"Charting GVU's Future"
James Foley
College of Computing

12:00 Noon on Thursday, August 31, 2006
TSRB 132



Abstract:

In this opening brown bag, I will give an overview of the GVU Center drawing attention to our mission at Georgia Tech and outlining plans for this coming year.

About GVU:

The GVU Center is much more than Graphics, Visualization and Usability -- the initial mission that gave rise to its name and its first research directions. More than a decade after its inception, GVU is dedicated to creating computing technologies that naturally enhance the abilities of people and enable new human endeavors. This historical shift from monolithic mainframe systems to personal computers and now to personalized computing emphasizes empowering people by maximizing and augmenting their abilities with computational tools to address society's most pressing needs and opportunities. The sheer pervasiveness of computers in all aspects of life presents great opportunities and responsibilities to deeply examine the impact of computing on many forms of daily human experiences. The GVU Center brings together a research community that is dedicated to meet this demand.

The GVU Center is a university-wide, interdisciplinary research center that spans the Georgia Tech campus and includes many outside collaborators. Its faculty and students are drawn from disciplines in science, engineering, the humanities and design. The Center enables collaborative research that is often difficult to achieve in traditional academic and industrial settings. The unique combinations of research interests and expertise are the catalyst for significant insights into the rapidly evolving landscape of people and computation.

The GVU Center conducts research in crucial areas of human experiences with computing including health care, education, work and home life, and entertainment. The Center consistently leads the forefront of research in fields such as human-computer interaction, ubiquitous computing, mixed and augmented reality, animation and graphics, wearable computing, information visualization, educational technologies, new media and communications, and intelligent systems and robotics.

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