Projects

For the 2017-18 academic year, HCI master's student Morgan Orangi has been collaborating with Concrete Jungle, a local organization that forages local produce and distributes it to smaller pantries and shelters. The research has involved interviews, contextual inquiry, focus groups, and participatory design workshops to better understand the processes of Concrete Jungle and their partner organizations with the ultimate goal of designing a tool that connects these processes and produces valuable data.
In-vehicle technologies such as modern radios, GPS devices, eco-driving displays, and smartphones require users to interact with multiple types of visual-based menus and lists while driving. Modern technologies require users to navigate these screens using physical buttons and touch screens, although recent advances have included the use of steering wheel buttons, turn wheels, Head Up Displays (HUDs) and others.
Patients suffering from traumatic brain or spinal cord injuries may benefit from neuroplasticity guided and reinforced by motor learning feedback through reorganization of the neural pathways in intact parts of the brain and spinal cord. An enhanced version of a tongue-operated robotic rehabilitation system is presented for accelerating the rate of improvement in the upper extremity motor functions for patients with severe hemiparesis following stroke.
How might we create confidence and increase communication to riders of a public transportation system? This project is focusing on creating an interactive display and experience for riders of the Georgia Tech Bus system. The goals of this display is to provide multi-sensory, at-a-glance information about the bus system in relation to the station's current location, while also providing more detailed information on closer inspections for users that wish to make a more informed decisions around using the bus.
Together with the help of our industry partner 'The Home Depot' we investigate their curbside pickup experience. Our goal is to enhance the customer experience to further increase the usage of the pickup option.
This Phase II SBIR proposal submitted by Potluck LLC and GT seeks to expand and rigorously test over 2 years an online social engagement platform (OneClick) for adults aged 65-85, including those with mild cognitive impairment (MCI). The long-term goal is to benefit health outcomes, such as survival and the mitigation of dementia, which are affected by social engagement or lack thereof. Older adults are at risk of social isolation, and therefore, negative health and quality-of-life outcomes. The existing OneClick platform connects people in different locations over shared interests in a live,
Impossible Spaces is a technique that uses self-overlapping architecture to incorporate natural walking in virtual environments without the use of any other movement techniques like teleportation or portals. I am showcasing some design interventions that when applied to self overlapping architecture enhance the believability of the space and might even lower the threshold of detection of the architectural manipulation. These design techniques can then be used by VR narrative developers to futher enhance the believability of their VR narratives.
In an increasingly global and competitive business landscape, firms must collaborate and partner with other firms to ensure survival, growth, and innovation. Understanding the evolutionary composition of a firm's relationship portfolio and the underlying formation strategy is a difficult task given the multi¬dimensional, temporal nature of the data.
Moving from 2D and digital to 3D and virtual, Escape Room VR explores the opportunities for computers to communicate with humans more effectively in the medium of virtual reality. This is a short demo that will ignite the curiosity of your surroundings and encourage the discovery of playful interactions.
Esports athletes are professional gamers that compete at high levels of competition under incredible pressure. Looking to other domains in industrial-organizational psychology and military trainings, this Vertically Integrated Projects (VIP) team tackles research questions relating to team organization, structure, and community building within esports. Students are working with professional teams local to Atlanta, as well as college teams across the United States, to deploy new kinds of practice and training strategies informed by academic literature. These new practice strategies may give tea
Facebook recently unveiled a tool that assesses whether someone might be contemplating suicide or self injury ‚ these predictions are made using an individual's Facebook activity. As these new technologies and potentials emerge, questions also emerge about the methodologies these studies use as well as the ethical implications of such work.
This research project is a MSCHI 2nd year Masters project that attempts to design a wearable device that will reduce distraction in classrooms by making it easier for professors to deal with technology issues that may occur (e.x. The wifi cutting out) in a way that will help them maintain focus on the subject matter of the class.

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