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Blair MacIntyre

Bio: Blair MacIntyre is an academic researcher from Georgia Institute of Technology. The author has contributed to research in topics: Augmented reality & Mixed reality. The author has an hindex of 39, co-authored 128 publications receiving 10860 citations. Previous affiliations of Blair MacIntyre include Georgia Institute of Technology College of Computing & Columbia University.


Papers
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Journal ArticleDOI
TL;DR: This work refers one to the original survey for descriptions of potential applications, summaries of AR system characteristics, and an introduction to the crucial problem of registration, including sources of registration error and error-reduction strategies.
Abstract: In 1997, Azuma published a survey on augmented reality (AR). Our goal is to complement, rather than replace, the original survey by presenting representative examples of the new advances. We refer one to the original survey for descriptions of potential applications (such as medical visualization, maintenance and repair of complex equipment, annotation, and path planning); summaries of AR system characteristics (such as the advantages and disadvantages of optical and video approaches to blending virtual and real, problems in display focus and contrast, and system portability); and an introduction to the crucial problem of registration, including sources of registration error and error-reduction strategies.

3,624 citations

Book ChapterDOI
TL;DR: The Aware Home project is introduced and some of the technology-and human-centered research objectives in creating the Aware Home are outlined, to create a living laboratory for research in ubiquitous computing for everyday activities.
Abstract: We are building a home, called the Aware Home, to create a living laboratory for research in ubiquitous computing for everyday activities. This paper introduces the Aware Home project and outlines some of our technology-and human-centered research objectives in creating the Aware Home.

1,119 citations

Journal ArticleDOI
13 Oct 1997
TL;DR: A prototype system that combines the overlaid 3D graphics of augmented reality with the untethered freedom of mobile computing is described, to explore how these two technologies might together make possible wearable computer systems that can support users in their everyday interactions with the world.
Abstract: We describe a prototype system that combines together the overlaid 3D graphics of augmented reality with the untethered freedom of mobile computing The goal is to explore how these two technologies might together make possible wearable computer systems that can support users in their everyday interactions with the world We introduce an application that presents information about our university's campus, using a head-tracked, see-through, head-worn, 3D display, and an untracked, opaque, handheld, 2D display with stylus and trackpad We provide an illustrated explanation of how our prototype is used, and describe our rationale behind designing its software infrastructure and selecting the hardware on which it runs

916 citations

Journal ArticleDOI
TL;DR: A framework for understanding AR learning from three perspectives: physical, cognitive, and contextual is presented, arguing that physical manipulation affords natural interactions, thus encouraging the creation of embodied representations for educational concepts.
Abstract: Physical objects and virtual information are used as teaching aids in classrooms everywhere, and until recently, merging these two worlds has been difficult at best. Augmented reality offers the combination of physical and virtual, drawing on the strengths of each. We consider this technology in the realm of the mathematics classroom, and offer theoretical underpinnings for understanding the benefits and limitations of AR learning experiences. The paper presents a framework for understanding AR learning from three perspectives: physical, cognitive, and contextual. On the physical dimension, we argue that physical manipulation affords natural interactions, thus encouraging the creation of embodied representations for educational concepts. On the cognitive dimension, we discuss how spatiotemporal alignment of information through AR experiences can aid student's symbolic understanding by scaffolding the progression of learning, resulting in improved understanding of abstract concepts. Finally, on the contextual dimension, we argue that AR creates possibilities for collaborative learning around virtual content and in non-traditional environments, ultimately facilitating personally meaningful experiences. In the process of discussing these dimensions, we discuss examples from existing AR applications and provide guidelines for future AR learning experiences, while considering the pragmatic and technological concerns facing the widespread implementation of augmented reality inside and outside the classroom.

384 citations


Cited by
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Journal ArticleDOI
TL;DR: Reading a book as this basics of qualitative research grounded theory procedures and techniques and other references can enrich your life quality.

13,415 citations

Journal ArticleDOI
TL;DR: In this article, the authors present a cloud centric vision for worldwide implementation of Internet of Things (IoT) and present a Cloud implementation using Aneka, which is based on interaction of private and public Clouds, and conclude their IoT vision by expanding on the need for convergence of WSN, the Internet and distributed computing directed at technological research community.

9,593 citations

Journal ArticleDOI
Ronald Azuma1
TL;DR: The characteristics of augmented reality systems are described, including a detailed discussion of the tradeoffs between optical and video blending approaches, and current efforts to overcome these problems are summarized.
Abstract: This paper surveys the field of augmented reality AR, in which 3D virtual objects are integrated into a 3D real environment in real time. It describes the medical, manufacturing, visualization, path planning, entertainment, and military applications that have been explored. This paper describes the characteristics of augmented reality systems, including a detailed discussion of the tradeoffs between optical and video blending approaches. Registration and sensing errors are two of the biggest problems in building effective augmented reality systems, so this paper summarizes current efforts to overcome these problems. Future directions and areas requiring further research are discussed. This survey provides a starting point for anyone interested in researching or using augmented reality.

8,053 citations

Book
01 Jan 2003
TL;DR: In this paper, Sherry Turkle uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, virtual reality, and the on-line way of life.
Abstract: From the Publisher: A Question of Identity Life on the Screen is a fascinating and wide-ranging investigation of the impact of computers and networking on society, peoples' perceptions of themselves, and the individual's relationship to machines. Sherry Turkle, a Professor of the Sociology of Science at MIT and a licensed psychologist, uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, "bots," virtual reality, and "the on-line way of life." Turkle's discussion of postmodernism is particularly enlightening. She shows how postmodern concepts in art, architecture, and ethics are related to concrete topics much closer to home, for example AI research (Minsky's "Society of Mind") and even MUDs (exemplified by students with X-window terminals who are doing homework in one window and simultaneously playing out several different roles in the same MUD in other windows). Those of you who have (like me) been turned off by the shallow, pretentious, meaningless paintings and sculptures that litter our museums of modern art may have a different perspective after hearing what Turkle has to say. This is a psychoanalytical book, not a technical one. However, software developers and engineers will find it highly accessible because of the depth of the author's technical understanding and credibility. Unlike most other authors in this genre, Turkle does not constantly jar the technically-literate reader with blatant errors or bogus assertions about how things work. Although I personally don't have time or patience for MUDs,view most of AI as snake-oil, and abhor postmodern architecture, I thought the time spent reading this book was an extremely good investment.

4,965 citations