Steven Feiner
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Steven K. Feiner is an American computer scientist and the Wang Family Professor of Computer Science at Columbia University, where he directs the Computer Graphics and User Interfaces Lab.[1] His research covers human-computer interaction, augmented reality and virtual reality, 3D and 2D user interfaces, automated design of graphics and multimedia, mobile and wearable computing, health applications, computer games and information visualization.[1]
Feiner's lab built several early augmented reality prototypes. KARMA (Knowledge-based Augmented Reality for Maintenance Assistance), developed with Blair MacIntyre and Dorée Seligmann and published in Communications of the ACM in 1993, used a see-through head-mounted display to explain maintenance of a laser printer.[2][3] The Touring Machine, built in 1996, combined a see-through head-worn display, differential GPS and a backpack computer; Columbia describes it as the first outdoor mobile augmented reality system using a see-through head-worn display and GPS.[1][4] He is also a coauthor of two editions of the textbook Computer Graphics: Principles and Practice.[1]
His honors include the IEEE VGTC 2014 Virtual Reality Career Award, the IEEE ISMAR 2017 Career Impact Award and the ACM SIGCHI 2018 Lifetime Research Award. He is a Fellow of the ACM and the IEEE, and in 2024 he was inducted into the inaugural class of the AWE XR Hall of Fame.[1]
Early life and education
Feiner received an A.B. in music from Brown University in 1973 and a Ph.D. in computer science from Brown in 1987.[5] Brown's Department of Computer Science lists his doctorate under the year 1987 with Andries van Dam as advisor.[6] His curriculum vitae records work as a musician with New Music Ltd. in Providence, Rhode Island, from 1971 to 1973 and as a musician and composer for the Rhode Island Feminist Theatre in 1974-75. From September 1977 to August 1985 he was a research and teaching assistant in Brown's computer science department, and he held an IBM Graduate Fellowship in 1981-82.[7]
His early research at Brown, with Sandor Nagy and van Dam, dealt with systems for creating and presenting computer-based graphical documents; the work appeared at ACM SIGGRAPH 1981 and in the first issue of ACM Transactions on Graphics in January 1982.[7]
Career
Feiner joined Columbia University's Department of Computer Science as an assistant professor in September 1985. He was promoted to associate professor in January 1991 and to full professor in January 2000.[7] At Columbia he directs the Computer Graphics and User Interfaces Lab.[1] Columbia Engineering describes the lab's work as exploring how computers can assist people in performing skilled tasks at work and in play, and its work has applied AR and VR to tourism, journalism, maintenance, construction and healthcare.[5]
Hybrid user interfaces
At ACM UIST 1991, Feiner and Ari Shamash introduced "hybrid user interfaces", which combine heterogeneous displays and input devices so that a low-resolution display covering a wide field forms an "information surround" around a high-resolution display used for detailed work. Their prototype used a Reflection Technology Private Eye head-worn display and a Polhemus sensor for the surround, with a flat-panel display and mouse as the primary interface.[8] Columbia's faculty profile describes hybrid user interfaces as a continuing theme of his research, including an urban visualization system that aligns a large horizontal multi-touch map, AR headsets showing 3D building models over their footprints, and tracked phones in one shared 3D coordinate system.[5]
KARMA and Windows on the World
