Maribeth Gandy

Maribeth Gandy
Georgia Institute of Technology | GT · Institute for People and Technology

About

84
Publications
28,470
Reads
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2,310
Citations
Citations since 2017
10 Research Items
924 Citations
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2017201820192020202120222023050100150

Publications

Publications (84)
Article
Full-text available
Most smarthome and smartphone technologies are designed with younger adults in mind, even though many older adults can benefit greatly from their use. Through our examination of how to make these technologies more accessible to adults aging in place with mobility impairments, we have found remote troubleshooting to be a possible solution to many pr...
Conference Paper
Working or WERKing on a wearable technology project in a transdisciplinary group can be an effective way of learning new skills and collaboration techniques. This paper describes a case study of running a wearable technology group project within an undergraduate course entitled Wearable Technology and Society. The computational media students in th...
Article
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Mild cognitive impairment (MCI) affects millions of older Americans and progression to dementia is common. Although people with MCI may experience impairments, they are often highly verbal, able, and eager to uphold beloved routines. Moreover, many seek opportunities to stay active, physically and mentally, to support their brain health. Some forms...
Article
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Internet of Things (IoT) devices (including smart thermostats, lightbulbs, and door locks) have the potential to greatly enhance independence and promote aging-in-place among older adults with mobility disabilities. However, these devices require extensive information technology expertise to select, configure, use, and adapt to meet one’s needs and...
Chapter
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Video games are enjoyed as creative, emotional, and social outlets for many. However, for a growing number of people with disabilities and/or those acquiring disabilities due to age-related decline, this kind of media is becoming inaccessible. The future of accessible game design hinges on teaching the next generation of game developer professional...
Article
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Wearable technology has the potential to usher in a new wave of assistive technology. Many wearable devices are already being used by people with disabilities as assistive technology. Here we discuss how designers might use design considerations and body maps to make sure that the wearable devices they are creating are accessible to everyone. The h...
Conference Paper
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Video games have great value for collecting rich data that can be used to study fundamental research questions in fields such as psychology and human-computer interaction. There is an increased use of games as scientific tools to assess and train the cognitive, as well as non-cognitive traits and abilities of players. However, games designed as res...
Chapter
Augmented reality (AR) has the potential to support older people with chronic health conditions. However, despite the engineering advances, more attention is needed for the human-computer interaction (HCI) and human factors aspects of AR. We highlight one health area of particular complexity and importance for older adults, type 2 diabetes, and sho...
Conference Paper
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Working on a wearable technology interdisciplinary project team can be challenging because of a lack of shared understanding between different fields, and a lack of ability in cross-disciplinary communication. We describe an interdisciplinary collaborative design process used for creating a wearable musical instrument with a musician. Our diverse t...
Article
The rapidly expanding market for wearable computing devices (wearables), driven by advances in information and communication technologies (ICT), wireless access, and public acceptance of a design aesthetic, is indicative of the near limitless potential for changing the relationship of users to information context(s). As the adoption of wearable dev...
Conference Paper
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Research into the use of both commercial and custom video games to assess individual differences, like personality, of players has revealed promising results. Virtual environments can allow researchers to analyze a variety of player behaviors and actions that correlate strongly with inherent personality traits. What is less understood is how an ass...
Conference Paper
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Music exerts powerful effects on human performance, behavior, and experience, yet very little is understood about how they are affected by game music. This paper describes a works-in-progress study examining the effects of music and music tempo on game play performance, behavior, and experience in a cognitive game. We found that music influenced mo...
Conference Paper
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Midtown Buzz is a partnership between Georgia Tech and Midtown Alliance (MA), focusing on engaging urban communities through mobile innovation. Since 2013, we have been collaborating with the Midtown Atlanta community with the goal of transforming the area into an innovation district. This approach provided us with an opportunity to utilize Midtown...
Conference Paper
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The Argon project was started to explore the creation of Augmented Reality applications with web technology. We have found this approach to be particularly useful for community-based applications. The Argon web browser has gone through two versions, informed by the work of our students and collaborators on these kinds of applications. In this paper...
Conference Paper
As serious games rise in number and popularity, particularly for therapeutic purposes, so rises the importance of making these games accessible to those with disabilities. We discuss the state of accessibility for commercial and research-based serious games, common age-related considerations for accessible designs, and recommendations for usability...
