"Charting GVU's Future"
Elizabeth Mynatt, GVU Center Director
College of Computing

12:00 Noon on Thursday, August 30, 2007
TSRB 132



Abstract:

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

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. Fifteen years since its inception, GVU is dedicated to unlocking human potential through technical innovation. This historical shift from monolithic mainframe systems to personal computers and now to social and ubiquitous computing emphasizes empowering people by augmenting abilities and enabling creative visions 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, assistive technologies, mobile and wearable computing, information visualization, gaming and simulation technologies, new media and communications, and educational technologies.

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