Feiner, MacIntyre and Seligmann presented work on annotating the real world with knowledge-based graphics on a see-through head-mounted display at Graphics Interface '92.[7] Their system KARMA explained simple end-user maintenance of a laser printer. Logitech 3D trackers were attached to key printer components, and a modified version of IBIS, a rule-based illustration generation system, decided which graphics and text callouts to show. In one example the display highlighted the tracked paper tray, drew a ghosted outline of its destination and showed an arrow pulsing outward to indicate pulling the tray out.[2] The project was supported by the Office of Naval Research, NYNEX Science & Technology, the New York State Center for Advanced Technology, the Columbia Center for Telecommunications Research and the National Science Foundation.[2] The full description, "Knowledge-based augmented reality", appeared in Communications of the ACM in July 1993.[3]
At UIST 1993, Feiner, MacIntyre, Marcus Haupt and Eliot Solomon described "Windows on the World", a prototype that ran a full X server on a see-through head-mounted display. Head tracking let the display index into a large X bitmap mapped onto part of a virtual sphere around the user. The system supported windows fixed to the display, windows fixed to this "information surround", and windows attached to locations and tracked objects in the physical world, and a small hypermedia system could link windows to each other and to physical objects.[9] The paper received the ACM UIST 2010 Lasting Impact Award.[7]
The lab also applied AR to architecture and building construction in the mid-1990s, publishing "Architectural anatomy" in Presence in 1995 and a 1996 paper on AR for architectural construction, inspection and renovation.[7]
The Touring Machine and mobile AR
The Touring Machine, presented by Feiner, MacIntyre, Tobias Höllerer and Anthony Webster at the first IEEE International Symposium on Wearable Computers (ISWC) in October 1997, was a prototype campus information system for Columbia's campus. As the user looked around, the see-through display overlaid labels on campus buildings; selecting items from a building's menu with the trackpad sent an automatically generated URL to a web browser on the handheld computer.[4][10] The paper lists the hardware as follows:[4]
| Component | Hardware described in the 1997 paper |
|---|---|
| Backpack computer | Fieldworks 7600 with a 133 MHz Pentium, 64 MB memory and 2 GB disk |
| Graphics card | Omnicomp 3Demon (Glint 500DTX chipset), OpenGL |
| Head-worn display | Virtual I/O i-glasses see-through display (a 640x480 greyscale Virtual I/O display was also being tested) |
| Orientation tracking | Built into the display: a magnetometer for yaw and a two-axis inclinometer for pitch and roll |
| Position tracking | Trimble DSM GPS receiver with a differential correction service, about one-meter accuracy |
| Handheld computer | Mitsubishi Amity with stylus, plus a Cirque GlidePoint trackpad on its back to control the head-worn menu |
| Network | NCR WaveLan 2 Mbit/s spread-spectrum radio modems with campus base stations |
| Power | NRG Power-MAX NiCad battery belt |
The AWE XR Hall of Fame entry describes the Touring Machine, which it dates to 1996, as "the first mobile outdoor AR system", using a see-through head-worn display, integral orientation trackers, a backpack computer, differential GPS, a digital radio for wireless web access, and a hand-held computer with stylus and touchpad.[11] The Touring Machine paper received the ISWC 2017 Early Innovator Award, given to the paper from the first ISWC that had the most impact over the following 20 years.[7]
The lab called its backpack-based testbed MARS (mobile augmented reality system). In 1999 Höllerer, Feiner and John Pavlik of Columbia's Graduate School of Journalism used a new version of it to describe "situated documentaries", hypermedia presentations tied to the outdoor places they concern. Their campus stories covered the 1968 student revolt at Columbia, the university's underground tunnel system, and the Bloomingdale Asylum that once occupied the site. Students in a graduate journalism class taught by Pavlik cut the footage and wrote the scripts for these presentations.[12] At UIST 2001, Blaine Bell, Feiner and Höllerer presented "View management for virtual and augmented reality", which described maintaining visual constraints on the projections of 3D objects, such as placing related objects near each other or keeping objects from occluding each other, by adjusting properties such as position, size and transparency; it won the UIST 2001 Best Student Paper Award.[13][7] Columbia's profile describes the lab's view-management systems as algorithms that dynamically reposition and resize virtual objects to avoid unwanted visual relationships such as occlusion.[5]
