GVU Center At Georgia Tech
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GVU Center At Georgia Tech
The GVU Center at Georgia Tech (formerly the Graphics, Visualization and Usability Center) is an interdisciplinary research center located near Technology Square in Atlanta, Georgia, United States, and affiliated with the Georgia Institute of Technology. It was founded by James D. Foley, the Center's first director, on October 15, 1992. According to '' U.S. News & World Report'', it is one of the best such facilities in the world. The GVU Center's current director is W. Keith Edwards, Georgia Tech alum and Professor in the School of Interactive Computing. The GVU Center focuses on human-computer interaction, ubiquitous computing, mixed/augmented reality, computer animation/graphics, wearable computing, information visualization, educational technologies (learning sciences and technology), new media, communications, intelligent systems, human robot interaction, computer supported cooperative work, social computing, and online communities. History In 1988, two Georgia Tech fa ...
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GVU Center Logo
GVU may refer to: * GVU (Utrecht), a defunct Dutch bus operator * Gesellschaft zur Verfolgung von Urheberrechtsverletzungen e.V., a German entertainment industry copyright organization * GVU Center at Georgia Tech {{disambiguation ...
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Wearable Computer
A wearable computer, also known as a body-borne computer, is a computing device worn on the body. The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches. Wearables may be for general use, in which case they are just a particularly small example of mobile computing. Alternatively, they may be for specialized purposes such as fitness trackers. They may incorporate special sensors such as accelerometers, heart rate monitors, or on the more advanced side, electrocardiogram (ECG) and blood oxygen saturation (SpO2) monitors. Under the definition of wearable computers, we also include novel user interfaces such as Google Glass, an optical head-mounted display controlled by gestures. It may be that specialized wearables will evolve into general all-in-one devices, as happened with the convergence of PDAs and mobile phones into smartphones. Wearables are typically worn on the wrist (e.g. fitness trackers), hung from the nec ...
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Elizabeth D
Elizabeth or Elisabeth may refer to: People * Elizabeth (given name), a female given name (including people with that name) * Elizabeth (biblical figure), mother of John the Baptist Ships * HMS ''Elizabeth'', several ships * ''Elisabeth'' (schooner), several ships * ''Elizabeth'' (freighter), an American freighter that was wrecked off New York harbor in 1850; see Places Australia * City of Elizabeth ** Elizabeth, South Australia * Elizabeth Reef, a coral reef in the Tasman Sea United States * Elizabeth, Arkansas * Elizabeth, Colorado * Elizabeth, Georgia * Elizabeth, Illinois * Elizabeth, Indiana * Hopkinsville, Kentucky, originally known as Elizabeth * Elizabeth, Louisiana * Elizabeth Islands, Massachusetts * Elizabeth, Minnesota * Elizabeth, New Jersey, largest city with the name in the U.S. * Elizabeth City, North Carolina * Elizabeth (Charlotte neighborhood), North Carolina * Elizabeth, Pennsylvania * Elizabeth Township, Pennsylvania (other) * Elizabeth, West Vi ...
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Aaron Bobick
Aaron F Bobick is dean of the McKelvey School of Engineering at Washington University in St. Louis. Bobick’s research is in the field of artificial intelligence and computer vision. He has chaired and published papers in top-tier academic conferences in these areas. His research and expert opinions on technology have also been reported in major news sources. Biography Education Bobick has received his undergraduate degrees in 1981 in Mathematics and Computer Science from the Massachusetts Institute of Technology. Following this, Bobick received his Ph.D. (1987), in Cognitive Science, also from MIT. Research career Upon receiving his Ph.D. from the Massachusetts Institute of Technology, Bobick worked at the MIT Media Lab as an assistant and associate professor until he left to accept a position as an associate professor at the Georgia Institute of Technology in the College of Computing. After arriving at Georgia Tech, Bobick served as the director of the GVU Center, a cen ...
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Jarek Rossignac
Jarek is a Slavic male given name. It can be a nickname for the Polish name Jarosław. Notable people with this name include: * Jarek Broussard, American American football player * Jarek Dymek (born 1971), Polish strongman competitor * Jarek Goebel (born 1985), New Zealand Rugby player * Jarek Hardy, Canadian musician with The Johnstones * Jarek Kasar (born 1983), Estonian singer * Jarek Kolář (born 1977), Czech video game designer and producer * Jarek Kupsc (born 1966), Polish-American film director and screen writer * Jarek Lancaster (born 1990), American American football player * Jarek Molski, American disability rights campaigner * Jarek Nohavica or Jaromír Nohavica, Czech musician and poet * Jarek Pozarycki, Polish musician with Elgibbor * Jarek Srnensky (born 1963), Swiss tennis player * Jarek Śmietana (1951–2013), Polish jazz musician Fictional characters * Jarek, List of Mortal Kombat characters, Mortal Kombat character See also * Engelbert Jarek Engelber ...
