Research (along with innovation in computing education) is one of the primary ways the School of Interactive Computing seeks to redefine the human experience of computing. Research takes our faculty and students on a path to study, invent and integrate the computational capabilities and their interactions that empower people and machines to affect the world.
At Georgia Tech, artificial intelligence and machine learning represent a large swath of research interests, from building top-to-bottom (and bottom-to-top) models of human-level intelligence, to creating adaptive and intelligent entertainment systems, to making systems that understand their own behavior, to building autonomous agents that can adapt in dynamic environments, and more.
Enterprise transformation research is concerned with providing actionable insights and decision support to organizations, supply chains, and business ecosystems facing complex problems (e.g. innovation, strategy, competition, globalization, technological disruption, and change) through the design, development, and application of analytics, visualization, modeling, and simulation.
Our geometry, graphics and animation faculty focus on research and education in several aspects of visual computing that deal with the creation, modeling, animation, control, simulation, transmission and visualization of interactive graphical models. Among other activities, we host the NSF Aquatic Propulsion Lab, which focuses on techniques for creating and evaluating computer models of swimming patterns.
Human-centered computing (HCC) addresses the need for advanced education and research in humanizing computer technology. HCC focuses on the relationship between people and computing, how that relationship affects our lives, how we think about and use these machines, how they will enhance learning, and how we can make them more approachable, engaging and effective.
Decision-makers of all types and in all areas of society are awash today in a flood of data. The related fields of visual analytics and information visualization study how the use of interactive visualization can help people to understand data better. Research in this area examines how visual representations of data—or external cognition aids—help people think.
Learning scientists study both how learning happens in real-world situations and how to better facilitate learning in designed environments—in school, online, in the workplace, at home, and in informal environments. Learning sciences research is guided by constructivist, social-constructivist, socio-cognitive and socio-cultural theories of learning.
Privacy and security are human concepts that cannot be easily addressed through purely technical means. We examine the social, technical, and legal challenges involved in building secure software systems that respect user privacy. Our work encompasses the entire range of technical development, from enterprise to mobile computing and embedded devices, to the "Internet of Things."
Robotics and computational perception research at Georgia Tech runs from engineering to machine learning, from locomotion to autonomous ethical behavior in robotic machines. Our work is focused in two of our research centers and labs: The Robotics and Intelligent Machines (RIM) Center at Georgia Tech and the Computational Perception Lab (CPL).
Computing is fundamentally a social activity. Networks link individuals for research, education, business and entertainment. Connections among people pervade most computing activity. Our research focuses on topics such as health applications, computational journalism, peer production of content, social implications and visualizations.
Ubiquitous computing examines the design, implementation, use and usability of new types of interfaces (human computer interaction), privacy, the networking of objects and people, and the physical characteristics and limitations of devices (e.g., form factor, power consumption and heat dissipation).
Research into virtual environments incorporates most aspects of computing, especially computer graphics, human-centered computing and computer vision. We are particularly interested in how virtual environments are designed, built and used, and we examine such topics as augmented-reality (AR) games, mobile AR interfaces, mixed-reality environments, and more.