Feiner was a coauthor, with Ronald Azuma, Y. Baillot, R. Behringer, S. Julier and MacIntyre, of the survey "Recent advances in augmented reality" in IEEE Computer Graphics and Applications (2001).[14] He wrote "Augmented Reality: A New Way of Seeing" for the April 2002 issue of Scientific American.[15]
ARMAR: AR for maintenance and repair
Feiner and Steven Henderson developed ARMAR (Augmented Reality for Maintenance and Repair), a project on using registered AR graphics to help maintenance personnel carry out procedural tasks.[16] In a study reported in 2009, U.S. Marine Corps mechanics worked inside the turret of an LAV-25A1 armored vehicle while a tracked headset showed 3D arrows, text instructions, labels, warnings and animated 3D models, and an Android-based G1 phone worn on the wrist provided touchscreen controls.[16][17] MIT Technology Review, which described Henderson as an assistant professor in the United States Military Academy's Department of Systems Engineering, reported that mechanics using the AR condition located and started repair tasks 56 percent faster on average than with an untracked headset and 47 percent faster than with a stationary computer screen.[17] The ISMAR 2009 paper on the study received that conference's Best Paper Award and later the ISMAR 2019 Impact Paper Award; an extended journal version appeared in IEEE Transactions on Visualization and Computer Graphics in October 2011.[17][7][18] Henderson and Feiner's 2011 ISMAR paper on AR in the psychomotor phase of a procedural task won the ISMAR 2011 Best Science and Technology Student Paper Award.[7]
VR comfort and later work
In 2016 Feiner and Ajoy Fernandes, who received a master's degree from Columbia in 2016, reported a method of reducing VR sickness by dynamically and subtly narrowing the user's field of view with virtual soft-edged "FOV restrictors" in response to visually perceived motion. In a study with 30 participants who used the system on two separate days, Columbia reported that participants felt more comfortable and stayed in the virtual environment longer with the restrictors, and that most participants given the subtler restrictors did not notice them. The paper received the IEEE 3DUI 2016 Best Paper Award.[19][20]
His lab has also developed AR techniques with which a remote expert can demonstrate 3D tasks to a distant technician.[5] A 2010 ISMAR paper with E. Kruijff and J. E. Swan, "Perceptual Issues in Augmented Reality Revisited", received the ISMAR 2022 Impact Paper Award.[7] He was listed as Wang Family Professor of Computer Science at Columbia when he spoke at AWE USA 2026 in June 2026 on avoiding unnecessary geometric constraints in XR task instructions.[21] At AWE USA 2025 he had spoken on proxies of virtual and real objects in XR.[22]
Textbooks, editorial work and patents
Feiner is a coauthor, with James Foley, Andries van Dam and John Hughes, of the second edition of Computer Graphics: Principles and Practice (Addison-Wesley, 1990) and its C-language edition (1995), of Introduction to Computer Graphics (with Richard Phillips), and of the third edition of Computer Graphics: Principles and Practice, whose first author is Hughes.[7] Computer Graphics: Principles and Practice entered the Game Developer Front Line Awards Hall of Fame in 1998.[7]
Columbia lists his editorial roles as an associate editor of ACM Transactions on Graphics (1995-2004) and of ACM Transactions on Computer-Human Interaction (from 2013), and as an editorial board member of the journal Virtual Reality (from 1994) and of IEEE Transactions on Visualization and Computer Graphics (1994-2000). He was general chair of ACM UIST 2004 and general co-chair of ACM VRST 2008.[23] He co-edited the proceedings of VRST '94 and guest-edited special issues on augmented reality (Presence, 1997) and mixed reality (Presence, 2002), among others.[7]