Article
The rapidly expanding market for wearable devices, driven by the confluence of information and communication technology and public acceptance of a design aesthetic, suggests near limitless potential for consumer uses. As adoption of wearables spreads, there are cultural and social impacts that represent both barriers and opportunities, with subsequ...
Conference Paper
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In this paper, we describe the results of an exploratory pilot study examining the use of a video game as an assessment tool. This is part of a larger project aimed at identifying the components and mechanics of accurate and engaging assessment games. A critical step towards this goal is to understand what player behaviors might naturally be associ...
Article
THE IEEE International Symposium on Mixed and Augmented Reality continues to be the leading venue for publishing the latest Mixed and Augmented Reality research, applications and technologies. Mixed and augmented reality also requires modifying and extending graphical output to the user. A common application is the removal of objects through inpain...
Article
The success of therapeutic games has received recent attention in the research literature, particularly for health issues frequently experienced by adults over age sixty-five. However, less is known about the experience of older adults after interaction with these games and what may promote their adoption and use. We measured the development of flo...
Article
The Designer's Augmented Reality Toolkit (DART) was an augmented (AR) and mixed reality (MR) authoring tool targeted at new media designers. It was released in 2003 and was heavily used by a diverse population of creators for the next several years [31]. Ten years later, we approached a group of users to collect reflections on their use of DART, th...
Conference Paper
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We are delighted to welcome you to ISMAR 2013, the 12th symposium on Mixed and Augmented Reality! This year's symposium continues a long tradition of ISMAR meetings, a series that itself followed a related series of IWAR, ISMR, and ISAR meetings.
Article
Previous research has examined the effects of cognitive training on cognitive abilities. However, the contribution of cognitive abilities to learning to perform the tasks used as cognitive training, such as complex video games, is not completely understood. Additionally, social interaction while playing a video game may change the relationship betw...
Conference Paper
The importance of usability for older adults in therapeutic games has not been well explored. Aspects of game-related usability that go beyond typical considerations are a need for challenge, complexity, adoption by novices, motivation for extensive use, and enjoyment. Benefits to considering usability as it pertains to this special population may...
Chapter
Full-text available
The idea that such pervasive and ever-growing immersion in digital gaming affects gamers’ real life seems obvious and is the focus of this volume. A wide range of topics was collected under the “Psychology of Gaming” header. The 8 chapters in this edited book do not represent all the topics in the psychology of gaming, however, this book includes a...
Conference Paper
Panoramas, as a medium, have traditionally provided viewers with an encompassing experience of distant locations. In recent years, this experience has been augmented by combining handheld orientation sensors with digital panoramas to create mixed reality experiences that transform mobile devices into windows to the remote. Less explored, have been...
Article
Increased age and physical activity both affect motor learning (Colcombe & Kramer, 2003). However, it is unknown how differences in age and changes in daily physical activity affect motor skill acquisition and performance in a virtual world, where feedback on motor actions is offered visually via the software. Using a Nintendo Wii interactive gamin...
Article
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In this poster, we examine gender differences in older adults playing an off-the-shelf puzzle game (Boom Blox, EA 2008). Game design research for the elderly is an under-developed area, even though one-fifth of adults over the age of sixty-five reported playing video games and those that do so play more often that their younger counterparts. Gender...
Article
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When designing tabletop digital games, designers often draw inspiration from board games because of their similarities (e.g., spatial structure, social setting, and physical interaction). As part of our tabletop handheld augmented reality (THAR) games research, in which computer graphics content is rendered and registered on top of the players' vie...
Article
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Our observations of players older than 65 suggested that they weighed costs and benefits when deciding whether or not to play video games. Current games can be higher in cost for seniors because of the perceptual and cognitive changes that tend to occur with age. When seniors choose to invest effort in overcoming those costs, it is often because th...
Conference Paper
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The game industry and related research communities have shown a surge of interest in reality-based interfaces that create “embodied” game play experiences. Handheld AR (HAR) is a reality-based interface that renders digital objects onto a player's perception of the physical world. HAR creates a hybrid space in which players can leverage their exist...
Conference Paper
A common vision of Augmented Reality (AR) is that of a person immersed in a diverse collection of virtual information, superimposed on their view of the world around them. If such a vision is to become reality, an ecosystem for AR must be created that satisfies at least these properties: multiple sources (or channels of interactive information) mus...
