The vision of our research is to enable robots to function in dynamic human environments by allowing them to flexibly adapt their skill set via learning interactions with end-users.
Our software engineering group works on development and maintenance of software, with the overall goal of creating high-quality software.
The Georgia Tech Sonification Lab is an interdisciplinary research group based in the School of Psychology and theSchool of Interactive Computing at Georgia Tech. Under the direction of Prof.
The Digital Media graduate program at Georgia Tech provides students with a foundational, theoretical background in digital media and the opportunity to practice what is learned in the classroom through active participation in labs and research.
TSynlab 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.
In the TanDEm lab, we focus on matters relating to the design, deployment, adoption, and use of technologies towards empowerment - of underserved and under-represented communities in resource-constrained regions across the world.
The lab's research focuses on information and communication technologies for social, economic, and political development.
We are interested in ubiquitous computing and the research issues involved in building and evaluating ubicomp applications and services that impact our lives. Much of our work is situated in settings of everyday activity, such as the classroom, the office and the home.
Under the direction of Dr. Kari Edison Watkins in Civil & Environmental Engineering, UTIL conducts research to improve sustainable transportation through better information.
We are VentureLab. We are passionate about entrepreneurship. We believe in the power of innovation, iteration, and evidence-based entrepreneurship. We value business models, not business plans. We educate, curate, and create, daily. We never take equity or ask for royalties.
Wearable computing has been an active area of research in the academic world for 20 years.
In the last decade, computing has left the office and entered people's domestic and recreational lives. Consequently, computing affects our lives shaping not just how we work, but also how we play.