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Jay David Bolter

Bio: Jay David Bolter 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 24, co-authored 81 publications receiving 6139 citations. Previous affiliations of Jay David Bolter include University of North Carolina at Chapel Hill.


Papers
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Book
01 Jan 1999
TL;DR: In this paper, the authors propose a theory of immediacy, hypermediacy and remediation mediation and network of remediation networks of networked self conclusion for virtual reality mediated spaces.
Abstract: Part 1 Theory: immediacy, hypermediacy and remediation mediation and remediation networks of remediation. Part 2 Media: computer games digital photography photorealistic graphics digital art film virtual reality mediated spaces television the World Wide Web ubiquitous computing convergence. Part 3 Self: the remediated self the virtual self the networked self conclusion.

3,393 citations

Book
03 Nov 1990
TL;DR: Part 1 The Visual Writing Space: The Computer as a New Writing Space Writing as Technology The Elements of Writing Seeing and Writing.
Abstract: Contents: Introduction. Part I: The Visual Writing Space. The Computer as a New Writing Space. Writing as Technology. The Elements of Writing. Seeing and Writing. Part II: The Conceptual Writing Space. The Electronic Book. The New Dialogue. Interactive Fiction. Critical Theory and the New Writing Space. Part III: The Mind as a Writing Space. Artificial Intelligence. Electronic Signs. Writing the Mind. Writing Culture. Conclusion.

709 citations

Proceedings ArticleDOI
24 Oct 2004
TL;DR: 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.
Abstract: 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.

242 citations

Journal ArticleDOI
TL;DR: The WOz method helps designers avoid getting locked into a particular design or working under an incorrect set of assumptions about user preferences, because it lets them explore and evaluate designs before investing the considerable development time needed to build a complete prototype.
Abstract: The Wizard of Oz prototyping approach, widely used in human-computer interaction research, is particularly useful in exploring user interfaces for pervasive, ubiquitous, or mixed-reality systems that combine complex sensing and intelligent control logic. The vast design space for such nontraditional interfaces provides many possibilities for user interaction through one or more modalities and often requires challenging hardware and software implementations. The WOz method helps designers avoid getting locked into a particular design or working under an incorrect set of assumptions about user preferences, because it lets them explore and evaluate designs before investing the considerable development time needed to build a complete prototype.

162 citations

Proceedings ArticleDOI
08 Nov 2008
TL;DR: The results of the field trial of EatWell are described, specifically characterizing how participants were able to craft stories that were both emotive and culturally-relevant, the challenges that arose in creating these memories and finally how sharing these stories facilitated a sense of community empowerment.
Abstract: Low-income African American communities face a disproportionate amount of diet-related health problems in the United States. To address this issue, we developed EatWell, a system that allows people to use their cell phones to create voice memories describing how they have tried to eat healthfully in their neighborhoods (e.g., at local restaurants) and listen to the memories that others have created. In this paper, we describe the results of our field trial of EatWell, specifically characterizing how our participants were able to craft stories that were both emotive and culturally-relevant, the challenges that arose in creating these memories and finally how sharing these stories facilitated a sense of community empowerment. We conclude by presenting implications for the design of future applications that facilitate the sharing of health-related experiences.

148 citations


Cited by
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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

Book
01 Jan 1999
TL;DR: In Sorting Things Out, Bowker and Star as mentioned in this paper explore the role of categories and standards in shaping the modern world and examine how categories are made and kept invisible, and how people can change this invisibility when necessary.
Abstract: What do a seventeenth-century mortality table (whose causes of death include "fainted in a bath," "frighted," and "itch"); the identification of South Africans during apartheid as European, Asian, colored, or black; and the separation of machine- from hand-washables have in common? All are examples of classification -- the scaffolding of information infrastructures. In Sorting Things Out, Geoffrey C. Bowker and Susan Leigh Star explore the role of categories and standards in shaping the modern world. In a clear and lively style, they investigate a variety of classification systems, including the International Classification of Diseases, the Nursing Interventions Classification, race classification under apartheid in South Africa, and the classification of viruses and of tuberculosis. The authors emphasize the role of invisibility in the process by which classification orders human interaction. They examine how categories are made and kept invisible, and how people can change this invisibility when necessary. They also explore systems of classification as part of the built information environment. Much as an urban historian would review highway permits and zoning decisions to tell a city's story, the authors review archives of classification design to understand how decisions have been made. Sorting Things Out has a moral agenda, for each standard and category valorizes some point of view and silences another. Standards and classifications produce advantage or suffering. Jobs are made and lost; some regions benefit at the expense of others. How these choices are made and how we think about that process are at the moral and political core of this work. The book is an important empirical source for understanding the building of information infrastructures.

4,480 citations

Journal Article

3,099 citations

Journal ArticleDOI
TL;DR: The aim of this work is to provide the readers with the know how for the application of recurrence plot based methods in their own field of research, and detail the analysis of data and indicate possible difficulties and pitfalls.

2,993 citations

Book
David Crystal1
01 Jan 2001
TL;DR: Covering a range of Internet genres, including e-mail, chat, and the Web, this is a revealing account of how the Internet is radically changing the way the authors use language.
Abstract: In recent years, the Internet has come to dominate our lives. E-mail, instant messaging and chat are rapidly replacing conventional forms of correspondence, and the Web has become the first port of call for both information enquiry and leisure activity. How is this affecting language? There is a widespread view that as 'technospeak' comes to rule, standards will be lost. In this book, David Crystal argues the reverse: that the Internet has encouraged a dramatic expansion in the variety and creativity of language. Covering a range of Internet genres, including e-mail, chat, and the Web, this is a revealing account of how the Internet is radically changing the way we use language. This second edition has been thoroughly updated to account for more recent phenomena, with a brand new chapter on blogging and instant messaging. Engaging and accessible, it will continue to fascinate anyone who has ever used the Internet.

1,735 citations