Projects

This project is a qualitative study of non-textual mobile communication practices in Southern China. Examining the rapid proliferation of emoji in WeChat use, we attend to the lessening dependence on a text. We use interview and observation data from 30 participants to investigate how rural, small town and urban Chinese adults creatively and innovatively balance the use of emoji and text in their communication, as we envision the evolution of emoji into a modality of its own.
Goodminton is a sensor-based system consisting of two sensors attached to the feet of the player. The sensor collects data pertaining to user movement and then provides a detailed analysis on their mobile device. The system hopes to help players who do not have access to coaches but wish to learn the correct technique of the game.
Many real-world datasets are large, multivariate, and relational in nature and relevant associated decisions frequently require a simultaneous consideration of both attributes and connections. Existing visualization systems and approaches often make an explicit trade-off between either affording rich exploration of individual data units or exploration of the underlying network structure. We demonstrate through a system called Graphicle how network structure can be layered on top of unit visualization techniques to create new opportunities for visual exploration of large multivariate networks.
Network visualizations, often in the form of node-link diagrams, are an effective means to understand relationships between entities, discover entities with interesting characteristics, and to identify clusters. While several existing tools allow users to visualize pre-defined networks, creating these networks from raw data remains a challenging task, often requiring users to program custom scripts or write complex SQL commands. Some existing tools also allow users to both visualize and model networks.
Social media have come to empower social movements across the world. One of the shared conditions that prompt people to turn to computing infrastructures is the collapse or inattention of established institutions to address the physical, social, and cultural conditions of oppression or insecurity. It is within this context that we examined the particular conditions in and around Mexico where citizens have turned to Facebook to catalogue data about local crime.
Despite growing awareness of the term food desert millions of people still have poor access to healthy food. The focus of the research is to help students living in food deserts get better access to grocery stores. Grocery Pool is a mobile application that students can use to collaborate and plan trips to grocery stores.
With veganism/vegetarianism gaining popularity, more individuals are adopting these diets for health and environmental reasons. This gives rise to several questions: 1. How healthy are the alternative diets of veganism/vegetarianism? 2. Do they pose any risk if practiced without sufficient knowledge and customization? 3. What are some issues vegans/vegetarians face? How can these be better addressed? For our Master’s project, we explored the area of veganism/vegetarianism within the scope of the above questions to conceptualize a solution that best addresses their needs.
The annual Clough Commons Art Crawl serves as a unique opportunity for Georgia Tech students to close their books, catch their breath, and enjoy the therapeutic effects of art. The blank walls of the Clough Commons will once again be transformed into a make-shift gallery, all centered around the artistic work of Georgia Tech students.
GTJourney is an opportunity for all members of the Georgia Tech community to collaborate on applications and solutions that benefit the campus. It is a virtual focal point for students, faculty, and staff to develop ideas and solutions, find technical support and resources, advertise and access campus data, and share applications and experiences.
This glassware is designed for the Georgia Tech campus community and visitors. It uses your location information to help you know what buildings are nearby as well as find the nearest bus stop. This demos how easy it is to leverage our existing APIs and resources in order to support new platforms and development.
As robots become more commonplace, they will need to address a wide variety of problems. Since a robot cannot be programmed to complete every task, it is necessary for robots to learn new tasks by interacting with a human teacher. Current methods require that the robot receive many demonstrations of a task, or they are limited to completing tasks which are nearly identical to previous demonstrations. We are developing a cognitive system based on case-based analogical learning that may enable a robot to collaborate with a human teacher to transfer task knowledge to a range of target problems.
Guitar Machine is a guitar loaded with a variety of robotic components. It negotiates between conventional ways of playing music with electromechanical extensions of the fingertips, either driven by software or by a musician directly.
Gundam VR is a virtual reality adaptation of the Japanese animated television show Mobile Suit Gundam: Iron-Blooded Orphans. In this virtual reality experience, you will take the role of protagonist Mikazuki Augus, a young soldier that pilots a giant robot, known as a Gundam, in battle as a mercenary. Left paralyzed on his right side due to the physical strain from piloting his Gundam, Mikazuki is only able to control his entire body when plugged into his robot, the Barbatos.
Tours will be held once every hour (starting at 5 minutes past the hour)! Come see the tools that we use to create one-of-a-kind research prototypes. We have everything from laser cutters and 3D printers to table saws and soldering irons, and we use them to create many of the custom electronics, cases, and wearable prototypes you see in our demos. Stop by the elevator to the basement or ask the folks at the registration desk if you need help finding us! For more information please visit the GVU Prototyping Lab Website

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