Mark T. Bolas

Affiliations:
  • University of Southern California, Los Angeles, USA


According to our database1, Mark T. Bolas authored at least 93 papers between 1992 and 2019.

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Bibliography

2019
Orientation Perception in Real and Virtual Environments.
IEEE Trans. Vis. Comput. Graph., 2019

2018
The 2018 VGTC Virtual Reality Career Award.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Novel Interaction Techniques for Collaboration in VR.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Vertical Field-of-View Extension and Walking Characteristics in Head-Worn Virtual Environments.
ACM Trans. Appl. Percept., 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.
Comput. Animat. Virtual Worlds, 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

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.
Comput. Graph., 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.
Pers. Ubiquitous Comput., 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

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

HeadSPIN: a one-to-many 3D video teleconferencing system.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 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 International Conference on Computer Graphics and Interactive Techniques, 2007

An interactive 360° light field display.
Proceedings of the 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 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 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 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.
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


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