World's Best Scientists 2026 revealed!

D-Index & Metrics

Computer Science

D-Index
60
Citations
9439
World Ranking
3308
National Ranking
1601

Overview

What is he best known for?

The fields of study he is best known for:

  • Artificial intelligence
  • Computer vision
  • Human–computer interaction

His scientific interests lie mostly in Artificial intelligence, Computer vision, Mixed reality, Object and Virtual image. His work on Motion and Gesture recognition as part of general Artificial intelligence research is often related to Position, Physical space and Geography, thus linking different fields of science. His work on Motion capture and Gesture as part of general Computer vision study is frequently linked to Movement, bridging the gap between disciplines.

While the research belongs to areas of Mixed reality, Stephen G. Latta spends his time largely on the problem of Field of view, intersecting his research to questions surrounding 3d model and Relevance. His study ties his expertise on Augmented reality together with the subject of Object. His research in Virtual image focuses on subjects like Computer graphics, which are connected to Object-oriented design and Holography.

His most cited work include:

  • Recognizing user intent in motion capture system (290 citations)
  • Realistic occlusion for a head mounted augmented reality display (247 citations)
  • Personal audio/visual system (207 citations)

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

The scientist’s investigation covers issues in Computer vision, Artificial intelligence, Computer graphics, Augmented reality and Human–computer interaction. His work on Object, Image sensor and Image as part of general Computer vision research is frequently linked to Geography and Position, thereby connecting diverse disciplines of science. Stephen G. Latta performs multidisciplinary study on Artificial intelligence and Physical space in his works.

In his work, Computer hardware is strongly intertwined with Holography, which is a subfield of Computer graphics. He has included themes like Virtual image, Multimedia and End user in his Augmented reality study. His Mixed reality study in the realm of Human–computer interaction interacts with subjects such as Context and Action.

He most often published in these fields:

  • Computer vision (50.85%)
  • Artificial intelligence (50.85%)
  • Computer graphics (30.51%)

What were the highlights of his more recent work (between 2013-2016)?

  • Artificial intelligence (50.85%)
  • Computer vision (50.85%)
  • Augmented reality (26.27%)

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

His primary areas of investigation include Artificial intelligence, Computer vision, Augmented reality, Virtual image and Computer graphics. His study in the field of Image sensor and Perspective is also linked to topics like Geography, Calibration and Surface. His Computer vision study often links to related topics such as Animation.

His studies in Augmented reality integrate themes in fields like Motion, Multimedia and Direction vector. The Virtual image study combines topics in areas such as Object and Human–computer interaction. His work carried out in the field of Computer graphics brings together such families of science as Field of view and Virtual retinal display.

Between 2013 and 2016, his most popular works were:

  • Executable virtual objects associated with real objects (119 citations)
  • Mixed reality interactions (90 citations)
  • Body-locked placement of augmented reality objects (42 citations)

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

  • Artificial intelligence
  • Computer vision
  • Computer network

Computer vision, Artificial intelligence, Computer graphics, Object and Virtual image are his primary areas of study. Stephen G. Latta applies his multidisciplinary studies on Computer vision and Geography in his research. As part of one scientific family, Stephen G. Latta deals mainly with the area of Computer graphics, narrowing it down to issues related to the Augmented reality, and often Virtual retinal display.

His research integrates issues of Mixed reality and Human–computer interaction in his study of Object. His Human–computer interaction study incorporates themes from Accommodation and Trust level. His study in Virtual image is interdisciplinary in nature, drawing from both Method, Direction vector and Motion.

Best Publications

  • Recognizing user intent in motion capture system

    Relja Markovic;Stephen G. Latta;Kevin A. Geisner;Jonathan T. Steed

  • Realistic occlusion for a head mounted augmented reality display

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

  • Personal audio/visual system

    Kathryn Stone Perez;Stephen G. Latta;Ben J. Sugden;Benjamin I. Vaught

  • Exercising applications for personal audio/visual system

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

  • User controlled real object disappearance in a mixed reality display

    James C. Liu;Stephen G. Latta;Benjamin I. Vaught;Christopher M. Novak

  • Product augmentation and advertising in see through displays

    Kathryn Stone Perez;John Clavin;Kevin A. Geisner;Stephen G. Latta

  • Indicating out-of-view augmented reality images

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

  • Collaboration environment using see through displays

    Kathryn Stone Perez;John Clavin;Kevin A. Geisner;Stephen G. Latta

  • Enhancing a sport using an augmented reality display

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

  • 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

  • Total field of view classification for head-mounted display

    James Chia-Ming Liu;Stephen Gilchrist Latta;Anton Andrews;Benjamin Isaac Vaught

  • Motion-based interactive shopping environment

    Kevin A. Geisner;Kudo Tsunoda;Darren Bennett;Brian S. Murphy

  • Executable virtual objects associated with real objects

    Ben Sugden;John Clavin;Ben Vaught;Stephen Latta

  • Gesture recognizer system architecture

    Stephen G. Latta;Relja Markovic;Arthur Charles Tomlin;Gregory N. Snook

  • Show body position

    Kevin Geisner;Relja Markovic;Stephen Gilchrist Latta;Gregory Nelson Snook

  • Location based skins for mixed reality displays

    Stephen G. Latta;Benjamin I. Vaught;Craig R. Maitlen;Christopher M. Novak

  • Physical interaction with virtual objects for DRM

    Ryan L. Hastings;Stephen G. Latta;Benjamin I. Vaught;Darren Bennett

  • Position relative hologram interactions

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

  • Tracking groups of users in motion capture system

    Relja Markovic;Stephen G. Latta;Kevin A. Geisner;David Hill

Frequent Co-Authors

Kevin Geisner
Kevin Geisner Microsoft (United States)
Daniel McCulloch
Daniel McCulloch Electronic Arts (United States)
Brian Mount
Brian Mount 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)
Steven Bathiche
Steven Bathiche Microsoft (United States)
Hrvoje Benko
Hrvoje Benko Facebook (United States)
Ken Hinckley
Ken Hinckley Microsoft (United States)
Paul Henry Dietz
Paul Henry Dietz Misapplied Sciences, Inc.

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