Person:
Bolter, Jay David

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Publication Search Results

Now showing 1 - 10 of 12
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    Opening Remarks
    (Georgia Institute of Technology, 2012-04-16) Bolter, Jay David
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    Panel Discussion: Jay David Bolter, Celia Pearce, Henry Lowood ; Moderator, Michael Nitsche
    (Georgia Institute of Technology, 2010-02-05) Bolter, Jay David ; Pearce, Celia ; Lowood, Henry ; Nitsche, Michael
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    Videogames & the two avant-gardes
    (Georgia Institute of Technology, 2010-02-05) Bolter, Jay David ; Schrank, Brian
    The term "avant-garde games" keeps appearing in the game community, but uses of the term vary wildly. What is lacking is an awareness of the history of the avant-garde in the 20th century. Our strategy is to map today’s most creative and unusual videogames and gamemakers against that history. There are many avant-gardes, each with its artistic-cultural agenda, but we can distinguish two main groups: the formal and the political. Applying this division to videogames, we can see how the formal avant-garde explores the essence of the videogame medium (e.g. action, procedurality, story) and that the political avant-garde challenges or critiques technoculture through the videogame form.
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    The Virtual Venue: User-Computer Interaction in Information-Rich Virtual Environments
    (Georgia Institute of Technology, 1996) Bowman, Douglas A. ; Hodges, Larry F. ; Bolter, Jay David
    We present a virtual reality application that allows users to access embedded information within an immersive virtual environment. Due to the richness and complexity of this environment, interaction between the user and the system requires efficient and easy-to-use techniques. We present tools for user control of the system, travel through the environment, and information retrieval. A usability study and its results are also presented and discussed. The study indicates that the use of symbolic information which is tightly coupled to the virtual environment can be quite successful in enhancing the relevance of both the environment and the information. Results also indicate that the set of well-constrained interaction techniques presented here are usable and efficient for information retrieval.
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    The Virtual Annotation System
    (Georgia Institute of Technology, 1996) Harmon, C. Reid, Jr. ; Patterson, Walter ; Ribarsky, William ; Bolter, Jay David
    Annotation is a key operation for developing understanding of complex data or extended spaces. We have developed a flexible set of annotation tools that can be placed in a variety of applications. These tools offer a full set of capabilities for inserting, iconizing, playing back, and organizing annotations in a virtual space. They also have an intuitive and easy-to-use interface for employing these capabilities while immersed in the virtual environment. We illustrate the annotation system with two diverse examples: a general data visualization/analysis application and an architectural walkthrough.
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    Integrating Perceptual and Symbolic Information in VR
    (Georgia Institute of Technology, 1995) Bolter, Jay David ; Hodges, Larry F. ; Meyer, Thomas C. ; Nichols, Alison
    Inside or outside the lab, most current VR aims at reproducing perceptual experience. The goal is to give the user the sensation that he or she is walking along a hallway in a building, flying over a city, or riding in a vehicle. However, if virtual reality is ever going to "break out" into general purpose computing, then it has to provide more than a perceptual experience. It has to reproduce the capabilities of current computers to manipulate symbols as well. Symbol manipulation is an essential part of what computers do in applications ranging from numerical analysis to database management to word processing and communication.
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    Visualization and Analysis Using Virtual Reality
    (Georgia Institute of Technology, 1994) Ribarsky, William ; Bolter, Jay David ; Op den Bosch, Augusto ; Van Teylingen, Ron
    Current virtual reality technologies have not yet crossed the threshold of usability. Display resolutions in many cases render the user legally blind. Head- and hand-tracking devices are inaccurate and of very limited range. Most setups can generate only the crudest of scenes without update lags that ruin the feeling of immersion. Not surprisingly, VR has so far shown more promise than practical applications. Yet the promise looks bright for fields such as data visualization and analysis. For such problems, VR offers a natural interface between human and computer that will simplify complicated manipulations of the data. It also provides an opportunity to rely on the interplay of combined senses rather than on a single or even dominant sense.
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    The World Processor: An Interface for Textual Display and Manipulation in Virtual Reality
    (Georgia Institute of Technology, 1993) Verlinden, Jouke C. ; Bolter, Jay David ; Van der Mast, Charles A.P.G.
    We propose a Virtual Reality interface for creating and manipulating textual and hypertextual information. Many current hypertext systems include concept maps in two dimensions. Our system, called the World Processor, offers the user a three-dimensional concept map. It allows the user to move through the map while exploring existing objects and their associated texts and adding new objects and texts. We discuss a number of interface issues raised by three-dimensional hypertext and then describe the World Processor as an attempt to address some of the issues. Of particular interest in the World Processor are its point-and-shoot selection technique, its methods for reading and editing text in 3D, its widgets for creating and modifying conceptual objects, and its auditory as well as visual feedback. Possible applications for three-dimensional hypertext include CSCW (particularly collaborative writing) and authoring systems for computer-based training.
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    Virtual Annotation: Verbal Communication in Virtual Reality
    (Georgia Institute of Technology, 1993) Verlinden, Jouke C. ; Bolter, Jay David ; Van der Mast, Charles A.P.G.
    This paper describes a system that was developed to explore communication in Virtual Reality. The system offers a simple and powerful method to embed verbal communication in simulations and visualizers by means of voice annotation. Our prototype already demonstrates that the addition of verbal communication opens up a range of new uses for virtual environments. A similar voice annotation facility is easily added to existing visualizers and simulations, and it enables reading, writing, and communicating.
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    Collaborative Pre-Writing with a Video-Based Group Working Memory
    (Georgia Institute of Technology, 1993) Potts, Colin ; Bolter, Jay David ; Badre, Albert N.
    Synthesis is a computer-controlled multimedia tool to enhance group communication during the early stages of collaborative work. Synthesis operates in two modes: one for recording collaborative sessions and one for playback and editing. A face-to-face meeting is recorded on video tape while one member of the group takes notes using Storyspace, an outline processor. Synthesis automatically associates the current video segment with that entry in the outline. Later one or more of the participants can review the notes and call up the appropriate video segment. Synthesis provides an external working memory for information that would otherwise go unrecorded and forgotten. Our early experiences using it for real writing projects suggests that the video record is used in a variety of ways to jog the writer's memory for discussion elements.