RESEARCH
Research is one of the biggest strengths of the School of Literature, Communication and Culture (LCC) at Georgia Tech. Faculty members in the LCC are engaged in a wide variety of research projects ranging from highly theoretical work to extremely applied projects. Supervised by the faculty members, many graduate and undergraduate students are also involved in the research programs as members of research groups.
The LCC encourages its researchers to create collaborations with government and private sector as a part of their efforts to generate new knowledge and ensure its use for the advancement of society. Such relations can provide additional funding for research and can help ensure that inventions and other research discoveries are converted into products and practices that benefit society. However, all alliances consider academic freedom. Grants awarded to LCC faculty in the last three years have reached almost $4 million.
The LCC is always open to discuss new, exciting research ideas. If you are interested in creating research collaboration with the LCC, please contact us.
Research Grants
Several examples of active grants are listed:
| Investigators | Year | Duration | Title | Sponsor | Amount Received |
| K. Crowley (University of Pittsburgh), C. DiSalvo | 2007 | 4 yrs. | The City as Learning Lab: Spreading Technological Fluency Through Creative Robotics | NSF | $1,067,614 |
| S. Rosser, J. Murray, L. Jacobs, W. Newstetter | 2007 | 3 yrs. | InTEL: Interactive Toolkit for Engineering Education | NSF Intel | $899,791 |
| B. Magerko, C. Pearce, M. Riedl | 2008 | 3 yrs. | Modeling Creative and Emotive Improvisation in Theatre Performance | NSF | $394,614 |
| A. Mazalek, M. Nitsche | 2007 | 2 yrs. | Unlocking Body Memories for Creativity: Controlling Virtual Characters with Tangible Interfaces to Augment Expression and Cognition | NSF Creative IT | $224,843 |
| I. Bogost | 2007 | 2 yrs. | Understanding Newsgames | John S. and James L. Knight Foundation | $142,165 |
| J. Murray | 2007 | 2 yrs. | Schemas for Narrative Authoring and Presentation Systems | NSF SGER | $100,000 |
| J. Murray, M. Nitsche, C. Pearce | 2007 | n/a | Next Generation Play (NGP) | Alcatel-Lucent | $93,288 |
| C. Pearce | 2008 | 1 yr. | Creative Collaboration in Online Virtual Worlds | NSF | $86,677 |
| B. Magerko | 2009 | 6 mths. | CreativeIT | NSF | $49,932 |
| C. Pearce | 2007 | 2 yrs. | Productive Play: The Convergence of Play and Labor in Online Games and Virtual Worlds | NSF | $36,560 |
| TOTAL | $3,095,484 |
Research Groups
The LCC hosts many successful research groups. Those research groups (generally called as "research labs") are led by LCC faculty members. Research groups carry out more than one research projects at a time. Current research labs and their areas of interests are listed:
- ADAM Lab: Artificial intelligence, design, human-computer interaction, interactive narrative, and serious games.
- Augmented Environments Lab: Computer generated material, and range of techniques such as see-through head-worn displays, video-mixed camera phones, spatialized sound, and video projectors.
- Digital World & Image Group: Real-time imagery, and virtual spaces.
- eTV Prototyping Group: Application prototypes on current and hypothetical platforms, and interactive video applications.
- Experimental Game Lab(EGL): AI technologies, electronic games, and social, cultural and representational aspects of games.
- ICE Lab: Intersection of imaginative cognition and computational expression.
- Mobile Technologies Group (MTG): Mobile technologies, pervasive gaming, social networking, and storytelling.
- Synaesthetic Media Lab (Synlab): Tangible interaction, and sensing technologies.
Research Projects
Selected examples from research projects are listed:
- Digital Improvisation: Collecting performance data on real life improvisational actors to understand how our brains work during the creative improvisation, and creating digital characters that can improvise based on the study results.
- inTEL(Interactive Toolkit for Engineering Learning): Creating initial learning environments that encourage and motivate students to become engineers. The program also focuses on attracting and retaining a diverse group of engineering students.
- Mermaids: Designing and implementing a Massively Multiplayer Online Game.
- Next Generation Play: Investigating combinations of existing TV IP with ubiquitous 4G handheld technology in the world of casual games.
- Second Life Augmented Reality: Creating a blend of locations in physical space with corresponding places in the Second Life.
