Blair MacIntyre

  • Professor of Augmented and Virtual Reality (jointly appointed with Khoury College of Computer Sciences), Northeastern University
  • Head of Immersive Technology and Spatial Computing Research, Global Technology Applied Research (on leave from Northeastern), JPMorgan Chase & Co.
  • Adjunct Professor, School of Interactive Computing, Georgia Institute of Technology

[email protected]

scholar.google.com/citations?user=UA3tyKwAAAAJ

Impact Metrics
16,019
Total Citations
3
PR Journals
0
h-index
0
i10-index
4
Top Conf
2
Other Works
Awards & Honors
Best Paper Award (Arts, Media, and Humanities track)

IEEE ISMAR 2011

2011
Best Poster Award

IEEE ISMAR 2011

2011
Lasting Impact Award (for “Windows on the World: 2D Windows for 3D Augmented Reality”)

ACM UIST

2010
Past Positions

Professor, School of Interactive Computing; Director, Augmented Environments Lab, Georgia Institute of Technology

1999–2022

Principal Research Scientist (Emerging Technologies, Mixed Reality/WebXR), Mozilla

2016–2020
Education
PhD, Computer Science
Columbia University (1999)
MPhil, Computer Science
Columbia University (1995)
MMath, Computer Science
University of Waterloo (1991)
BMath, Computer Science
University of Waterloo (1989)
Biography

Blair MacIntyre is a professor of Augmented and Virtual Reality jointly appointed in the Department of Art + Design (College of Arts, Media and Design) and the Khoury College of Computer Sciences at Northeastern University. His research spans augmented, mixed, and virtual reality as design media for learning, collaboration, games, and work. He founded and directed the Augmented Environments Lab at Georgia Tech (1999–2022), led early WebXR efforts as a Principal Research Scientist at Mozilla (2016–2020), and since 2022 has been Head of Immersive Technology and Spatial Computing Research in Global Technology Applied Research at JPMorgan Chase (while on leave from Northeastern). He is known for the DART toolkit for AR design, the Argon AR web browser (with the KHARMA/KARML web-standards approach), and extensive work on social and educational uses of XR.

Theories & Frameworks
Designer’s Augmented Reality Toolkit (DART)

A framework and toolkit for rapid prototyping of AR experiences that lets designers link physical and virtual elements, use sketch‑like 3D content, and capture/replay sensor and video data to iterate early on interaction and content.

Introduced: 2004
Argon/KHARMA/KARML: A web‑standards framework for AR

Argon is an AR web browser; KHARMA/KARML extend web and KML semantics to package and deliver AR content as web channels, enabling multi‑source, secure, standards‑based AR applications on mobile devices.

Introduced: 2011
Research Interests
  • Augmented Reality in Education
  • Educational Gaming
  • Human–Computer Interaction (in Education)
  • Learning Sciences
  • Mobile Learning
  • Technology Integration
  • Virtual Reality in Education
Peer-reviewed Journal Articles & Top Conference Papers
7

Computers & Education • Journal

Blair MacIntyre

This paper frames how augmented reality can support mathematics learning through three complementary dimensions: physical (embodied interaction with manipulatives), cognitive (spatiotemporal alignment and scaffolding from concrete to symbolic), and contextual (social collaboration and learning beyond the classroom). It surveys AR exemplars and distills design guidelines while acknowledging pragmatic constraints to classroom-wide adoption.

IEEE International Symposium on Mixed and Augmented Reality (ISMAR) • Conference

Blair MacIntyre

Presents Argon, an augmented reality web browser, and the KARML/KHARMA approach that extends web standards to support multi‑channel, secure, standards‑based AR experiences. Describes architecture, content model, and examples that demonstrate the web as a viable platform for mobile AR application delivery.

ACM Interaction Design and Children (IDC) • Conference

Blair MacIntyre

Introduces AR Scratch, the first AR authoring environment for children built on the Scratch platform. By extending Scratch with camera‑tracked overlays and tangible interactions, pre‑teens can design and program simple AR experiences, lowering barriers to entry and supporting constructionist learning through creative making.

ACM Symposium on User Interface Software and Technology (UIST) • Conference

Blair MacIntyre

Introduces the Designer’s Augmented Reality Toolkit (DART), built atop Macromedia Director to enable rapid prototyping and early experiential testing of AR designs. DART lets creators link physical and virtual worlds, use sketch‑like 3D content, and capture/replay synchronized video and sensor data, accelerating iteration on interaction and content.

Personal Technologies (now Personal and Ubiquitous Computing) • Journal

Blair MacIntyre

Describes a wearable, mobile AR prototype that combines a head‑tracked see‑through 3D display with a handheld 2D display for navigation and campus information. Details hardware/software choices and user‑interface considerations for building untethered AR systems operating in everyday outdoor environments.

Communications of the ACM • Journal

Blair MacIntyre

Early demonstration of AR interfaces driven by a knowledge base to generate situated, procedural guidance (e.g., maintenance/repair). Explores combining task models, context, and tracked 3D overlays to automate instruction layout and sequencing in the user’s field of view.

ACM Symposium on User Interface Software and Technology (UIST) • Conference

Blair MacIntyre

Presents a prototype heads‑up window system for augmented reality that overlays standard 2D window content in a tracked, see‑through HMD. Explores interaction techniques and system architecture for integrating familiar windowing metaphors with spatial, head‑tracked 3D AR views.

Other Works
2

DiGRA Conference: Think Design Play • Conference

Blair MacIntyre

Analyzes video of board‑game sessions to categorize social interactions and highlights how seemingly mundane “chores” (rule enforcement, bookkeeping, turn‑taking) scaffold reflection, strategy discussions, and playful banter. Argues that, rather than eliminating chores with automation, designers of tabletop and handheld AR games can leverage them to foster co‑located social play.

International Conference on the Foundations of Digital Games (FDG) • Conference

Blair MacIntyre

Reports on an inter‑institutional course in handheld AR game design. Describes course structure, rapid prototyping practices, interdisciplinary collaboration between art and computing students, and outcomes. Derives practical insights and recurring issues to inform future curricula and the design of mobile AR gameplay.