Projects

Digital tools exist for creating practically every type of artistic, creative, or communicative digital artifact, including pictures, music, video, and computer animation. This project explores a combined AI-HCI approach to participatory intelligent agents that help amateurs create digital moving image media, such as machinima.
In collaboration with colleagues from Malmö University in Malmö Sweden, the AEL is helping to develop a mixed-reality experience that is a narrative of cultural moments from the first half of the twentieth century. The Swedish project, under the direction of Profs. Maria Engerberg and Per Linde, is called Stadsfabula. The AEL is helping to create and test an Argon application that will recognize historic photographs on the walls of a museum space and play the video and audio.
This research initiative explores the potentials and challenges of civic and participatory media, investigating a set of research questions that probe the relationship between technology, place, storytelling, and community engagement. The aim is to investigate hybrid platforms that inform and engage local communities through the mediation of shared public spaces, digital media, mapping, and storytelling.
Field study of wearable device implementation in firefighting departments in the Southeast
ClipLine, a social sharing mobile platform that helps users turn their favorite TV scenes into customized GIFs and instantly share them with their friends and the outside world. Voting up the best GIFs, re-clipping, and following other accounts will also be main features of ClipLine.
Early detection of symptoms is of critical importance in diagnosing and treating cognitive dysfunction. One important instrument utilized for detecting early signs of cognitive dysfunction is the Clock-Drawing Test. In this test, patients are asked to draw a clock face at a certain time, and are evaluated on how well they perform this task. At present, analysts must individually administer and assess each test a person completes.
We present a demonstration of a level-authoring tool with a co-creative agent informed by knowledge it derived from interactions with human designers.
CO-OP is an interactive mHealth application that utilizes visual illustrations of everyday illness experiences to investigate how technology can support chronically ill patients and family caregivers' collaborative effort to track and co-create personally meaningful representations of everyday illnesss experiences in non-clinical settings. The system will elicit and probe patients' and family caregivers' observations of illness experiences in relation to everyday activities, and their design input--through a suit of media technology readily available on their mobile device.
Code Crafters is a project that investigates the connection between quilting and computational thinking, via design-based research to develop instructional workshops for an adult population of quilters.
The Cognitive Empowerment Program seeks to empower fellows with MCI and their care partners and care providers. The home plays an important role in empowerment.
Collective sensing is a novel mobile technology which aims to build better human networks. It uses multiple informants to collect information regarding an individual in a variety of contexts with the goal of creating a more holistic story.
This project is developed through an ongoing collaboration with the Historic Westside Cultural Arts Council. Through a series of design workshops and public events, we are co-designing mobile and social technologies to help cultivate a shared community identity to support local civic engagement. By working directly with community members, we are able to build technology platforms suited to their specific needs and which amplify their values and concerns as the community goes through significant changes.
Social media has changed how individuals cope with health challenges in good and bad ways. Especially for stigmatized mental health conditions like depression, groups and communities offer positive outcomes for those suffering from mental illness. However, in some mental health communities, individuals promote deliberate self-injury, disordered eating habits, and suicidal ideas as acceptable choices rather than dangerous actions.
Pretend play helps children develop a wide range of cognitive skills and is, therefore, a critically important skill for kids to learn. Some children, such as those on the Autism Spectrum, have difficulties engaging in pretend play. This project seeks to understand and model what constitutes successful pretend to play in order to design and implement technologies to support and facilitate highly engaging pretend to play. The exact nature of that intervention is an open question, and we are exploring several exciting options including a robotic play partner and an immersive virtual play world.
Social movement organizing is becoming increasingly dependent on communication technologies. How can CSCW systems support grassroots organizations in facilitating collective action through democratic participation? In this paper, we study Science for the People-Atlanta, a social movement organization dedicated to build a grassroots movement around science activism. We used action research, both participating in the organization and studying it. Further, we interviewed ten active members of the organization.

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