Personal information

  • Full Name: Steven Allen White
  • Birth Date/Place: Louisiana, U.S.A
  • Citizenship: U.S.A


  • 2013
    Computer Science
    University of LouisianaLafayette, LA
    Impact of Visualization Augmentation on Welder Training:
    A study with the Simulated MIG Lab
    Dr. Dirk Reiners
  • 2010
    Computer Engineering
    University of LouisianaLafayette, LA
  • 2009
    Computer Science
    University of LouisianaLafayette, LA
  • 2008
    Louisiana Tech UniversityRuston, La
  • 2005
    Computer Science
    Louisiana Tech UniversityRuston, LA

Research Interest

  • Human Computer Interaction

    My time at the Center for Advanced Computer Studies with the CREATE group in association with L.I.T.E enriched my interest in human computer interaction. From large-scale applications with immersive displays to small mediums and ubiquitous displays advances in hardware are consistently opening new avenues for discovery. However, as consumer demand increases the need for multimodal interfaces it also increases the strain on developers to support these interfaces. It is in this area that many of my interests lie. The type of questions I ask are how can we help reduce the amount of time spent developing interfaces, which support multiple interaction methods, and multiple interface metaphors in a single codebase; furthermore, what advances can improve the way our experience transition from our traditional desktops to our 10-foot interfaces and back down to a 4.5-inch smart phone display? With insight in to these questions we could create systems that accurately describe and map the interactions an application makes available to its users and present them seamlessly across multiple architectures

  • Non-Homogenous Computing

    The development of threaded applications is unfortunately not a general focus of modern programing; this is unfortunate because by the end of 2010 nearly all manufactured computers contain a multi-core CPU in addition to at least one GPU. Over the years we have developed several advanced techniques for analyzing algorithms and determining the best opportunities for parallel computation. However, without experience young developers can find parallel computing difficult and riddled with complex bugs, which delay development and increase cost. I believe firmly in the development of expanded curriculums which focus on making our strongest students stronger by introducing them to techniques such as multi-threading, GPGPU, and other processor offloading techniques.

  • Learning Transfer

    My dissertation focused on improving the benefits students receive from the utilization of a welding simulation. It focused on the presentation of visual feedback, which provided a type of feedback augmentation that may be initially more intuitive than the simulation itself. In my studies I found a severe disagreement on the academic concept of target transfer and its implementation. I believe strongly that this is a field that requires focus and further expansion despite its lengthy history. The pursuit of learning transfer lends will to my other interest as it often requires the development of complex simulations which yield well to non-homogenous environments and require the implementation of complex interaction methods.

  • Augmented Reality

    Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality. By contrast, virtual reality replaces the real world with a simulated one. Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable. Artificial information about the environment and its objects can be overlaid on the real world.

  • Medical Training and Simulation

    Sustainment of human life is a vital part of modern society. However, learning transfer and skill sustainment is complicated by the disparate availability of expertise. Using Physiology engines as a backbone for live medical training we can push past traditional manakin based training programs and enter an era of live real time accurate feedback to the results of a clinicians techniques and interventions applied to a patient while running both Virtual and Augmented reality training scenarios.

Leacture Experince

  • 2007-2011
    Research assistant, University of Louisiana
    Course title: Introduction to Computer Graphics (CMPS 415/515 & CSCE 515)
    • Assisted in an in-depth overhaul of the existing curriculum focusing on modern graphics API with emphasis on shader design and GPGPU
    • implementation.
    • Designed exercises with emphasis on post OpenGL 3.0 designs and methodologies.
    • Implemented exercise solutions in OpenGL and Direct X
    • Performed classroom lectures in compliance with reworked curriculum
    • Graded examinations and exercises for compliance.

Research Experince

  • 2018-ongoing

    BioGears is an open source, comprehensive, extensible human physiology engine released under the Apache 2.0 license that will drive medical education, research, and training technologies. BioGears enables accurate and consistent physiology simulation across the medical community. The engine can be used as a standalone application or integrated with simulators, sensor interfaces, and models of all fidelities.

  • 2014-2018

    ARC4 delivers accurate augmented reality (AR) for outdoor mobile applications. ARC4 users see geo-registered icons overlaid on their real-world view. ARA has successfully integrated ARC4 technology with a variety of heads-up displays and computing platforms. ARC4 can deliver leap-ahead AR situational awareness for your commercial, government, or tactical need.

  • 2009-2013

    Simulated MIG Lab is an immersive training simulation designed to rapidly induct students to the complex lessons of early weld training. It was developed to meet the low-cost requirements of a city run technical institute. The project provides a reasonably accurate simulation that would function on commodity hardware developed new approaches, which departed from current simulations on the subject. Advanced attention was given to the development of the weld bead and undercut to allow post weld inspection as part of the learning process. This work was eventually extended in to my PH.D subject mater

  • 2009-2010

    Preliminary work in LiDAR reconstruction using remote telemetry from automated drones. To be used in multi source time-lapsed intelligence visualization in conjunction with the US Military. A state of the art survey was performed for both commercial and academic solutions. Additionally, multiple implementation comparisons using acquired datasets provided a complete review in order to present the proposed forward moving research direction.

  • 2008-2011

    Virtual Volcano takes the research experience gained from the Virtual Storm project and attempts to apply and extend them to the field of Volcanology. A multi platform and interface abstract application allows for the exploration of multiple volcanic archetypes. Project was inspired to remove misconceptions in introductory students developed through a lifetime of exposure to false literary representations. Application can be run locally or differed to a remote server with interfaces available for desktop and VR paradigms.

