responsive objects surfaces and spaces

Research Groups
Projects


Creative design and technology research program

Defining collaborative design solutions where emerging technologies weave physically and digitally across all facets of our everyday experiences with performance, knowledge, play, environment.

Research Groups

ACME Lab: A Creativity Machine Environment Lab
Faculty: Ellen Yi-Luen Do
Description: At A Creativity Machine Environment (ACME) Lab, Professor Do is committed to building better design tools, from understanding the human intelligence involved in the design process and leading to the improvement of the interface with computers. Her research explores new modalities of communication, collaboration, and coordination, as well as the physical and virtual worlds that push the current boundaries of computing environments for design.


D-Matters
Faculty: Claudia Winegarden
Description: The D-Matters research group, housed in the Industrial Design Program, investigates and experiments with technological opportunities for human communication of all kinds, especially at a distance. The group explores basic research and applications at the intersection of design, technology and communication. It is highly participatory, and its agenda reflects the interests of partner companies, industry collaborators and GT researchers.


pixi lab
Faculty: W. Keith Edwards
Description: The pixi lab is a group of researchers at the Georgia Tech GVU Center who are exploring the boundaries between interaction and infrastructure. We take a human-centered approach to our research, by understanding the needs and practices of people through empirical methods, designing compelling user experiences that fit that context, and then building the underlying systems and networking infrastructure necessary to realize that user experience. We are dedicated to creating technology that is not simply usable but also useful.


Public Design Workshop
Faculty: Carl DiSalvo
Description: The Public Design Workshop is research group in the School of Literature, Communication, and Culture at Georgia Tech. The broad agenda of the Public Design Workshop is to investigate the existing and possible roles of technology and design in shaping and enabling public discourse and action. We pursue this agenda through design inquiry and our investigations take multiple forms including theory and criticism, ethnographic research, writing and media, participatory design, workshops and events, program development, critical design projects and technology development.


Synaesthetic Media Lab
Faculty: Ali Mazalek
Description: Synlab explores emerging modalities in new media. Our research focuses on tangible interaction and sensing technologies that support creative expression bridging the physical and digital worlds. Applications range across media arts, entertainment and educational domains.


Projects

ArchiTales
Faculty: Ali Mazalek, Tristan Al-Haddad and Claudia Winegarden
Students: Martin Bednar, Mehdi Ben Yahmed, Jin Ah Chon, Jakob Crowder, Daniel Gibson, Sergio Goldenberg, April Headen, Chih-Chieh Hsu, Emily Kiel, Amelia Mendez, Jacob Porter, Ritesh Rathi, Martin Rojas, Joy Salter, Stephanie Sellers, Yang Ting Shen, Jasjit Singh, Kurt Stilwell, Jacob Tompkins, Joshua Tuminella, Theodore Ullrich, Cooper Welch, Sarah Williams, Crystal Wrenn, Steph Yang, Arseni Zaitsev
Description: Tables are artifacts around which people gather. They become organized spaces of exchange and consumption. Kitchens are organized around the dining table; meeting rooms are organized around the conference table; living spaces are organized around the coffee table. Tables perform two complementary and simultaneous tasks: bringing people together to promote intimacy and holding them just enough apart to provide security. As technology becomes a vehicle for tangible interactions, tables establish the framework for social interaction instances. The Story Table is a symbiosis of two social spaces: story and table collapsed onto one another. Created through a process of co-construction of digital and physical media, the Story Table is an interactive installation that encompasses shared engagement in cinematically-inspired narrative expressions that unfold on its surface and space.
Date: Since Spring 2008 (ongoing)


Calvino Tables
Faculty: John Peponis, Kenneth Knoespel, Tristan Al-Haddad, Ali Mazalek and Claudia Winegarden
Students: B Baird, H Cai, E de la Cruz, J C Elder, Daniel Gibson, Sergio Gill, D Jimison, J Magner, Ritesh Rathi, M Romero, Jacob Tompkins, Joshua Tuminella, Alice Vialard
Description: Starting in the fall of 2006, graduate students from architecture, LCC, CoC and industrial design have collaborated to design six tables taking Italo Calvino's book Invisible Cities as a point of departure. Each table expresses one of the six structural metaphors that underlie the book.
Date: Since Fall 2006 (ongoing)


Collaborative Meeting Spaces
Faculty: Keith Edwards, Beth Mynatt, Ali Mazalek
Students: Meekal Bajaj, Kirti Goel, Chris LeDantec, Darryl Prince, Puja Verma, Steve Voida, Manvesh Vyas, Andy Wu
Description: This project aims to create, deploy, and evaluate a system of technical infrastructure that will help rather than hinder the sorts of fluid collaboration that are increasingly core to knowledge work. We couple the digital infrastructure - the services, applications, protocols, and devices in a space - to the physical infrastructure of that space. In doing so, we expect to achieve three broad goals. First, we will make the digital infrastructure responsive to actions taken in the physical realm; second, we will make the physical infrastructure a medium for conveying affordances and feedback of the digital capabilities in a space to its users. Finally, through this coupling we will also allow the fluid movement of information and collaborative artifacts from the physical domain to the digital, and vice versa. Our outputs include a set of digital services designed to enhance collaboration, a deep integration of those services into the physical environment, and a set of design guidelines, principles, and evaluation methodology for how to successfully blend the physical and the digital to better support fluid collaboration.
Support: Supported in part by Steelcase Inc. & NSF
Date: Since Fall 2005 (ongoing)


Eco-Visualization
Faculty: Carl DiSalvo
Students: Jisun An, Courtenay Bird, Pamela Griffin, Heerin Lee, Joel Linderman, Adam Rice, Will Riley, Jasper Sluijs, Daniel Upton
Description: How does one engage sensing and visualization from a design and humanities perspective? And once so engaged what new knowledge and forms of expression result? Over the course of Spring semester 2008 we investigated the opportunities and challenges of participatory sensing and experimental information visualization. Although sensing and visualization are often cast as distinct fields and efforts, we chose to bundle them because from a design perspective sensing necessarily gives way to visualization: the data collected must be expressed. In particular, we were motivated to explore and understand sensing and visualizations as social practices and artistic mediums.
Support: Supported in part by Intel Corporation
Date: Since Fall 2007 (ongoing)


TViews Table
Faculty: Ali Mazalek, Matt Reynolds, Glorianna Davenport
Description: As digital media applications continue to evolve, there is a need for new kinds of platforms that can support shared media interactions for everyday consumers. The Tviews Table is a multi-user digital/tangible media table that supports interaction through the real-time tracking of tagged tangible objects on a coincident display surface. The first implementation of TViews used electromagnetic sensing technology combined with an overhead-projected display. Later versions incorporate an extensible acoustic-based sensing architecture that functions through the glass surface of an embedded display and enables real-time tracking of a virtually unlimited set of uniquely identified wireless objects that can be used on the surface of any similar table. These objects can be physically customized in order to suit particular applications, and can provide additional functionality through external input and output elements on the objects themselves. TViews has been used for the development of a number of a variety of media content applications, including games, story engines and map-based media content browsers.
Support: Supported in part by Samsung
Date: Since 2003



To view all ROSS research groups and projects, click here.