Mark T. Bolas
According to our database1,
Mark T. Bolas
authored at least 91 papers
between 1992 and 2017.
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Bibliography
2017
Vertical Field-of-View Extension and Walking Characteristics in Head-Worn Virtual Environments.
TAP, 2017
Rapid creation of photorealistic virtual reality content with consumer depth cameras.
Proceedings of the 2017 IEEE Virtual Reality, 2017
NIVR: Neuro imaging in virtual reality.
Proceedings of the 2017 IEEE Virtual Reality, 2017
View-dependent virtual reality content from RGB-D images.
Proceedings of the 2017 IEEE International Conference on Image Processing, 2017
Social Impact of Enhanced Gaze Presentation Using Head Mounted Projection.
Proceedings of the Distributed, Ambient and Pervasive Interactions, 2017
2016
Estimation of detection thresholds for audiovisual rotation gains.
Proceedings of the 2016 IEEE Virtual Reality, 2016
Head mounted projection for enhanced gaze in social interactions.
Proceedings of the 2016 IEEE Virtual Reality, 2016
The redirected walking toolkit: a unified development platform for exploring large virtual environments.
Proceedings of the 2nd IEEE Workshop on Everyday Virtual Reality, 2016
Real-time 3D rendering using depth-based geometry reconstruction and view-dependent texture mapping.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016
User Perceptions of a Virtual Human Over Mobile Video Chat Interactions.
Proceedings of the Human-Computer Interaction. Novel User Experiences, 2016
Time-Offset Conversations on a Life-Sized Automultiscopic Projector Array.
Proceedings of the 2016 IEEE Conference on Computer Vision and Pattern Recognition Workshops, 2016
Revisiting detection thresholds for redirected walking: combining translation and curvature gains.
Proceedings of the ACM Symposium on Applied Perception, 2016
Automated path prediction for redirected walking using navigation meshes.
Proceedings of the 2016 IEEE Symposium on 3D User Interfaces, 2016
2015
Towards context-sensitive reorientation for real walking in virtual reality.
Proceedings of the 2015 IEEE Virtual Reality, 2015
Virtual headcam: pan/tilt mirror-based facial performance tracking.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015
Making small spaces feel large: infinite walking in virtual reality.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015
An automultiscopic projector array for interactive digital humans.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015
Spherical light field environment capture for virtual reality using a motorized pan/tilt head and offset camera.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015
Creating near-field VR using stop motion characters and a touch of light-field rendering.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015
Discovering near-field VR: stop motion with a touch of light-fields and a dash of redirection.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015
Mixed reality for robotics.
Proceedings of the 2015 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2015
"Hi, It's Me Again!": Virtual Coaches over Mobile Video.
Proceedings of the 3rd International Conference on Human-Agent Interaction, 2015
Physical Space Requirements for Redirected Walking: How Size and Shape Affect Performance.
Proceedings of the International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, 2015
Correction of geometric distortions and the impact of eye position in virtual reality displays.
Proceedings of the 2015 International Conference on Collaboration Technologies and Systems, 2015
2014
Rapid avatar capture and simulation using commodity depth sensors.
Journal of Visualization and Computer Animation, 2014
Interpolating vertical parallax for an autostereoscopic three-dimensional projector array.
J. Electronic Imaging, 2014
Automatic acquisition and animation of virtual avatars.
Proceedings of the 2014 IEEE Virtual Reality, 2014
A demonstration of tablet-based interaction panels for immersive environments.
Proceedings of the 2014 IEEE Virtual Reality, 2014
Tablet-based interaction panels for immersive environments.
Proceedings of the 2014 IEEE Virtual Reality, 2014
The effect of eye position on the view of virtual geometry.
Proceedings of the 2014 IEEE Virtual Reality, 2014
Automated calibration of display characteristics (ACDC) for head-mounted displays and arbitrary surfaces.
Proceedings of the 2014 IEEE Virtual Reality, 2014
An enhanced steering algorithm for redirected walking in virtual environments.
Proceedings of the 2014 IEEE Virtual Reality, 2014
Designing the user in user interfaces.
Proceedings of the 27th Annual ACM Symposium on User Interface Software and Technology, 2014
A raycast approach to hybrid touch / motion capturevirtual reality user experience.
Proceedings of the 2nd ACM Symposium on Spatial User Interaction, 2014
Real-time and robust grasping detection.
Proceedings of the 2nd ACM Symposium on Spatial User Interaction, 2014
Designing the user in user interfaces.
Proceedings of the 2nd ACM Symposium on Spatial User Interaction, 2014
Rapid avatar capture and simulation using commodity depth sensors.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014
Countering user deviation during redirected walking.
Proceedings of the ACM Symposium on Applied Perception, 2014
2013
Peripheral Stimulation and its Effect on Perceived Spatial Scale in Virtual Environments.
IEEE Trans. Vis. Comput. Graph., 2013
Adapting user interfaces for gestural interaction with the flexible action and articulated skeleton toolkit.
Computers & Graphics, 2013
Flexible spaces: A virtual step outside of reality.
Proceedings of the 2013 IEEE Virtual Reality, 2013
Rapid generation of personalized avatars.
Proceedings of the 2013 IEEE Virtual Reality, 2013
Open virtual reality.
Proceedings of the 2013 IEEE Virtual Reality, 2013
Fusing depth, color, and skeleton data for enhanced real-time hand segmentation.
Proceedings of the 1st Symposium on Spatial User Interaction, 2013
An autostereoscopic projector array optimized for 3D facial display.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2013
Flexible spaces: Dynamic layout generation for infinite walking in virtual environments.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2013
2012
Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture.
