Mark Bolas
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American academic
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Mark Bolascomputer-science Degrees
Computer Science
#5540
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#5850
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#1570
USA Rank
Information Systems
#49
World Rank
#53
Historical Rank
#15
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World Rank
#9571
Historical Rank
#1264
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Computer Science
Mark Bolas's Degrees
- PhD Computer Science University of North Carolina at Chapel Hill
- Masters Computer Science University of North Carolina at Chapel Hill
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Why Is Mark Bolas Influential?
(Suggest an Edit or Addition)According to Wikipedia, Mark Bolas is a researcher exploring perception, agency, and intelligence. He is a Professor of Interactive Media in the USC Interactive Media Division, USC School of Cinematic Arts at the University of Southern California, Director of their Interactive Narrative and Immersive Technologies Lab, Director of Mixed Reality Laboratory at USC's Institute for Creative Technologies, and chairman of Fakespace Labs in Mountain View, California. Bolas is currently on leave from USC, working on the Hololens team at Microsoft.
Mark Bolas's Published Works
Number of citations in a given year to any of this author's works
Total number of citations to an author for the works they published in a given year. This highlights publication of the most important work(s) by the author
Published Works
- Development and evaluation of low cost game-based balance rehabilitation tool using the microsoft kinect sensor (2011) (431)
- Rendering for an interactive 360° light field display (2007) (420)
- The two-user Responsive Workbench: support for collaboration through individual views of a shared space (1997) (317)
- FAAST: The Flexible Action and Articulated Skeleton Toolkit (2011) (241)
- Synthetic aperture confocal imaging (2004) (210)
- Achieving eye contact in a one-to-many 3D video teleconferencing system (2009) (166)
- Designing informed game-based rehabilitation tasks leveraging advances in virtual reality (2012) (162)
- Leveraging change blindness for redirection in virtual environments (2011) (157)
- Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture (2012) (155)
- A taxonomy for deploying redirection techniques in immersive virtual environments (2012) (144)
- Mixed reality for robotics (2015) (123)
- Interactive game-based rehabilitation using the Microsoft Kinect (2012) (123)
- Revisiting detection thresholds for redirected walking: combining translation and curvature gains (2016) (105)
- Virtual Reality and Interactive Digital Game Technology: New Tools to Address Obesity and Diabetes (2011) (90)
- Rapid avatar capture and simulation using commodity depth sensors (2014) (89)
- Flexible spaces: Dynamic layout generation for infinite walking in virtual environments (2013) (84)
- Peripheral Stimulation and its Effect on Perceived Spatial Scale in Virtual Environments (2013) (82)
- Stereoscopic Displays and Virtual Reality Systems XIV (2007) (77)
- Adapting user interfaces for gestural interaction with the flexible action and articulated skeleton toolkit (2013) (75)
- Stereoscopic Displays and Virtual Reality Systems XI (2007) (67)
- Implementation and integration of a counterbalanced CRT-based stereoscopic display for interactive viewpoint control in virtual-environment applications (1990) (55)
- Unobtrusive measurement of subtle nonverbal behaviors with the Microsoft Kinect (2012) (52)
- Relighting human locomotion with flowed reflectance fields (2006) (52)
- A design for a smartphone-based head mounted display (2011) (51)
- Tangible user interfaces for children (2005) (50)
- An autostereoscopic projector array optimized for 3D facial display (2013) (50)
- An interactive 360° light field display (2007) (49)
- Physical Space Requirements for Redirected Walking: How Size and Shape Affect Performance (2015) (46)
- The redirected walking toolkit: a unified development platform for exploring large virtual environments (2016) (43)
- Human factors in the design of an immersive display (1994) (42)
- Markerless Full Body Tracking: Depth-Sensing Technology within Virtual Environments (2011) (41)
- An automultiscopic projector array for interactive digital humans (2015) (38)
