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Joseph T. Coyne

dblp:91/6248 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2026
0000-0001-6461-0148ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 77% Learning and educational technologies · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › augmented reality
augmented reality training
0.112006
Augmented Reality for Urban Skills Training · VR 2006
Learning and educational technologies
skill training
0.012006
Augmented Reality for Urban Skills Training · VR 2006

Methods — techniques the papers use, named apart from their topics

wearable AR · 0.1pilot study · 0.1
YearPublicationVenuePosition
2026 From design to user experience: The creation and assessment of ASANA, an immersive VR task for situation awareness and spatial ability
Allison Bayro, Shannon McGarry, Rebecca NeSmith, Joseph T. Coyne, Heejin Jeong
Comput. Graph.4
2006 Augmented Reality for Urban Skills Training
abstract
Warfighters develop and maintain their skills through training. Since fully-manned live training in the real world is often too expensive (by many measures), scientists have developed many types of training systems ranging from classroom sessions to those using virtual reality. Recently, researchers have used augmented reality (AR) to insert virtual entities into the real world, attempting to create a low cost, repeatable, and effective substitute for fully-manned live training. However, very little evaluation of the effectiveness of AR for training has been performed. We performed a pilot study to evaluate the use of wearable AR in teaching urban skills, specifically, room clearing in teams. Eight teams of two were briefed on room clearing techniques, given hands-on instruction, and then allowed to practice those techniques with or without the AR system. After this instructional period, subjects performed several room clearing scenarios against real people using infrared-based practice weapons that logged the number of hits on the subjects and the enemy and neutral forces. During these trials, a subject matter expert evaluated how well the subjects applied the room-clearing techniques. In this paper, we describe the pilot study in more detail, including the hardware and software testbed, and then provide an analysis of the results of the pilot study.
Dennis G. Brown, Joseph T. Coyne, Roy Stripling
VR2