IEEE ISMAR 2011
IEEE ISMAR 2011
ACM UIST
Professor, School of Interactive Computing; Director, Augmented Environments Lab, Georgia Institute of Technology
Principal Research Scientist (Emerging Technologies, Mixed Reality/WebXR), Mozilla
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.
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.
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.
Computers & Education • Journal
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
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
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
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
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
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
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.
DiGRA Conference: Think Design Play • Conference
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
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.