Conference Paper
In this poster, we present the idea of “virtual transparency” for video see-through AR. In fully synthetic 3D graphics, head-tracked motion parallax has been shown to be a powerful depth cue for understanding the structure of the virtual world. To leverage head-tracked motion parallax in video see-through AR, the view of the virtual and physical wo...
Conference Paper
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Until recently, most content on the Internet has not been explicitly tied to specific people, places or things. However, content is increasingly being geo-coded and semantically labeled, making explicit connections between the physical world around us and the virtual world in cyberspace. Most augmented reality systems simulate a portion of the phys...
Conference Paper
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There is a compelling need to create an alternative and affordable home based therapy system founded on sound rehabilitative principles, that is readily available, engaging and motivational, and can be remotely monitored by therapists. In the past two years, stroke related medical costs have increased 20%, while the number of clinical treatment ses...
Conference Paper
This paper discusses an experiment carried out in an AR test bed called “the pit”. Inspired by the well-known VR acrophobia study of Meehan et al. [18], the experimental goals were to explore whether VR presence instruments were useful in AR (and to modify them where appropriate), to compare additional measures to these well-researched techniques,...
Conference Paper
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Widespread future adoption of augmented reality technology will rely on a broadly accessible standard for authoring and distributing content with, at a minimum, the flexibility and interactivity provided by current web authoring technologies. We introduce KHARMA, an open architecture based on KML for geospatial and relative referencing combined wit...
Conference Paper
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Tangible user interfaces (TUIs) can create engaging and useful interactive systems. However, along with the power of these interfaces comes challenges; they are often so specialized and novel that building a TUI system involves working at a low level with custom hardware and software. As a result the community of people that are capable of creating...
Conference Paper
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We have developed and deployed a multimedia museum installation that enables one or several users to interact with and collaboratively explore a 3D virtual environment while simultaneously providing an engaging and educational, theater-like experience for a larger crowd of passive viewers. This interactive theater experience consists of a large, im...
Conference Paper
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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 evalu...
Article
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Walter Benjamin is best known for his essay ‘The Work of Art in the Age of Mechanical Reproduction’, (Benjamin, 1968b) in which he argues that film and other mechanical technologies are destroying the aura that had belonged to traditional art. In this article we apply Benjamin’s concept of aura to new (digital) media, and in particular to ‘mixed re...
Chapter
In this chapter, we describe DART: the designer's augmented reality toolkit, an authoring environment for rapidly prototyping augmented reality experiences. We summarize the most significant problems faced by designers working with AR in the real world, and use DART as the example to guide a discussion of the AR design process which we have broken...
Chapter
In this chapter, we describe DART: The Designer’s Augmented Reality Toolkit an authoring environment for rapidly prototyping augmented reality experiences. We summarize the most significant problems faced by designers working with AR in the real world, and use DART as the example to guide a discussion of the AR design process which we have broken d...
Conference Paper
Full-text available
In this paper we present 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. Prototyp...
Article
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Although the Wizard of Oz method for simulating system components is commonly used for evaluation in human-computer interaction, researchers and designers have only started to unlock this technique's potential. This article reviews the WOz method, highlights its usefulness throughout the evolution of a user interface or system, and argues that expl...
Article
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In this paper [MacIntyre et al 2004], we describe The Designer's Augmented Reality Toolkit (DART). DART is built on top of Macromedia Director, a widely used multimedia development environment. We summarize the most significant problems faced by designers working with AR in the real world, and discuss how DART addresses them. Most of DART is implem...
Article
Full-text available
The Historic Oakland Cemetery in downtown Atlanta provides a unique setting for exploring the challenges of location-based mixed-reality experience design. Our objective is to entertain and educate visitors about historically and culturally significant events related to the deceased inhabitants of the cemetery. We worked with the constraints and af...
Conference Paper
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One important tool for developing complex interactive applications is "Wizard of Oz "(WOz)simulation.WOz simulation allows design concepts,content and partially completed applications to be tested on users without the need to first create a completely working system.In this paper we discuss the integration of wizard interface tools into a Mixed Rea...
Conference Paper
Full-text available
The Historic Oakland Cemetery in downtown Atlanta provides a unique setting for exploring the challenges of location-based mixed-reality experience design. Our objective is to entertain and educate visitors about historically and culturally significant events related to the deceased inhabitants of the cemetery. We worked with the constraints and af...
