responsive objects surfaces and spaces

Research Groups

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

Digital World and Image Group
Faculty: Michael Nitsche
Description: The Digital World and Image Group focuses on two main areas: virtual spaces and real-time imagery gathered from them. We see game spaces and game media as important forms of self-expression. That is why we work to improve creative access and the expressive range available in interactive digital media such as games. Research is conducted in a combination of theory, analysis, and practical experimentation.

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.

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.


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)

Moons Over You
Faculty: Ali Mazalek
Students: Hyun Jean Lee, Chih-Sung (Andy) Wu, Yang Ting Shen
Description: Seeing multiple moons visible overhead is not our normal experience in the real world. Even though we can picture this kind of experience in our imaginations, we cannot properly share it with others. It can only visually exist in our own individual minds. We would like to share this experience by creating a poetic installation space of virtual and physical, where multiple moons can follow us around. In this gallery room, the audience can share their own imaginative and individual experience with others.
Date: Since Fall 2007 (ongoing)

Tangible User Interfaces for Real-time 3D Worlds (TUI3D)
Faculty: Ali Mazalek, Michael Nitsche
Students: Tarandeep Gill, Tandav Krishna, Shashank Raval
Description: 3D interactive performance space, such as machinima, lacks intuitive control mechanisms. Set direction and acting are limited by the technical toolsets available to creators, as the tools were designed to create video games rather than cinematic works. They do a poor job of capturing the performative expression that characterizes the more mature medium of film. The TUI3D project is joint research between Synlab, the Experimental Games Lab and Machinima Group at Georgia Tech that addresses production and performative challenges involved in creating machinima. We are developing a suite of tangible interfaces that could be used to create and control three aspects of 3D virtual environments in real-time: character, camera, and space. Tangible interfaces can help bridge gap between computer film creators and the established base of traditional film creatives and their knowledgebase. We also anticipate deeper and more convincing expression with these more user-centered tools.
Support: Supported in part by NSF
Date: Since Fall 2006 (ongoing)

Faculty: Michael Nitsche
Students: Evan Mandel, Cameron Aubuchon
Description: Continuing our work on camera control, this projects aims to provide a simple live editing interface for camera control in the 3D real-time world of the UT2K4 game engine. Editors can select their "target" and from a range of pre-defined cameras on a tablet PC to access a wide range of virtual cameras active in the scene.
Date: Since Fall 2007 (ongoing)

Tangible Comics
Faculty: Ali Mazalek
Students: Ozge Samanci, Yanfeng Chen
Description: Tangible Comics is a computer vision based full-body interactive storytelling environment that also functions as a comics generator. Prevailing applications of full-body computer vision have not used the full storytelling or performance potential of these environments. Our aim is to produce an environment that can create a space for redefining the conventions of comics, performance, film, photography, and animation. In relation to that, we are exploring the design problems that can arise when computer vision technology is contextualized in an interactive story telling environment of tangible interfaces to control characters in 3D game environments. The goal is to enrich the expressive range of virtual worlds and simplify animation.
Date: Since Fall 2006 (ongoing)

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