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The goal of this study is to understand how people interact with tangible user interfaces through play with the intent to support exploration, discovery, and learning of visual narratives. We designed the interactive system with the use of tangible blocks as primary interaction mode in mind, which contain various design elements of sequential art (graphic novels), for creating, editing, modifying visual narratives through different configuration and combination of blocks viewed under a device, such as such as a mobile phone in the form of augmented reality.
Many women played important roles in the Civil Rights Movement. Their efforts to lead the movement were often overshadowed by men, who still get more attention and credit for its successes in historical narratives. The motivation of the project is to design an engaging way that draws people's attention to women's achievements and helps people feel closer to the events and women that made history during the Civil Rights Movement.
The algorithmic detection of subcultural or niche taste trends is of growing importance in targeted advertising. This demonstration presents research using online music analysis tools from Spotify, Musicbrainz, and Rovi coupled with aggregated music listening behavior from Facebook users to detect individual tastes and emerging taste trends amongst social groups. This research is presented alongside historical signifiers of music taste such as fashion, music collections, and subcultural knowledge.

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RESEARCH
23 Core Areas
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300 Researchers
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250 Current
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GVU Resource Labs

 

App Lab

App Lab

Built for Success

A mobile computing "hackerspace."
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Location: TSRB 333

 
GVU Prototyping Lab

GVU Prototyping Lab

From Concept to Creation

A rapid prototyping "makerspace."
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Location: TSRB Basement

 
Usability Lab

Usability Lab

Testing Methods and Technology

An adaptable project testing space.
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Location: TSRB 216