Article
In this position statement, we describe our approach to prototyping AR applications embodied in the Designer's Augmented Reality Toolkit (DART), a system we are creating to allow non-technologists to easily create augmented reality (AR) experiences. Over the past year our research has been focused on the creation of this toolkit that can be used by...
Conference Paper
Full-text available
In this paper [MacIntyre et al 2004]. we describe The Designer's Augmented Reality Toolkit (DART). DART is built on top of Macromedia Director, a widely used multimedia development environment. We summarize the most significant problems faced by designers working with AR in the real world, and discuss how DART addresses them. Most of DART is implem...
Conference Paper
Full-text available
In this paper we present an approach for exposing tracking technology in an accessible and flexible way to users of a rapid prototyping system for mixed (MR) and augmented reality (AR). Our system provides a tracking framework that alleviates the need for a high level of expertise while also presenting a model of the technology that allows for flex...
Conference Paper
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The draft standard on a Universal Remote Console (URC) framework is on its way to be reviewed and released by ANSI in 2004. This standard will contribute to the goal of Ambient Intelligence by allowing users to interact with networked devices and services in their environments in universal and natural ways, utilizing technologies such as natural la...
Article
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We propose the term aura to enrich the current language for designing and analyzing media experiences, especially when using augmented reality, mixed reality and ubiquitous computing technology. Aura describes the cultural and personal significance that a place (or object) holds for an individual. An MR application can exploit aura to make the user...
Article
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Designers of digital applications that deal with complicated infrastructures in the physical world often deal with the formidable challenges of working in a specific place. During development and testing, the designer must constantly move around the physical space to debug or test new interactions. In outdoor settings, factors such as weather, poor...
Article
When we as developers and designers create a system that requires user interaction-whether it is computer software, a kitchen appliance, or a door knob-we often fall victim to a common mistake: we use ourselves as the model for our system's potential users. Even developing for an "average user" is a pitfall that results in numerous users whose need...
Article
Three Angry Men" is an augmented reality experience, in which the user becomes a character in a radically abridged version of the play "Twelve Angry Men." The other characters in this experience appear to the user as texture-mapped video mixed with the physical surroundings.
Article
In this paper we present 2D and 3D visualization techniques that are part of our ongoing effort to improve the accuracy of neurosurgical procedures such as 'Pallidotomy' and 'Deep Brain Stimulation' (DBS), which are performed to alleviate the symptoms of Parkinson's disease. The precise targeting and mapping of structures in the Basal Ganglia parti...
Conference Paper
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This demonstration highlights the Designer's Augmented Reality Toolkit (DART), a system that allows users to easily create augmented reality (AR) experiences. Over the past year our research has focused on the creation of this toolkit that can be used by technologists, designers, and students alike to rapidly prototype AR applications. Current appr...
Article
Three Angry Men" is an augmented reality experience, in which the user becomes a character in a radically abridged version of the play "Twelve Angry Men." The other characters in this experience appear to the user as texture-mapped video mixed with the physical sur- roundings. At any time, the user may change seats to occupy a dierent character's p...
Conference Paper
Full-text available
Overview of disabilities and their characteristics, legislation related to disability and technology, assistive technology and resources.
Article
"Three Angry Men" is a novel augmented reality experience that explores the use of Augmented Reality (AR) as a dramatic medium. The user participates in an AR version of the famous twentieth-century play, "Twelve Angry Men," [Rose 1983] which for practical reasons we have abbreviated into a scene involving 3 characters (thus, "Three Angry Men"). Th...
Conference Paper
A variety of real time visual effects were developed for the band Duran Duran's December 2000 "Pop Trash", live concert tour. The ARtoolkit was utilized extensively to prototype and demonstrate many of these effect sequences.
Article
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The Gesture Pendant, a computer vision system worn as a piece of jewelry, allows the wearer to control electronic devices in the environment through simple hand gestures. Gestures provide an advantage over traditional device interfaces (such as remote controls) in that they are easily used by all people, including those with such disabilities as lo...
Article
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In the Broadband Institute Residential Laboratory, we are exploring interaction techniques for a contextually aware home [1]. Here we describe several recent projects that were adapted to create a haunted house for demonstration to the International Symposium for Wearable Computers conference during the month of October. These projects included thr...
Article
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This paper presents an application of a low cost, lightweight audio-only augmented reality infrastructure. The system uses a simple wearable computer and a RF based location system to play digital sounds corresponding to the user's location and current state. Using this infrastructure we implemented a game in the fantasy genre where players move ar...