His US patents include view-management systems for 3D space with Bell and Höllerer (US 7,643,024, issued 2010, and US 8,681,146, issued 2014) and "Systems and methods for augmented reality guidance" (US 11,666,385, issued June 2023).[7]
Recognition
| Year | Honor | Notes |
|---|---|---|
| 1991 | Office of Naval Research Young Investigator Award | [5] |
| 2010 | ACM UIST Lasting Impact Award | With MacIntyre, Haupt and Solomon, for "Windows on the World" (UIST 1993)[7] |
| 2011 | ACM CHI Academy | Elected member[7] |
| 2014 | IEEE VGTC Virtual Reality Career Award | "in recognition of his lifetime contributions to augmented reality and virtual reality, including seminal research on mobile augmented reality, automated design and layout, and applications to task assistance and navigation"[24] |
| 2017 | IEEE ISMAR Career Impact Award | [1] |
| 2017 | ISWC Early Innovator Award | With MacIntyre, Höllerer and Webster, for the Touring Machine paper (ISWC 1997)[7] |
| 2018 | ACM Fellow | "for contributions to human-computer interaction, virtual and augmented reality, and 3D user interfaces"[7][23] |
| 2018 | IEEE Fellow | "for contributions to augmented reality and computer graphics"[7][23] |
| 2018 | ACM SIGCHI Lifetime Research Award | [23] |
| 2019 | IEEE ISMAR Impact Paper Award | With Henderson, for the ISMAR 2009 armored personnel carrier turret maintenance paper[7] |
| 2022 | IEEE VGTC Virtual Reality Academy | Inaugural class[25] |
| 2022 | IEEE ISMAR Impact Paper Award | With Kruijff and Swan, for "Perceptual Issues in Augmented Reality Revisited" (ISMAR 2010)[7] |
| 2024 | AWE XR Hall of Fame | Inaugural class[1][11] |
His papers have also received best paper awards at ACM UIST, ACM CHI, ACM VRST, IEEE ISMAR and IEEE 3DUI.[1] In 2009 he received a Faculty Mentoring Award from Columbia's Graduate School of Arts and Sciences Graduate Student Advisory Council.[7]
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 "Steven K. Feiner". Columbia University Department of Computer Science. https://www.cs.columbia.edu/~feiner/. Retrieved 2026-10-04.
- ↑ 2.0 2.1 2.2 "KARMA: Knowledge-based Augmented Reality for Maintenance Assistance". Columbia University Computer Graphics and User Interfaces Lab. http://graphics.cs.columbia.edu/projects/karma/karma.html. Retrieved 2026-10-04.
- ↑ 3.0 3.1 Steven Feiner, Blair MacIntyre, Dorée Seligmann (1993-07). "Knowledge-based augmented reality". Communications of the ACM, vol. 36, no. 7. https://doi.org/10.1145/159544.159587. Retrieved 2026-10-04.
- ↑ 4.0 4.1 4.2 Steven Feiner, Blair MacIntyre, Tobias Höllerer, Anthony Webster (1997-10). "A Touring Machine: Prototyping 3D Mobile Augmented Reality Systems for Exploring the Urban Environment". Proceedings of ISWC '97 (First International Symposium on Wearable Computers), Cambridge, MA. doi:10.1109/ISWC.1997.629922. https://sites.cs.ucsb.edu/~holl/pubs/feiner-1997-iswc.pdf. Retrieved 2026-10-04.
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 "Steven K. Feiner". Columbia Engineering. 2025-12-11. https://web.archive.org/web/20251211225330/https://www.engineering.columbia.edu/faculty-staff/directory/steven-k-feiner. Retrieved 2026-10-04.
- ↑ "PhD Theses". Brown University Department of Computer Science. https://cs.brown.edu/research/pubs/theses/phd/. Retrieved 2026-10-04.
- ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 7.14 7.15 7.16 7.17 7.18 7.19 7.20 7.21 7.22 Steven K. Feiner (2025-03-30). "Steven Keith Feiner (curriculum vitae)". Columbia Engineering. https://www.engineering.columbia.edu/sites/default/files/2025-07/steven-feiner-CV.pdf. Retrieved 2026-10-04.
- ↑ Steven Feiner, Ari Shamash (1991). "Hybrid user interfaces: breeding virtually bigger interfaces for physically smaller computers". Proceedings of UIST '91 (ACM Symposium on User Interface Software and Technology). https://doi.org/10.1145/120782.120783. Retrieved 2026-10-04.
- ↑ Steven Feiner, Blair MacIntyre, Marcus Haupt, Eliot Solomon (1993-11). "Windows on the world: 2D windows for 3D augmented reality". Proceedings of UIST '93 (ACM Symposium on User Interface Software and Technology). https://doi.org/10.1145/168642.168657. Retrieved 2026-10-04.
