World's Best Scientists 2026 revealed!

D-Index & Metrics

Computer Science

D-Index
37
Citations
4706
World Ranking
10912
National Ranking
4535

Overview

What is he best known for?

The fields of study he is best known for:

  • Artificial intelligence
  • Computer vision
  • Augmented reality

Daniel McCulloch mainly investigates Augmented reality, Object, Computer graphics, Virtual image and Computer vision. His Augmented reality study is associated with Human–computer interaction. The Human–computer interaction study combines topics in areas such as Ambient lighting, Field of view and Graphical content.

His studies deal with areas such as Mixed reality and Object-oriented design as well as Computer graphics. His Feature research extends to Virtual image, which is thematically connected. His Computer vision study frequently draws connections between related disciplines such as Artificial intelligence.

His most cited work include:

  • Realistic occlusion for a head mounted augmented reality display (247 citations)
  • Indicating out-of-view augmented reality images (146 citations)
  • Providing contextual personal information by a mixed reality device (129 citations)

What are the main themes of his work throughout his whole career to date?

Daniel McCulloch mostly deals with Augmented reality, Computer vision, Artificial intelligence, Computer graphics and Human–computer interaction. He has researched Augmented reality in several fields, including Object, Virtual image and Multimedia. His Object research is multidisciplinary, relying on both Field of view and Real-time computing.

His work on Image sensor and Gesture as part of general Computer vision research is frequently linked to Position and Holography, thereby connecting diverse disciplines of science. The Orientation and Motion research Daniel McCulloch does as part of his general Artificial intelligence study is frequently linked to other disciplines of science, such as Acceleration and Track, therefore creating a link between diverse domains of science. His biological study spans a wide range of topics, including Inkwell and Digital ink.

He most often published in these fields:

  • Augmented reality (43.94%)
  • Computer vision (42.42%)
  • Artificial intelligence (42.42%)

What were the highlights of his more recent work (between 2014-2020)?

  • Artificial intelligence (42.42%)
  • Computer vision (42.42%)
  • Virtual image (28.79%)

In recent papers he was focusing on the following fields of study:

Daniel McCulloch focuses on Artificial intelligence, Computer vision, Virtual image, Computer graphics and Augmented reality. His study on Inertial measurement unit and Motion is often connected to Track and Acceleration as part of broader study in Artificial intelligence. In the field of Computer vision, his study on Orientation and Tracking system overlaps with subjects such as Position and Holography.

His work deals with themes such as Perspective, Texture, Human–computer interaction and Stereoscopy, which intersect with Virtual image. His work in Computer graphics covers topics such as Object which are related to areas like Real-time computing. Daniel McCulloch combines topics linked to Virtual game with his work on Augmented reality.

Between 2014 and 2020, his most popular works were:

  • Executable virtual objects associated with real objects (119 citations)
  • Automated content scrolling (48 citations)
  • Fixed size augmented reality objects (31 citations)

In his most recent research, the most cited papers focused on:

  • Artificial intelligence
  • Computer vision
  • Augmented reality

His primary areas of study are Computer graphics, Virtual image, Object, Virtual retinal display and Artificial intelligence. His Computer graphics study combines topics from a wide range of disciplines, such as Augmented reality and Deep-sky object. Much of his study explores Augmented reality relationship to Range.

Daniel McCulloch interconnects Perspective and Texture in the investigation of issues within Deep-sky object. Daniel McCulloch integrates several fields in his works, including Virtual retinal display and Computer vision. His Executable study overlaps with Object-oriented design, Real-time computing and Method.

Best Publications

  • Realistic occlusion for a head mounted augmented reality display

    Kevin A. Geisner;Brian J. Mount;Stephen G. Latta;Daniel J. McCulloch

  • Indicating out-of-view augmented reality images

    Thomas George Salter;Ben Sugden;Daniel Deptford;Robert Crocco

  • Displaying a collision between real and virtual objects

    Daniel J. McCulloch;Stephen G. Latta;Brian J. Mount;Kevin A. Geisner

  • Providing location occupancy analysis via a mixed reality device

    Kevin A. Geisner;Darren Bennett;Relja Markovic;Stephen G. Latta

  • Executable virtual objects associated with real objects

    Ben Sugden;John Clavin;Ben Vaught;Stephen Latta

  • Configuring an interaction zone within an augmented reality environment

    Darren Bennett;Brian J. Mount;Michael J. Scavezze;Daniel J. McCulloch

  • Virtual light in augmented reality

    Ben Sugden;Darren Bennett;Brian Mount;Sebastian Sylvan

  • Position relative hologram interactions

    Stephen G. Latta;Adam G. Poulos;Daniel J. McCulloch;Wei Zhang

  • Augmented reality with realistic occlusion

    Brian Mount;Stephen Latta;Daniel McCulloch;Kevin Geisner

  • People-triggered holographic reminders

    Adam G. Poulos;Holly A. Hirzel;Anthony J. Ambrus;Daniel J. Mcculloch

  • Head-mounted display based education and instruction

    Kathryn Stone Perez;Kevin A. Geisner;Ben J. Sugden;Daniel J. McCulloch

  • Mixed reality interactions

    Michael Scavezze;Jonathan Steed;Stephen Latta;Kevin Geisner

  • Context-aware augmented reality object commands

    Adam Poulos;Cameron Brown;Daniel Mcculloch;Jeff Cole

  • Service Provision Using Personal Audio/Visual System

    Kevin A Geisner;Kathryn Stone Perez;Stephen G. Latta;Ben J Sugden

  • Mixed-reality arena

    Stephen Latta;Daniel McCulloch;Kudo Tsunoda;Aaron Krauss

  • System for finger recognition and tracking

    Anthony Ambrus;Kyungsuk David Lee;Andrew Campbell;David Haley

  • Interactions of virtual objects with surfaces

    Adam G. Poulos;Evan Michael Keibler;Arthur Tomlin;Cameron Brown

  • Personal audio/visual apparatus providing resource management

    Kevin A. Geisner;Kathryn Stone Perez;Stephen G. Latta;Ben J. Sugden

  • Augmented reality playspaces with adaptive game rules

    Brian J. Mount;Jason Scott;Ryan L. Hastings;Darren Bennett

  • Augmented reality virtual monitor

    Brian Mount;Stephen G. Latta;Adam Poulos;Daniel Mcculloch

Frequent Co-Authors

Stephen G. Latta
Stephen G. Latta Microsoft (United States)
Brian Mount
Brian Mount Microsoft (United States)
Kevin Geisner
Kevin Geisner Microsoft (United States)
Ben J. Sugden
Ben J. Sugden Microsoft (United States)
Kathryn Stone Perez
Kathryn Stone Perez Microsoft (United States)
Alex Aben-Athar Kipman
Alex Aben-Athar Kipman Microsoft (United States)

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