  • 2007-2008

    Tracking solution involving a cooperation of both the hardware sensors and the software rendering system. A small, high-resolution camera is worn on the user's head, but faces backward (180 degree rotation about vertical from the user's perspective). After acquisition of the initial state, the VR rendering software draws specific fiducial markers with known size and absolute position inside the VR scene. These virtual markers are only drawn behind the user and in view of the camera. These fiducials are tracked by ARToolkitPlus and integrated by a singleconstraint-at-a-time (SCAAT) filter algorithm to update the head pose. Experiments analyzing accuracy, precision, and latency in a six-sided CAVE-like system show performance that is comparable to alternative commercial technologies.

    • - Awarded Best Paper of IEEE VR Conference Proceedings 2009
    • - Extended publication in IEEE Visualizations and Computer Graphics 2011
  • 2007-2009

    Partnered with Iowa State the researched focused on improving the educational transfer achieved when interacting with the program developed previously as part of an NSF funded project. The creation of additional objectives and the inclusion of higher resolution data elements for interactive sampling greatly improved feedback during user studies. Project results are still used regularly in undergraduate components of Iowa State's introduction to Meteorology.


  • "Baird, A., Serio-Melvin, M., Hackett, M. et al. BurnCare tablet trainer to enhance burn injury care and treatment. BMC Emerg Med 20, 84 (2020)."
  • "A. Baird, M. McDaniel, S. White, N. Tatum, and L. Marin, “BioGears: A C++ library for whole body physiology simulations,” JOSS, vol. 5, no. 56, p. 2645, Dec. 2020, doi: 10.21105/joss.02645. "
  • "M. McDaniel, J. M. Keller, S. White, and A. Baird, “A Whole-Body Mathematical Model of Sepsis Progression and Treatment Designed in the BioGears Physiology Engine,” Front. Physiol., vol. 10, Oct. 2019, doi: 10.3389/fphys.2019.01321. "
  • "M. McDaniel and A. Baird", "A Full-Body Model of Burn Pathophysiology and Treatment Using the BioGears Engine"," 2019 41st Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC), 2019, pp. 261-264, doi: 10.1109/EMBC.2019.8857686."
  • McDaniel, M., Carter, J., Keller, J. M., White, S. A., and Baird, A. (2019). Open source pharmacokinetic/pharmacodynamic framework: tutorial on the BioGears Engine. CPT Pharmacometrics Syst. Pharmacol. 8, 12–25. doi: 10.1002/psp4.12371
  • White, Steven A: Impact of visualization augmentation on welder training: a study with the simulated MIG Lab (Doctoral dissertation); University of Louisiana, 2014
  • Chambers, Terrence L, Aglawe, Amit, Reiners, Dirk, White, Steven, Borst, Christoph W, Prachyabrued, Mores, Bajpayee, Abhishek: Real-time simulation for a virtual reality-based MIG welding training system in Virtual Reality, 2012
  • White, Steven A, Prachyabrued, Mores, Chambers, Terrence L, Borst, Christoph W, Reiners, Dirk: Low-cost simulated MIG welding for advancement in technical training in Virtual reality, 2011
  • Steven A. White ; Dirk Reiners ; Mores Prachyabrued ; Christoph W. Borst and Terrence L. Chambers Virtual reality welder training, Proc. SPIE 7525, The Engineering Reality of Virtual Reality 2010, 752505 (January 27, 2010); doi:10.1117/12.840473;
  • White, Steven, Prachyabrued, Mores, Baghi, Dhruva, Aglawe, Amit, Reiners, Dirk, Borst, Christoph, Chambers, Terry: Virtual welder trainer in Virtual Reality Conference, 2009. VR 2009. IEEE, 2009
  • Malcolm Hutson, Steven White, Dirk Reiners: JanusVF: Accurate Navigation Using SCAAT and Virtual Fiducials in Virtual Reality Conference, 2009. VR 2009. IEEE, 2009

Additional Experince

  • 2021:SWIG Bindings: Exposed language bindings for Java,Python,C#,Go, and Rust from BioGears and other C+ libraries to various other languages using the SWIG Framework.
  • 2020:QT5: Built multiple UIs for BioGears and Sustain Trainer related projects using QT5 and QML. Application include both static and dynamic uses of the QML objects along with C++ <-> QML interactions
  • 2019:Unreal Engine 4 plugin developer for various third party libraries. Learned to expose SDK hooks for native C and C++ libraries to Unreal and best practice for memory management and dealing with UE4s optimizations and limitations.
  • 2018:Modern CMake development and maintence of multiple open source projects. Modern CMake focuses on the use of paramterized functions calls wich allow projects to be imported as dependencies of downstream projects and self bootstrap with out expert implementation. CMake system matinaed include ARC4, Biogears, Skyline, and open source submissions to several projects.
  • 2015:Linux Kernel: Developed Kernel drivers for Linux and Android to allow background service to send display data to a USB based display. Driver based off DisplayLink, but ultimently used on custom hardware.
  • 2013:Raspberry Pi: Designed HID interface devices designed to model various console controllers. Each controller is capable of play-back and recording of controller input to be used for software automation. Additional interface to macro software can be acchieved using in-house http server.
  • 2009:Developed simplified GPU design on Spartan III FPGA design. System design included serial interface for submitting primitive graphics instructions for displaying low-resolution tile and text based graphics. System was used as a proof of concept for future instruction on how to utilize various features on FPGA boards.
  • 2008:Omni-directional treadmill. Assisted in discovery phase of systems programming using LITES acquired omni directional treadmill for use in combat training simulations. This phase included the construction of a three wall CAVE like environment and the installation of an optical tracking system to interface with custom hardware for reporting user position to the treadmills motor controls to ensure that users stayed centered at all times during the simulation.