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Blair MacIntyre

Researcher at Georgia Institute of Technology

Publications -  130
Citations -  11818

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.

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Journal ArticleDOI

Game jams: Community, motivations, and learning among jammers

TL;DR: An analytical comparison of game jam participation to academic performance is concluded – concluding that there is indeed a correlation between engaging in community-driven game design and development events such as game jams and academic success in first and second year courses.
Journal ArticleDOI

New Media and the Permanent Crisis of Aura

TL;DR: In this paper, the authors apply Benjamin's concept of aura to new (digital) media, and in particular to mixed reality, a group of technologies that blend computer-generated visual, aural, and textual information into the user's physical environment.
Journal ArticleDOI

Architectural anatomy

TL;DR: An overview of the early stages of three related research projects whose goals are to exploit augmented reality, virtual worlds, and artificial intelligence to explore relationships between perceived architectural space and the structural systems that support it is provided.
Proceedings ArticleDOI

Wizard of Oz interfaces for mixed reality applications

TL;DR: It is shown 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 and how the evolution of the wizard interfaces alongside the user experience is illustrated.
Proceedings ArticleDOI

Augmented reality as a new media experience

TL;DR: The authors discuss their work on applying media theory to the creation of narrative augmented reality (AR) experiences, focusing on leveraging the interaction between the physical and virtual world, remediating existing media, and building on the cultural expectations of users.