IEEE Trans. Vis. Comput. Graph., 2012
Augmented reality using personal projection and retroreflection.
Personal and Ubiquitous Computing, 2012
A taxonomy for deploying redirection techniques in immersive virtual environments.
Proceedings of the 2012 IEEE Virtual Reality, 2012
Interactive game-based rehabilitation using the Microsoft Kinect.
Proceedings of the 2012 IEEE Virtual Reality, 2012
Virtual reality to go: A USC ICT Mixed Reality Lab demonstration.
Proceedings of the 2012 IEEE Virtual Reality, 2012
Immersive training games for smartphone-based head mounted displays.
Proceedings of the 2012 IEEE Virtual Reality, 2012
Unobtrusive measurement of subtle nonverbal behaviors with the Microsoft Kinect.
Proceedings of the 2012 IEEE Virtual Reality, 2012
A single-shot light probe.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2012
Spatial Misregistration of Virtual Human Audio: Implications of the Precedence Effect.
Proceedings of the Intelligent Virtual Agents - 12th International Conference, 2012
Using the Phantogram Technique for a Collaborative Stereoscopic Multitouch Tabletop Game.
Proceedings of the 10th International Conference on Creating, 2012
Comparability of narrow and wide field-of-view head-mounted displays for medium-field distance judgments.
Proceedings of the ACM Symposium on Applied Perception 2012, 2012
Poster: Spatial misregistration of virtual human audio: Implications of the precedence effect.
Proceedings of the IEEE Symposium on 3D User Interfaces 2012, 2012
2011
Sharing and Stretching Space with Full Body Tracking.
Proceedings of the Whole Body Interaction, 2011
FAAST: The Flexible Action and Articulated Skeleton Toolkit.
Proceedings of the IEEE Virtual Reality Conference, 2011
Leveraging change blindness for redirection in virtual environments.
Proceedings of the IEEE Virtual Reality Conference, 2011
A design for a smartphone-based head mounted display.
Proceedings of the IEEE Virtual Reality Conference, 2011
Surface/space.
Proceedings of the 10th IEEE International Symposium on Mixed and Augmented Reality, 2011
Leveraging Unencumbered Full Body Control of Animated Virtual Characters for Game-Based Rehabilitation.
Proceedings of the Virtual and Mixed Reality - Systems and Applications, 2011
Development and evaluation of low cost game-based balance rehabilitation tool using the microsoft kinect sensor.
Proceedings of the 33rd Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2011
Prototyping a light field display involving direct observation of a video projector array.
Proceedings of the IEEE Conference on Computer Vision and Pattern Recognition, 2011
Head-Mounted Photometric Stereo for Performance Capture.
Proceedings of the Conference for Visual Media Production, 2011
Effects of redirection on spatial orientation in real and virtual environments.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2011
2010
Simulating hearing loss in virtual training.
Proceedings of the IEEE Virtual Reality Conference, 2010
Head-mounted photometric stereo for performance capture.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2010
Head-mounted photometric stereo for performance capture.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2010
Critical Success Factors for Rapid, Innovative Solutions.
Proceedings of the New Modeling Concepts for Today's Software Processes, 2010
2009
Achieving eye contact in a one-to-many 3D video teleconferencing system.
ACM Trans. Graph., 2009
2007
Rendering for an interactive 360degree light field display.
ACM Trans. Graph., 2007
A system for high-resolution face scanning based on polarized spherical illumination.
Proceedings of the 34. International Conference on Computer Graphics and Interactive Techniques, 2007
An interactive 360° light field display.
Proceedings of the 34. International Conference on Computer Graphics and Interactive Techniques, 2007
MobZombies: A Wearable Sensor For A Playground Style Electronic Game.
Proceedings of the 11th IEEE International Symposium on Wearable Computers (ISWC 2007), 2007
2006
Concave surround optics for rapid multiview imaging.
Proceedings of the 33. International Conference on Computer Graphics and Interactive Techniques, 2006
Relighting Human Locomotion with Flowed Reflectance Fields.
Proceedings of the Eurographics Symposium on Rendering Techniques, Nicosia, Cyprus, 2006, 2006
2005
Emerging Display Technologies - New Systems and Applications From Images to Sensing, Interaction and Enhancement.
Proceedings of the IEEE Virtual Reality Conference 2005, 2005
Performance geometry capture for spatially varying relighting.
Proceedings of the 32. International Conference on Computer Graphics and Interactive Techniques, 2005
Tangible user interfaces for children.
Proceedings of the Extended Abstracts Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005
2004
Synthetic aperture confocal imaging.
ACM Trans. Graph., 2004
New Research and Explorations into Multiuser Immersive Display Systems.
IEEE Computer Graphics and Applications, 2004
Snared illumination.
Proceedings of the 31. International Conference on Computer Graphics and Interactive Techniques, 2004
1999
The Next Generation: Novel Techniques for Display and Interaction (Panel).
Proceedings of the IEEE Virtual Reality 1999 Conference, 1999
1998
Usability Is From Venus, Virtual Environments Are From Mars: User-centered Evaluation Methodology In A New Medium (Panel).
Proceedings of the 1998 Virtual Reality Annual International Symposium, 1998
1997
The two-user Responsive Workbench: support for collaboration through individual views of a shared space.
Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques, 1997
1995
Applications Drive VR Interface Selection.
IEEE Computer, 1995
1994
Human factors in the design of an immersive display.
IEEE Computer Graphics and Applications, 1994
1992
Virtual Mutant Theremin.
Proceedings of the 1992 International Computer Music Conference, 1992