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Online Community
An online community, also called an internet community or web community, is a community whose members interact with each other primarily via the Internet. Members of the community usually share common interests. For many, online communities may feel like home, consisting of a "family of invisible friends". Additionally, these "friends" can be connected through gaming communities and gaming companies. Those who wish to be a part of an online community usually have to become a member via a specific site and thereby gain access to specific content or links. An online community can act as an information system where members can post, comment on discussions, give advice or collaborate, and includes medical advice or specific health care research as well. Commonly, people communicate through social networking sites, chat rooms, forums, email lists, and discussion boards, and have advanced into daily social media platforms as well. This includes Facebook, Twitter, Instagram, Discord (so ...
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Social Computing
Social computing is an area of computer science that is concerned with the intersection of social behavior and computational systems. It is based on creating or recreating social conventions and social contexts through the use of software and technology. Thus, blogs, email, instant messaging, social network services, wikis, social bookmarking and other instances of what is often called social software illustrate ideas from social computing. History Social computing begins with the observation that humans—and human behavior—are profoundly social. From birth, humans orient to one another, and as they grow, they develop abilities for interacting with each other. This ranges from expression and gesture to spoken and written language. As a consequence, people are remarkably sensitive to the behavior of those around them and make countless decisions that are shaped by their social context. Whether it's wrapping up a talk when the audience starts fidgeting, choosing the ...
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Computer Supported Cooperative Work
Computer-supported cooperative work (CSCW) is the study of how people utilize technology collaboratively, often towards a shared goal. CSCW addresses how computer systems can support collaborative activity and coordination. More specifically, the field of CSCW seeks to analyze and draw connections between currently understood human psychological and social behaviors and available collaborative tools, or groupware. Often the goal of CSCW is to help promote and utilize technology in a collaborative way, and help create new tools to succeed in that goal. These parallels allow CSCW research to inform future design patterns or assist in the development of entirely new tools. History The origins of CSCW as a field are intertwined with the rise and subsequent fall of office automation as response to some of the criticisms, particularly the failure to address the impact human psychological and social behaviors can have. Greif and Cashman created the term CSCW to help employees seeking ...
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Human Robot Interaction
Humans (''Homo sapiens'') are the most abundant and widespread species of primate, characterized by bipedalism and exceptional cognitive skills due to a large and complex brain. This has enabled the development of advanced tools, culture, and language. Humans are highly social and tend to live in complex social structures composed of many cooperating and competing groups, from families and kinship networks to political states. Social interactions between humans have established a wide variety of values, social norms, and rituals, which bolster human society. Its intelligence and its desire to understand and influence the environment and to explain and manipulate phenomena have motivated humanity's development of science, philosophy, mythology, religion, and other fields of study. Although some scientists equate the term ''humans'' with all members of the genus ''Homo'', in common usage, it generally refers to ''Homo sapiens'', the only extant member. Anatomically modern huma ...
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Hybrid Intelligent System
Hybrid intelligent system denotes a software system which employs, in parallel, a combination of methods and techniques from artificial intelligence subfields, such as: * Neuro-symbolic systems * Neuro-fuzzy systems * Hybrid connectionist-symbolic models * Fuzzy expert systems * Connectionist expert systems * Evolutionary neural networks * Genetic fuzzy systems * Rough fuzzy hybridization * Reinforcement learning with fuzzy, neural, or evolutionary methods as well as symbolic reasoning methods. From the cognitive science perspective, every natural intelligent system is hybrid because it performs mental operations on both the symbolic and subsymbolic levels. For the past few years, there has been an increasing discussion of the importance of A.I. Systems Integration. Based on notions that there have already been created simple and specific AI systems (such as systems for computer vision, speech synthesis, etc., or software that employs some of the models mentioned above) and ...
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Computer-mediated Communication
Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. While the term has traditionally referred to those communications that occur via computer-mediated formats (e.g., instant messaging, email, chat rooms, online forums, social network services), it has also been applied to other forms of text-based interaction such as text messaging. Research on CMC focuses largely on the social effects of different computer-supported communication technologies. Many recent studies involve Internet-based social networking supported by social software. Forms Computer-mediated communication can be broken down into two forms: synchronous and asynchronous. Synchronous computer-mediated communication refers to communication that occurs in real-time. All parties are engaged in the communication simultaneously; however, they are not necessarily all in the same location. Examples of synchronous communication are vi ...
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New Media
New media describes communication technologies that enable or enhance interaction between users as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education. The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools, including blogs, wikis, online social networking, virtual worlds, and other social media platforms. The phrase "new media" refers to computational media that share material online and through computers. New media inspire new ways of thinking about older media. Instead of evolving in a more complicated network of interconnected feedback loops, media does not replace one another in a clear, linear succession. What is different about new media is how they specifically refashion traditional media and how older media refashion themselves to meet the challenges of new ...
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