The GVU Center at Georgia Tech (formerly the Graphics, Visualization and Usability Center
) is an
interdisciplinary
Interdisciplinarity or interdisciplinary studies involves the combination of multiple academic disciplines into one activity (e.g., a research project). It draws knowledge from several other fields like sociology, anthropology, psychology, ec ...
research center located near
Technology Square in
Atlanta
Atlanta ( ) is the capital and most populous city of the U.S. state of Georgia. It is the seat of Fulton County, the most populous county in Georgia, but its territory falls in both Fulton and DeKalb counties. With a population of 498,715 ...
,
Georgia
Georgia most commonly refers to:
* Georgia (country), a country in the Caucasus region of Eurasia
* Georgia (U.S. state), a state in the Southeast United States
Georgia may also refer to:
Places
Historical states and entities
* Related to the ...
,
United States
The United States of America (U.S.A. or USA), commonly known as the United States (U.S. or US) or America, is a country primarily located in North America. It consists of 50 states, a federal district, five major unincorporated territorie ...
, and affiliated with the
Georgia Institute of Technology
The Georgia Institute of Technology, commonly referred to as Georgia Tech or, in the state of Georgia, as Tech or The Institute, is a public research university and institute of technology in Atlanta, Georgia. Established in 1885, it is part of ...
. It was founded by
James D. Foley
James David Foley (born July 20, 1942) is an American computer scientist and computer graphics researcher. He is a Professor Emeritus and held the Stephen Fleming Chair in Telecommunications in the School of Interactive Computing at Georgia In ...
, 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
Ubiquitous computing (or "ubicomp") is a concept in software engineering, hardware engineering and computer science where computing is made to appear anytime and everywhere. In contrast to desktop computing, ubiquitous computing can occur using a ...
,
mixed/
augmented reality
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be de ...
,
computer animation
Computer animation is the process used for digitally generating animations. The more general term computer-generated imagery (CGI) encompasses both static scenes (still images) and dynamic images (moving images), while computer animation refe ...
/
graphics
Graphics () are visual images or designs on some surface, such as a wall, canvas, screen, paper, or stone, to inform, illustrate, or entertain. In contemporary usage, it includes a pictorial representation of data, as in design and manufacture ...
,
wearable computing
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 ...
,
information visualization
Information is an abstract concept that refers to that which has the power to inform. At the most fundamental level information pertains to the interpretation of that which may be sensed. Any natural process that is not completely random, ...
,
educational technologies
Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, edtech, it often refers ...
(
learning sciences
Learning sciences (LS) is an interdisciplinary field that works to further scientific, humanistic, and critical theoretical understanding of learning as well as to engage in the design and implementation of learning innovations, and the improvem ...
and technology),
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 ...
,
communications
Communication (from la, communicare, meaning "to share" or "to be in relation with") is usually defined as the transmission of information. The term may also refer to the message communicated through such transmissions or the field of inquir ...
,
intelligent systems
is a Japanese video game developer best known for developing games with Nintendo and the ''Fire Emblem'', ''Paper Mario (series), Paper Mario'', ''WarioWare'', and ''Wars (series), Wars'' video game series. Originally, the company was headqua ...
,
human robot interaction,
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 ...
,
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 tech ...
, and
online communities
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 fe ...
.
History
In 1988, two Georgia Tech faculty members, Larry Hodges and Bill Ribarsky, created the Georgia Tech Computer Graphics Interest Group. The popularity of this group led Hodges and Ribarsky to expand it into a Scientific Visualization Lab. This lab later merged with the Biomedical Visualization Lab, Animation Lab, and Video Lab to form the Georgia Tech Imaging Consortium. Professor James Foley renamed this entity the Graphics, Visualization, and Usability (GVU) Center in early 1991. The GVU Center moved into a 3,000 square foot research space in 1992, provided by the
Georgia Tech College of Computing
The College of Computing is a college of the Georgia Institute of Technology, a public research university in Atlanta, Georgia. It is divided into four schools: the School of Computer Science, the School of Interactive Computing, the School ...
. In 2006, the GVU Center relocated to expanded facilities in the Technology Square Research Building (TSRB).
Directors
Five people have served as directors of the GVU Center since its founding:
*
James D. Foley
James David Foley (born July 20, 1942) is an American computer scientist and computer graphics researcher. He is a Professor Emeritus and held the Stephen Fleming Chair in Telecommunications in the School of Interactive Computing at Georgia In ...
(1991-1996)
*
Jarek Rossignac (1996-2001)
*
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 conf ...
(2001-2005)
*
Elizabeth D. Mynatt (2005-2011)
*
W. Keith Edwards (2011–present)
See also
*
References
External links
GVU Center @ Georgia TechGVU Center 2012 Annual Report
{{authority control
Organizations based in Atlanta
Education in Atlanta
Georgia Tech
Multimodal interaction
1991 establishments in Georgia (U.S. state)
Research institutes in Georgia (state)