- Prototyping a light field display involving direct observation of a video projector array (2011) (36)
- Comparability of narrow and wide field-of-view head-mounted displays for medium-field distance judgments (2012) (33)
- Augmented reality using personal projection and retroreflection (2011) (32)
- Interpolating vertical parallax for an autostereoscopic three-dimensional projector array (2014) (32)
- A single-shot light probe (2012) (27)
- Vertical Field-of-View Extension and Walking Characteristics in Head-Worn Virtual Environments (2016) (27)
- Performance geometry capture for spatially varying relighting (2005) (25)
- Making small spaces feel large: infinite walking in virtual reality (2015) (25)
- Estimation of detection thresholds for audiovisual rotation gains (2016) (23)
- Head-coupled remote stereoscopic camera system for telepresence applications (1990) (22)
- Immersive training games for smartphone-based head mounted displays (2012) (22)
- Leveraging Unencumbered Full Body Control of Animated Virtual Characters for Game-Based Rehabilitation (2011) (20)
- Designing the user in user interfaces (2014) (20)
- Automated path prediction for redirected walking using navigation meshes (2016) (20)
- New research and explorations into multiuser immersive display systems (2004) (19)
- Head-Mounted Photometric Stereo for Performance Capture (2011) (18)
- An enhanced steering algorithm for redirected walking in virtual environments (2014) (17)
- Effects of redirection on spatial orientation in real and virtual environments (2011) (17)
- Snared illumination (2004) (15)
- Sharing space in mixed and virtual reality environments using a low-cost depth sensor (2011) (15)
- Simulating spatially varying lighting on a live performance (2006) (13)
- Open virtual reality (2013) (13)
- Critical Success Factors for Rapid, Innovative Solutions (2010) (12)
- Breath: A game to motivate the compliance of postoperative breathing exercises (2009) (12)
- Augmented Reality Applications and User Interfaces Using Head-Coupled Near-Axis Personal Projectors with Novel Retroreflective Props and Surfaces (2010) (11)
- Single and multiple viewer stereo with DLP projectors (2001) (11)
- Redirection on Mixed Reality Walking Surfaces (2011) (10)
- Concave surround optics for rapid multiview imaging (2006) (10)
- Towards context-sensitive reorientation for real walking in virtual reality (2015) (10)
- Stereoscopic displays and virtual reality systems II : 7-9 February 1995, San Jose, California (1995) (9)
- Spherical light field environment capture for virtual reality using a motorized pan/tilt head and offset camera (2015) (9)
- NIVR: Neuro imaging in virtual reality (2017) (9)
- Flexible spaces: A virtual step outside of reality (2013) (8)
- Virtual Mutant Theremin (1992) (8)
- Tablet-based interaction panels for immersive environments (2014) (8)
- Correction of geometric distortions and the impact of eye position in virtual reality displays (2015) (8)
- Rapid creation of photorealistic virtual reality content with consumer depth cameras (2017) (8)
- Human-scale interaction for virtual model displays: a clear case for real tools (1998) (7)
- Time-Offset Conversations on a Life-Sized Automultiscopic Projector Array (2016) (7)
- The Ames Virtual Environment Workstation: Implementation issues and requirements (1991) (7)
- Redirected Walking in Mixed Reality Training Applications (2013) (7)
- Virtual model displays (1997) (7)
- Breathe: A Game to Motivate the Adherence of Breathing Exercises (2011) (6)
- Novel Interaction Techniques for Collaboration in VR (2018) (6)
- New developments for virtual model displays (1997) (6)
- Concept and Technology Exploration for Transparent Hearing (2003) (6)
- Applications Drive VR Interface Selection (1995) (6)
- Automatic acquisition and animation of virtual avatars (2014) (5)
- Physical presence: palettes in virtual spaces (1999) (5)
- Interpolating Vertical Parallax for an Autostereoscopic 3 D Projector Array (2014) (5)
- Creating near-field VR using stop motion characters and a touch of light-field rendering (2015) (5)
- Augmented reality using personal projection and retroreflection (2011) (5)
- Display Research at the University of Southern California (2006) (5)
- Social Impact of Enhanced Gaze Presentation Using Head Mounted Projection (2017) (4)
- Interaction devices for hands-on desktop design (2003) (4)
- Using the Phantogram Technique for a Collaborative Stereoscopic Multitouch Tabletop Game (2012) (4)
