Dr. Maribeth Gandy, director of the Georgia Tech University Interactive Media Technology Center, has been conducting research on wearable computer and augmented reality technology for almost two decades.
"Storytelling on the Move": The broad proliferation of high speed wireless connectivity - where one lives, works and plays - is enabling a boom in applications and services to deliver digital, social, mobile media, transmedia, cross-platform and social TV experiences that drive engagement between fans and content and brands and consumers for business success. Come hear the success stories!
In this paper, we present our research on social interaction in co-located handheld augmented reality (AR) games. These games are characterized by shared physical spaces that promote physical awareness among players, and individual gaming devices that support both public and private information. One result of our exploration of the design and evaluation of such games is a prototype called BragFish.
Ongoing research and advancements in technology are essential for the continuing independence of elderly and disabled persons. The Engineering Handbook of Smart Technology for Aging, Disability, and Independence provides a thorough analysis of these technologies and the needs of the elderly and disabled, including a breakdown of demographics, government spending, growth rate, and much more.
OrderUp! takes health-related gaming in a new direction and seeks to educate players about how to make healthy eating choices in situations nearly everyone encounters regularly in their lives. By casting players as virtual restaurant servers, OrderUp! forces players to make healthy—and fast—menu decisions for a group of demanding, impatient customers. OrderUp! was originally developed as a simple, casual game on Nokia N95 mobile phones.
On November 26, 2001, The Georgia Centers for Advanced Telecommunications Technology (GCATT), Georgia Tech, and Shepherd Center received a $5 million, five-year federal grant to develop applications of wireless technologies to enhance the independence of people with physical and cognitive disabilities."To promote universal access to mobile wireless technologies and explore their innovative applications in addressing the needs of people with disabilities."
variety of projects
A collaboration with Blair MacIntyre and the Augmented Environments Lab (AEL)
The goal of this project was to design a game involving both players in the physical environment with mobile devices as well as remote players accessing the game through a traditional desktop computer. We also realized that a limitation of such games can often be the changing bandwidth and reliability of various wireless networks (e.g. WiFi versus 3G versus Edge etc.). Our aim, therefore, was to incorporate the affordances and limitations of the wireless network(s) directly into the game design.
In this project we explored a concept for augmented reality entertainment, called AR Karaoke, where users perform their favorite dramatic scenes with virtual actors. AR Karaoke is the acting equivalent of traditional karaoke, where the goal is to facilitate an acting experience for the user that is entertaining for both the user and audience. The main challenge in creating an AR Karaoke prototype is to develop an easy to learn user interface that helps the performer understand the timing, body movement, and dialog for their character.
Augmented Reality (AR) technology merges the physical and the virtual worlds and Massively Multiplayer Online (MMO) systems (such as Second Life and World of Warcraft) allow people to communicate, collaborate, and play games with each other inside a 3D virtual world. Users would like to access these virtual worlds while they are out in the world, but the small screen and limited interfaces on mobile devices are insufficient for interacting with existing MMO systems.