- ↑ "The Touring Machine". Columbia University Computer Graphics and User Interfaces Lab. http://graphics.cs.columbia.edu/projects/mars/touring.html. Retrieved 2026-10-04.
- ↑ 11.0 11.1 "Steven Feiner". AWE XR Hall of Fame. Augmented World Expo. https://www.awexr.com/hall-of-fame/31-steven-feiner. Retrieved 2026-10-04.
- ↑ Tobias Höllerer, Steven Feiner, John Pavlik (1999-10). "Situated Documentaries: Embedding Multimedia Presentations in the Real World". Proceedings of ISWC '99 (International Symposium on Wearable Computers), San Francisco, CA. doi:10.1109/ISWC.1999.806664. https://sites.cs.ucsb.edu/~holl/pubs/hollerer-1999-iswc.pdf. Retrieved 2026-10-04.
- ↑ Blaine Bell, Steven Feiner, Tobias Höllerer (2001-11). "View management for virtual and augmented reality". Proceedings of UIST '01 (ACM Symposium on User Interface Software and Technology). https://doi.org/10.1145/502348.502363. Retrieved 2026-10-04.
- ↑ R. Azuma, Y. Baillot, R. Behringer, S. Feiner, S. Julier, B. MacIntyre (2001). "Recent advances in augmented reality". IEEE Computer Graphics and Applications, vol. 21, no. 6. https://doi.org/10.1109/38.963459. Retrieved 2026-10-04.
- ↑ Steven K. Feiner (2002-04). "Augmented Reality: A New Way of Seeing". Scientific American, vol. 286, no. 4. https://doi.org/10.1038/scientificamerican0402-48. Retrieved 2026-10-04.
- ↑ 16.0 16.1 "Augmented Reality for Maintenance and Repair (ARMAR)". Columbia University Computer Graphics and User Interfaces Lab. 2015-12-24. https://web.archive.org/web/20151224095839/http://graphics.cs.columbia.edu/projects/armar/index.htm. Retrieved 2026-10-04.
- ↑ 17.0 17.1 17.2 Kristina Grifantini (2009-10-26). "Faster Maintenance with Augmented Reality". MIT Technology Review. https://www.technologyreview.com/s/415977/faster-maintenance-with-augmented-reality/. Retrieved 2026-10-04.
- ↑ Steven Henderson, Steven Feiner (2011-10). "Exploring the Benefits of Augmented Reality Documentation for Maintenance and Repair". IEEE Transactions on Visualization and Computer Graphics, vol. 17, no. 10. https://doi.org/10.1109/TVCG.2010.245. Retrieved 2026-10-04.
- ↑ "Fighting virtual reality sickness". EurekAlert!. Columbia University School of Engineering and Applied Science. 2016-06-14. https://www.eurekalert.org/news-releases/825213. Retrieved 2026-10-04.
- ↑ A. S. Fernandes, S. K. Feiner (2016-03). "Combating VR sickness through subtle dynamic field-of-view modification". 2016 IEEE Symposium on 3D User Interfaces (3DUI). https://doi.org/10.1109/3DUI.2016.7460053. Retrieved 2026-10-04.
- ↑ "Steve Feiner". AWE USA 2026. Augmented World Expo. https://www.awexr.com/usa-2026/speakers/2895-steve-feiner. Retrieved 2026-10-04.
- ↑ "Steve Feiner". AWE USA 2025. Augmented World Expo. https://www.awexr.com/usa-2025/speakers/1376-steve-feiner. Retrieved 2026-10-04.
- ↑ 23.0 23.1 23.2 23.3 "Faculty Achievements". Columbia University Department of Computer Science. https://www.cs.columbia.edu/achievements/. Retrieved 2026-10-04.
- ↑ "Awards". IEEE VR 2014. https://ieeevr.org/2014/awards.html. Retrieved 2026-10-04.
- ↑ "Virtual Reality Academy". IEEE VGTC. IEEE Computer Society. https://tc.computer.org/vgtc/awards/virtual-reality-academy/. Retrieved 2026-10-04.