Category: Blair MacIntyre

Blair MacIntyre, AEL Director

AR Karaoke: Acting in Your Favorite Scenes

Maribeth Gandy, Blair MacIntyre, Peter Presti, Steven Dow, Jay David Bolter, Brandon Yarbrough, and Nigel O’Rear. “AR Karaoke: Acting in Your Favorite Scenes” In The Fourth International Symposium on Mixed and Augmented Reality (ISMAR 2005), October 6-8, 2005, Vienna, Austria.

Continue reading

Butterfly effect: an augmented reality puzzle game

Abstract Butterfly effect is a 3D puzzle game using augmented reality. The key motivation was to create a game that leverages the structure of the physical world during gameplay without requiring the computer to have a detailed model of the space. The butterflies are virtual, but the space the player navigates is physical. The player …

Continue reading

AEL Research the focus of MIT Technology Review Article “Augmented Reality: Another (Virtual) Brick in the Wall”

A variety of the lab’s research is the focus of this article on the MIT Technology Review web site.  The articles covers our work on audio-based AR experiences in Oakland cemetery, error-adaptive AR systems, DART (our AR toolkit for designers), amoung other things. (link, pdf copy)

“The Voices of Oakland” demonstrated during “Sunday in the Park” event at Oakland Cemetery

During Oakland Cemetery’s Sunday in the Park event, members of the AEL, in conjunction with researchers and students from the LCC and IMTC, demonstrated “The Voices of Oakland” (VoO), an audio-only augmented reality experience.  This experience is a dramatic tour of the cemetery, led by the ghost of Franklin Garrett, known as Atlanta’s official historian. …

Continue reading

DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences

Blair MacIntyre, Maribeth Gandy, Steven Dow, and Jay David Bolter. “DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences.” In Conference on User Interface Software and Technology (UIST’04), October 24-27, 2004, Sante Fe, New Mexico.

Continue reading

DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences

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 …

Continue reading

DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences.

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 …

Continue reading

Presence and the Aura of Meaningful Places

Abstract We propose the term aura to enrich the current language for designing and analyzing media experiences, especially when using augmented reality, mixed reality and ubiquitous computing technology. Aura describes the cultural and personal significance that a place (or object) holds for an individual. An MR application can exploit aura to make the user’s experience …

Continue reading

Presence and the Aura of Meaningful Places

Abstract We propose the term aura to enrich the current language for designing and analyzing media experiences, especially when using augmented reality, mixed reality and ubiquitous computing technology. Aura describes the cultural and personal significance that a place (or object) holds for an individual. An MR application can exploit aura to make the user’s experience …

Continue reading

Prototyping Applications for the Physical World Using Integrated Capture/Playback Facilities

Abstract Designers of digital applications that deal with complicated infrastructures in the physical world often deal with the formidable challenges of working in a specific place. During development and testing, the designer must constantly move around the physical space to debug or test new interactions. In outdoor settings, factors such as weather, poor work ergonomics, …

Continue reading

Switch to mobile version