Jay Bolter - US grants
Affiliations: | Georgia Institute of Technology, Atlanta, GA |
Area:
Information Science, Philosophy, Fine ArtsWe are testing a new system for linking grants to scientists.
The funding information displayed below comes from the NIH Research Portfolio Online Reporting Tools and the NSF Award Database.The grant data on this page is limited to grants awarded in the United States and is thus partial. It can nonetheless be used to understand how funding patterns influence mentorship networks and vice-versa, which has deep implications on how research is done.
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High-probability grants
According to our matching algorithm, Jay Bolter is the likely recipient of the following grants.Years | Recipients | Code | Title / Keywords | Matching score |
---|---|---|---|---|
1986 — 1988 | Bolter, Jay Lansman, Marcy Weiss, Stephen Smith, John Beard, David |
N/AActivity Code Description: No activity code was retrieved: click on the grant title for more information |
Cognitive Strategies For Writing Using Advanced Computer Tools (Information Science) @ University of North Carolina At Chapel Hill |
0.907 |
2005 — 2009 | Bolter, Jay Catrambone, Richard (co-PI) [⬀] Macintyre, Blair [⬀] Coleman, Maribeth |
N/AActivity Code Description: No activity code was retrieved: click on the grant title for more information |
Presence and Augmented Reality @ Georgia Tech Research Corporation For more than a decade, "presence" has been a key concept for understanding and evaluating the effectiveness of virtual reality (VR) environments. VR researchers have used this term to describe the mental state of the user in response to being immersed in a virtual world, and typically equate presence with a sense of "being in the virtual world" or "a lack of a sense of mediation." Can presence be achieved for augmented reality (AR) systems as well, so that the user loses the sense of mediation and begins to respond to being immersed in a blended physical/virtual experience as if it were a single "world?" The goal of this research is to experimentally evaluate the impact of a range of technical and environmental factors on the quality of AR, so as to replace the beliefs developers wishing to create AR experiences now subscribe to with scientifically-supported guidelines or "rules of thumb" for best practices. To these ends, the PI and his team will explore immersion factors including graphics frame rate and texture quality, registration errors between the physical and virtual worlds, incorrect occlusion of the physical world by the virtual world, and conceptual consistency between the physical and virtual worlds. The research methods will be based on those used by researchers exploring presence in virtual reality (VR); one significant contribution of this work will be the adaptation and evaluation of the methods themselves to AR. The PI will build on the UNC VR "Pit" experiment, which leveraged a strong physiological reaction (fear of heights) to measure of presence, to develop an AR "Pit" experiment that generates similar physiological reactions, and will use it to evaluate the impact of the various immersion factors on the quality of an AR experience. Based on these findings, the PI will develop an AR presence questionnaire, which will then be applied to evaluate more realistic environments such as historic sites. |
0.93 |
2010 — 2012 | Bolter, Jay Rogers, Juan (co-PI) [⬀] |
N/AActivity Code Description: No activity code was retrieved: click on the grant title for more information |
Pilot: Qualitative Analysis of Creative Practices in Parallel It and Art Projects @ Georgia Tech Research Corporation This project studies the creative practices of artists and computer scientists/engineers as they work independently to develop novel computing technologies. The goals are to use knowledge gained through this study to both inform computing research as well as to create and evaluate an educational framework for fostering innovation within computing, information science, and engineering (CISE) and science, technology, engineering, and mathematics (STEM) education. At Georgia Institute of Technology, artists are contributing to the future of computing through the doctoral program in Digital Media. Some of these artists are developing novel computing technologies that parallel work being done in computer science and engineering labs at Georgia Tech. For example, a computer scientist who has developed a wearable sensor network for Navy soldiers is adapting his technology into a SIDS monitoring garment for infants. Separately, an artist is adapting technology she has used in an interactive sculpture to an infant swaddler for SIDS prevention. These common technologies and goals place their work in dialog, allowing direct comparison of creative work practices and outcomes. This project will study pairs of artists and computer scientists/engineers working independently on parallel computing projects to find similarities and differences in their creative work. |
0.93 |