Automated safety systems, a first step toward autonomous vehicles, are already available in many commercial vehicles. These are systems such as adaptive cruise control, which has the capability to slow down due to traffic, and automatic lane keeping, which maintains position within a lane without driver intervention. In order to ensure that these systems are properly used by drivers it is essential that they understand and appropriately trust the technology.
Game design is a difficult and costly practice. We developed a machine learning-based method for automatically generating games. We feed our system a series of gameplay videos of different games. Our system then leverages a technique we've developed called conceptual expansion to recombine its knowledge of game design to produce novel games.
In this project, we aim to develop and evaluate displays of automation uncertainty that aid in the transition of control from automated to manual driving. Currently, we are focused on two manipulations of these displays. The first manipulation, metric, is manipulated by presenting system reliability information (Reliability) or the level of engagement necessary for the driver (Required Driver Engagement, RDE). The second manipulation, modality, is manipulated by presenting the information visually, auditorily, or with a combination of visual and auditory information (multimodal).
Since its earliest days, flaming, trolling, harassment and abuse have plagued the Internet. Our aim is to computationally model abusive online behavior to build tools that help counter it, with the goal of making the Internet a more welcoming place. In particular, we look at a novel approach to identify online verbal abuse using cross-community linguistic similarities between posts on different communities. This work will enable a transformative new class of automated and semi-automated applications that depend on computationally generated abuse predictions.
The Aware Home, an Institute for People and Technology (IPaT) Living Lab, provides an authentic home environment in which to conduct research in the areas of: health and well-being, connected home, home security and resource management, and the future of digital media and entertainment at home. Common uses of the home include: 1. innovating the next home technology, 2. performing human subject studies of our research in a controlled environment, 3. testing installation of solutions before deploying into peoples‚ actual homes, such as those individuals enrolled in HomeLab.
Athletes frequently get injured and often need to undergo a difficult physical therapy process to return to recover. Participation in recommended home exercises is low due to their repetitive nature. Staying motivated and consistently practicing their exercises speeds recovery. We focus on how to use technology to motivate and guide athletes through basic balance exercises that are often required after lower leg injuries, such as ankle sprains and ligament tears. Our solution is a 2D platformer game that takes in input through the Wii balance board, requiring different balance exercises.
This project concerns the analysis and design of a wearable technology garment intended to aid with the instruction of ballet technique to adult beginners. A phenomenological framework is developed and used to assess physiological training tools. Following this, a garment is developed that incorporates visual feedback inspired by animation techniques that more directly convey the essential movements of ballet.
Exposure to diverse opinions makes us more informed and engages society in a necessary deliberation process. Inwardly focused groups risk tunnel vision and an inability to challenge their own views. Technically, online we can connect to anyone in the world but social network analyses of blogs and Twitter have shown that we stay connected in groups of like-minded others. There is untapped potential here for online environments to go further towards giving more access to diverse views. Incivility has direct consequences for relationships with others of different opinions.
The goal of this project is to expand on the work done by Pamela Pryor and Jo Edwards (curators of the BellSouth calendar project), to remember, celebrate, and preserve stories of African Americans and Black-owned institutions in Georgia. The project consists of two parts an interactive exhibit and digital application. The exhibit and interactive installation will be located at the APEX (African-American Panoramic Experience) Museum in Atlanta, Georgia.
The BellSouth Calendar project was originally curated by Pamela Pryor and Jo Edwards. The purpose of the project is to expand on this work, remembering these narratives, and celebrate these individuals from the community. The project has two components: an interactive exhibit that will be on display at the APEX Museum(African-American Panoramic Experience) and the second is a website that will allow teachers, students, and community members to learn more.
In the U.S. alone, approximately 18 million people use crutches each year. The human body was not designed to bear its weight on the forearms and wrists, but all designs of the crutch force patients to do just this. In just a few steps with the underarm crutch, forearm fatigue sets in resulting in patients resting upon the underarm padding. The upward force from the padding leads to pain, chafing, blood vessel compression, nerve compression, and possible nerve damage.
Bicentric Diagrams: Design and Applications of a Graph-Based Relational Set Visualization Technique
Visualizations can help amplify human cognition. In an era where networks are becoming increasingly complex, the desirability of tools to compare and contrast sets, relationships, and reach is significant. Motivated by a practical need articulated by corporate decision makers, this research presents our journey in designing and implementing bicentric diagrams, a novel graph-based set visualization technique. A bicentric diagram enables simultaneous identification of sets, set relationships, and set member reach in integrated ego networks of two focal entities.
A social media application that aims to bridge the gaps between those with asthma and caregivers, family, and friends. Users create, share, and send virtual birthday cakes which other members of the community can contribute candles too. This application is educational and is made in collaboration with the CHEST society.