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Jaron Lanier

dblp:56/1699 · DBLP profile ↗
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7ranked-venue papers
1as first author
3since 2021 · last 2025
0009-0002-7659-2797ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Artificial intelligence and machine learning · 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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Software engineering, system software, and programming languages
1 paper
Program synthesis and code generation · 100%
Human-computer interaction and pervasive computing
3 papers
Human-AI interaction · 50% Design research and methods · 24% Ubiquitous computing and smart environments · 24%
Network and information security
1 paper
Privacy and data protection · 100%

Topics — the 6 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
mixed reality
0.812024
LLMR: Real-time Prompting of Interactive Worlds using Large Language Models · CHI 2024
Program synthesis and code generation
code generation with language models
0.812024
LLMR: Real-time Prompting of Interactive Worlds using Large Language Models · CHI 2024
Human-AI interaction
AI-assisted creativity
0.212024
LLMR: Real-time Prompting of Interactive Worlds using Large Language Models · CHI 2024
Interaction techniques and input
gesture input
0.011987
A hand gesture interface device · CHI 1987
Wearable and physiological sensing › motion sensing
glove-based sensing
0.011987
A hand gesture interface device · CHI 1987
Haptics and multimodal interaction › haptic feedback
tactile feedback
0.011987
A hand gesture interface device · CHI 1987

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

task planning · 2.3self-debugging · 2.3large language model · 2.3philosophical analysis · 0.1ultrasonic tracking · 0.0magnetic flux sensing · 0.0flex sensors · 0.0
YearPublicationVenuePosition
2025 Social Conjuring: Multi-User Runtime Collaboration with GenAI in Building Virtual Reality Worlds
abstract
We present Social Conjurer, a system and framework that enables real-time, AI-augmented creation of virtual 3D environments for multiple users. Unlike prior GenAI systems that focus on single-user workflows or static scenes, Social Conjurer allows co-located or remote users to collaboratively build worlds using natural language, sketches, and tool-based interactions. We integrate LLMs, VLMs, and a custom networked Unity architecture to support spatial reasoning, dynamic asset placement, and shared editing. A study with 12 participants suggests the system enables co-creative worldbuilding.
Amina Kobenova, Cyan DeVeaux, Samyak Parajuli, Andrzej Banburski-Fahey, Judith Amores, Jaron Lanier
VRST6
2024 LLMR: Real-time Prompting of Interactive Worlds using Large Language Models
abstract
We present Large Language Model for Mixed Reality (LLMR), a framework for the real-time creation and modification of interactive Mixed Reality experiences using LLMs. LLMR leverages novel strategies to tackle difficult cases where ideal training data is scarce, or where the design goal requires the synthesis of internal dynamics, intuitive analysis, or advanced interactivity. Our framework relies on text interaction and the Unity game engine. By incorporating techniques for scene understanding, task planning, self-debugging, and memory management, LLMR outperforms the standard GPT-4 by 4x in average error rate. We demonstrate LLMR’s cross-platform interoperability with several example worlds, and evaluate it on a variety of creation and modification tasks to show that it can produce and edit diverse objects, tools, and scenes. Finally, we conducted a usability study (N=11) with a diverse set that revealed participants had positive experiences with the system and would use it again.
Fernanda De La Torre, Cathy Mengying Fang, Andrzej Banburski-Fahey, Judith Amores, Jaron Lanier
CHI6
2023 Beyond Audio: Towards a Design Space of Headphones as a Site for Interaction and Sensing
abstract
Via Research through Design (RtD), we explore the potential of headphones as a general-purpose input device for both foreground motion-gestures as well as background sensing of user activity. As a familiar wearable device, headphones offer a compelling site for head-situated interaction and sensing. Using emerging sensing modalities such as inertial motion, capacitive touch sensing, and depth cameras, our implemented prototypes explore sensing and interaction techniques that offer a range of compelling capabilities.
Payod Panda, Molly Jane Pearce Nicholas, Eyal Ofek, Michel Pahud, Sean Rintel, Mar González-Franco, Ken Hinckley, Jaron Lanier
Conference on Designing Interactive Systems9
2015 The Right to Obscure: A Mechanism and Initial Evaluation
Eric Hsin-Chun Huang, Jaron Lanier, Yoav Shoham
IJCAI2
2010 The engineering of personhood
abstract
Any subset of reality can potentially be interpreted as a computer, so when we speak about a particular computer, we are merely speaking about a portion of reality we can understand computationally. That means that computation is only identifiable through the human experience of it. User interface is ultimately the only grounding for the abstractions of computation, in the same way that the measurement of physical phenomena provides the only legitimate basis for physics. But user interface also changes humans. As computation is perceived, the natures of self and personhood are transformed. This process, when designers are aware of it, can be understood as an emerging form of applied philosophy or even applied spirituality.
Jaron Lanier
UIST1
1990 Reality built for two: a virtual reality tool
abstract
Researchers have been working with head mounted displays and virtual reality (VR) since 1965 when Ivan Sutherland published his first paper on the subject1. This work has centered on a single user within virtual space. The literature has covered applications such as telerobotics, virtual control panels, architectural simulation and scientific visualization.Several factors now militate toward broadening the range of VR applications: developments in hardware and software, as well as a growing readiness in many fields to incorporate VR. User interface constraints of VR systems need to change in response to this changing user profile. Design of environments and behaviors in virtual worlds should be simple and accessible to experts in many fields. With the advent of multi-user systems, communications will become a major application of virtual reality.VPL has recently developed a system that allows more than one user to share a virtual space. The forms and behaviors of virtual worlds are specified graphically, so that non-programmers can design them. The system, called Reality Built for Two, will be demonstrated at the Symposium on Interactive 3D Graphics.
Chuck Blanchard, Scott Burgess 0001, Young Harvill, Jaron Lanier, Ann Lasko, Mark Oberman, Mike Teitel
I3D4
1987 A hand gesture interface device
abstract
This paper reports on the development of a hand to machine interface device that provides real-time gesture, position and orientation information. The key element is a glove and the device as a whole incorporates a collection of technologies. Analog flex sensors on the glove measure finger bending. Hand position and orientation are measured either by ultrasonics, providing five degrees of freedom, or magnetic flux sensors, which provide six degrees of freedom. Piezoceramic benders provide the wearer of the glove with tactile feedback. These sensors are mounted on the light-weight glove and connected to the driving hardware via a small cable.
Thomas G. Zimmerman, Jaron Lanier, Chuck Blanchard, Steve Bryson, Young Harvill
CHI2