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Maribeth Gandy's 25 Year Journey at Georgia Tech: Pioneering Human-Computer Interaction

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Maribeth Gandy's journey at Georgia Tech began in 1993 when she enrolled as a computer engineering major. At that time, the concept of human-computer interaction was still in its infancy, and computers were not as integrated into daily life as they are today. Gandy's initial interest in computing was sparked by her love for creating user-facing applications such as games and interactive programs.

During her undergraduate years, Gandy had the opportunity to work as a research assistant on virtual reality projects with Larry Hodges. This experience was transformative as it coincided with a period of significant growth and innovation in computing. The late 1990s saw the emergence of human-computer interaction as a mainstream field with researchers exploring the potential of computers to enhance various aspects of life including entertainment and therapy.

Gandy's work with Hodges involved using virtual reality for immersion therapy to help individuals with PTSD. This groundbreaking research highlighted the potential of computers to provide therapeutic benefits, a concept that was revolutionary at the time. The College of Computing at Georgia Tech attracted numerous influential faculty members during this period including Beth Mynatt, Blair MacIntyre, and Thad Starner who were pioneers in areas such as augmented reality and wearable computing.

Inspired by her experiences, Gandy decided to pursue graduate studies and joined a research lab focused on interactive media. This lab was at the forefront of developing rich, interactive educational and entertainment experiences. Gandy's early career involved building systems and gaining expertise in areas like augmented reality, virtual reality, computer audio, and multimodal interfaces.

In the early 2000s, Gandy worked on augmented reality and wearable computing projects, often using expensive and custom-built hardware. Despite the challenges, she believed in the potential of these technologies to become mainstream. Her work involved demonstrating these concepts to industry sponsors who were initially skeptical about their feasibility as consumer products.

One of the significant projects Gandy worked on was the Designers Augmented Reality Toolkit (DART). The goal of DART was to create an augmented reality authoring tool that non-technologists such as designers, artists, and subject matter experts could use. This tool was built within Macromedia Director, an early software platform that allowed a broader range of people to create interactive computing experiences. By integrating augmented reality capabilities into this platform, Gandy and her team aimed to democratize the creation of AR experiences.

As technology advanced, wearable computing and augmented reality became more accessible to the general public. Innovations in industry led to the development of head-mounted displays and mobile devices with cameras making it easier to deliver augmented reality experiences. This shift made Gandy's work increasingly relevant as companies and startups sought her expertise to develop AR applications and leverage new technologies.

Her growth as a researcher was marked by her transition from a team member to a leader in her field. She gained a deep understanding of the technical aspects of wearable computing and augmented reality, which were still considered futuristic at the time. Her collaboration with Blair MacIntyre, a pioneer in augmented reality, further solidified her expertise and passion for exploring innovative computing solutions.

Throughout her career, she has been driven by the belief that computing can be used for social good and to improve access and experiences for people. Her work has laid the foundation for many of the technologies that are now commonplace and she continues to provide valuable insight in the field of human-computer interaction.

In 2010, the Interactive Media Technology Center (IMTC) where Gandy worked became part of the Institute for People and Technology (IPaT) at Georgia Tech. This transition aimed to create more substantial interdisciplinary research initiatives. 

According to Gandy, “IPaT focuses on advocating for the consideration of societal impacts in technology development and fostering collaboration with communities to ensure that research has a positive and widespread impact.”

Gandy now holds two significant roles at Georgia Tech. As the director of research for IPaT, she helps catalyze cross-disciplinary teams to solve real-world problems and open new opportunities with technology. She collaborates with external stakeholders, including community organizations, government agencies, and companies to leverage Georgia Tech's capabilities in addressing various needs.

Additionally, as the assistant vice provost for research faculty, Gandy advocates for and supports research faculty across campus. She works to recruit, mentor, advance, and retain Georgia Tech’s world class research faculty community, ensuring that their work has a meaningful impact on society. Her efforts help bridge the gap between academic research and real-world applications, amplifying the impact of Georgia Tech's research on the world.

Gandy's career is a testament to the evolving landscape of computing and its increasing relevance in everyday life. Her contributions to augmented reality, wearable computing, and human-computer interaction have not only advanced the field, but also demonstrated the importance of interdisciplinary collaboration. By bringing together experts from various domains, Gandy has helped create technologies that are not only innovative but also socially impactful.

Her journey from a computer engineering student to a leader in human-computer interaction research reflects the broader trends in computing where the focus has shifted from purely technical advancements to considering the societal implications and benefits of technology. 

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  • Workflow Status:Published
  • Created By:Walter Rich
  • Created:03/06/2025
  • Modified By:Walter Rich
  • Modified:03/06/2025

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