paper, we describe Kimura, an augmented office environment to support common multitasking practices. Previous systems, such as Rooms, limit users by constraining the interaction to the desktop monitor. In Kimura, we leverage interactive projected peripheral displays to support the perusal, manipulation and awareness of background activities. Furthermore, each activity is represented by a montage comprised of images from current and past interaction on the desktop. These montages help remind the user of past actions, and serve as a springboard for ambient context-aware reminders and notifications.

© All rights reserved MacIntyre et al. and/or ACM Press

 
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MacIntyre, Blair, Bolter, Jay David, Moreno, Emmanuel and Hannigan, Brendan (2001): Augmented Reality as a New Media Experience. In: 4th International Symposium on Augmented Reality ISAR 2001 29-30 October, 2001, New York, NY, USA. pp. 197-206.

 
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Azuma, Ronald, Baillot, Yohan, Behringer, Reinhold, Feiner, Steven, Julier, Simon and MacIntyre, Blair (2001): Recent Advances in Augmented Reality. In IEEE Computer Graphics and Applications, 21 (6) pp. 34-47.

2000
 
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MacIntyre, Blair and Bolter, Jay David (2000): A multi-disciplinary course on augmented reality design. In: Designing Augmented Reality Environments 2000 2000. p. 144.

1998
 
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Mynatt, Elizabeth D., Blattner, Douglas, Blattner, Meera M., MacIntyre, Blair and Mankoff, Jennifer (1998): Augmenting Home and Office Environments. In: Third Annual ACM Conference on Assistive Technologies 1998. pp. 169-172.

In this panel, we describe different techniques and applications of augmenting home and office environments. One application of augmented environments is to provide additional information associated with the environment via visual and / or auditory cues. Other applications assist users in controlling aspects of their environment. Commercial opportunities in home automation allow people to more easily operate complex systems for temperature control, security, and maintenance. There are numerous research issues in designing augmented environments such as how multimodal input and output can be used effectively. Many of these systems need to assume some knowledge of the user's intent and context. How to capture and interpret information about users in these environments is an open question. We will describe these issues during this panel as well as discuss with the ASSETS community how these efforts can be applied to the realm of assistive technology.

© All rights reserved Mynatt et al. and/or ACM Press

1997
 
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Feiner, Steven K., MacIntyre, Blair, Höllerer, Tobias and Webster, Anthony (1997): A Touring Machine: Prototyping 3D Augmented Reality Systems for Exploring the Urban Environment. In Personal and Ubiquitous Computing, 1 (3) .

1996
 
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MacIntyre, Blair and Feiner, Steven K. (1996): Language-Level Support for Exploratory Programming of Distributed Virtual Environments. In: Kurlander, David, Brown, Marc and Rao, Ramana (eds.) Proceedings of the 9th annual ACM symposium on User interface software and technology November 06 - 08, 1996, Seattle, Washington, United States. pp. 83-94.

We describe COTERIE, a toolkit that provides language-level support for building distributed virtual environments. COTERIE is based on the distributed data-object paradigm for distributed shared memory. Any data object in COTERIE can be declared to be a Shared Object that is replicated fully in any process that is interested in it. These Shared Objects support asynchronous data propagation with atomic serializable updates, and asynchronous notification of updates. COTERIE is built in Modula-3 and uses existing Modula-3 packages that support an integrated interpreted language, multithreading, and 3D animation. Unlike other VE toolkits, COTERIE is based on a set of general-purpose parallel and distributed language concepts designed with the needs of virtual environments in mind. We summarize the requirements that we identified for COTERIE, describe its implementation, compare it with other toolkits, and provide examples that show COTERIE's advantages.

© All rights reserved MacIntyre and Feiner and/or ACM Press

 
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Anderson, Ben and MacIntyre, Blair (1996): Programming Languages: A Play in Three Acts. In ACM SIGCHI Bulletin, 28 (3) pp. 15-19.

1995
 
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Webster, Anthony, Feiner, Steven K., Krueger, Theodore, MacIntyre, Blair and Keller, Edward J. (1995): Architectural Anatomy. In Presence: Teleoperators and Virtual Environments, 4 (3) pp. 318-326.

1993
 
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Feiner, Steven K., MacIntyre, Blair, Haupt, Marcus and Solomon, Eliot (1993): Windows on the World: 2D Windows for 3D Augmented Reality. In: Hudson, Scott E., Pausch, Randy, Zanden, Brad Vander and Foley, James D. (eds.) Proceedings of the 6th annual ACM symposium on User interface software and technology 1993, Atlanta, Georgia, United States. pp. 145-155.

We describe the design and implementation of a prototype heads-up window system intended for use in a 3D environment. Our system includes a see-through head-mounted display that runs a full X server whose image is overlaid on the user's view of the physical world. The user's head is tracked so that the display indexes into a large X bitmap, effectively placing the user inside a display space that is mapped onto part of a surrounding virtual sphere. By tracking the user's body, and interpreting head motion relative to it, we create a portable information surround that envelopes the user as they move about. We support three kinds of windows implemented on top of the X server: windows fixed to the head-mounted display, windows fixed to the information surround, and windows fixed to locations and objects in the 3D world. Objects can also be tracked, allowing windows to move with them. To demonstrate the utility of this model, we describe a small hypermedia system that allows links to be made between windows and windows to be attached to objects. Thus, our hypermedia system can forge links between any combination of physical objects and virtual windows.

© All rights reserved Feiner et al. and/or ACM Press

 
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Feiner, Steven K., MacIntyre, Blair and Seligmann, Dorée D. (1993): Knowledge-Based Augmented Reality. In Communications of the ACM, 36 (7) pp. 53-62.

 Cited in the following chapter:

Wearable Computing: [/encyclopedia/wearable_computing.html]


 
1992
 
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Feiner, Steven K., MacIntyre, Blair and Seligmann, Doree Duncan (1992): Annotating the real world with knowledge--based graphics on a see--through head--mounted display. In: Graphics Interface 92 May 11-15, 1992, Vancouver, British Columbia, Canada. pp. 78-85.

 Cited in the following chapters:

Mobile Computing: [/encyclopedia/mobile_computing.html]

3D User Interfaces: [/encyclopedia/3d_user_interfaces.html]


 
 
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MacIntyre, Blair and Cowan, William B. (1992): A Practical Approach to Calculating Luminance Contrast on a CRT. In ACM Transactions on Graphics, 11 (4) pp. 336-347.

 
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Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/blair_macintyre.html

Publication statistics

Pub. period:1992-2011
Pub. count:43
Number of co-authors:79



Co-authors

Number of publications with 3 favourite co-authors:

Steven Dow:11
Jay David Bolter:11
Maribeth Gandy:8

 

 

Productive colleagues

Blair MacIntyre's 3 most productive colleagues in number of publications:

Mark Billinghurst:92
Dieter Schmalstieg:86
Steven K. Feiner:76
 
 
 
Jul 26

The display is the computer.

-- Jen-Hsun Huang, 2002

 
 

Featured chapter

Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess

User Experience and Experience Design !

 
 

Our Latest Books

Kumar and Herger 2013: Gamification at Work: Designing Engaging Business Software...
by Janaki Mythily Kumar and Mario Herger

 
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Whitworth and Ahmad 2013: The Social Design of Technical Systems: Building technologies for communities...
by Brian Whitworth and Adnan Ahmad

 
Start reading

Soegaard and Dam 2013: The Encyclopedia of Human-Computer Interaction, 2nd Ed....
by Mads Soegaard and Rikke Friis Dam

 
Start reading
 
 

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