- A system for high-resolution face scanning based on polarized spherical illumination (2007) (4)
- Poster: Spatial misregistration of virtual human audio: Implications of the precedence effect (2012) (4)
- Proliferation of counterbalanced, CRT-based stereoscopic displays for virtual environment viewing and control (1994) (4)
- A demonstration of tablet-based interaction panels for immersive environments (2014) (4)
- User Perceptions of a Virtual Human Over Mobile Video Chat Interactions (2016) (4)
- HeadSPIN: a one-to-many 3D video teleconferencing system (2009) (4)
- Countering user deviation during redirected walking (2014) (4)
- Usability Is From Venus, Virtual Environments Are From Mars: User-centered Evaluation Methodology In A New Medium (1998) (3)
- Real-time 3D rendering using depth-based geometry reconstruction and view-dependent texture mapping (2016) (3)
- Orientation Perception in Real and Virtual Environments (2019) (3)
- Stereoscopic displays and virtual reality systems III : 30 January-2 February 1996, San Jose, California (1996) (3)
- Automated calibration of display characteristics (ACDC) for head-mounted displays and arbitrary surfaces (2014) (3)
- Sculpting 3D worlds with music: advanced texturing techniques (1996) (3)
- View-dependent virtual reality content from RGB-D images (2017) (3)
- Fusing depth, color, and skeleton data for enhanced real-time hand segmentation (2013) (2)
- The effect of eye position on the view of virtual geometry (2014) (2)
- Environmental and Immersive Display Research at the University of Southern California (2006) (2)
- Head mounted projection for enhanced gaze in social interactions (2016) (2)
- ShodanVR: Immersive visualization of text records from the Shodan database (2016) (2)
- MobZombies: A Wearable Sensor For A Playground Style Electronic Game (2007) (2)
- Experiments in interactive panoramic cinema (2005) (2)
- Rapid generation of personalized avatars (2013) (2)
- Front Matter: Volume 6490 (2007) (2)
- Simulating hearing loss in virtual training (2010) (1)
- FAAST-R: Defining a Core Mechanic for Designing Gestural Interfaces (2012) (1)
- BREATH: A GAME TO MOTIVATE THE COMPLIANCE OF BREATHING EXERCISES. (2010) (1)
- Virtual Coaches over Mobile Video (2014) (1)
- Stereo pairs from linear morphing (2000) (1)
- Imaging and display applications using fast light (2009) (1)
- Micro-archiving and interactive virtual insect exhibit (2002) (1)
- Alternative display and interaction devices (1995) (1)
- Virtual reality to go: A USC ICT Mixed Reality Lab demonstration (2012) (1)
- Discovering near-field VR: stop motion with a touch of light-fields and a dash of redirection (2015) (1)
- The MxR Lab at the USC Institute for Creative Technologies (2015) (1)
- Design Approach for Multi-Touch Interfaces in Creative Production Environments (2010) (1)
- 2016 IEEE Symposium on 3D User Interfaces, 3DUI 2016, Greenville, SC, USA, March 19-20, 2016 (2016) (1)
- Surface/space (2011) (0)
- Human interface issues (1992) (0)
- Head-mounted photometric stereo for performance capture (2010) (0)
- Broadcast-quality-stereoscopic video in a time-critical entertainment and corporate environment (1995) (0)
- The Next Generation: Novel Techniques for Display and Interaction (Panel) (1999) (0)
- Proceedings of 2016 IEEE Virtual Reality (2016) (0)
- "Hi, It's Me Again!": Virtual Coaches over Mobile Video (2015) (0)
- Emerging display technologies - new systems and applications: from images to sensing, interaction and enhancement (2005) (0)
- Sharing and Stretching Space with Full Body Tracking (2011) (0)
- Pixels are good (2000) (0)
- The Isolated Practitioner (2010) (0)
- Stereo Texture Facades (1996) (0)
- Experiments in mixed reality (2010) (0)
- I Solution Framework New Research and Explorations into Multiuser Immersive Display Systems __________________________ Projects in Vr (0)
- Real-time and robust grasping detection (2014) (0)
- Engaging breathing exercises: Developing an interactive XNA-based air flow sensing and control system (2008) (0)
- The 2018 VGTC Virtual Reality Career Award (2018) (0)
- Virtual headcam: pan/tilt mirror-based facial performance tracking (2015) (0)
- A raycast approach to hybrid touch / motion capturevirtual reality user experience (2014) (0)
- Relighting Character Motion for Photoreal Simulations (2006) (0)
- Stereoscopic displays and virtual reality systems VI : 25-28 January 1999, San Jose, California (1998) (0)
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