Projects

Preparing for a CS technical interview indicates self-regulated learning activities like goal setting and systematic knowledge reviewing. Existing platforms typically support massive problem practices with less reflective affordance. Notably, the approach could incur extraneous cognitive load when the interview is imminent. Since note-taking is a learning strategy with prominent cognitive benefits in deeper processing and external storage function, we design a light weight tool that converts personal notes into self-testing options to enable an effective but less stressful preparation method.
Conversations with employees and volunteers at the Proctor Creek Stewardship Council in Atlanta, GA revealed that contamination in urban creeks is a major problem. This is especially an issue when neighborhoods sit along sections of the creek that get contaminated and dumped in. Most often, this happens in lower-income neighborhoods where many residents are unaware of trash/recycling guidelines, the local government doesn't feel accountable for the residents, and local businesses view the area as grounds for dumping.
Starting this summer, the Atlanta Streetcar began using a real-time dispatching method developed at Georgia Tech that eliminates the need for schedules and cuts down on passenger wait times. School of Civil and Environmental Engineering Assistant Professor Kari Watkins and Ph.D student Simon Berrebi developed an algorithm that ensures each vehicle is spaced evenly along the 2.7 mile route in downtown Atlanta, maximizing the frequency of service. Unlike the previous method, the Georgia Tech algorithm uses real-time information.
The StudentLife project has been developing ways to combine multiple streams of data about student habits into meaningful holistic analyses of individual's well-being. Communicating those results to a student population poses a challenge to provide information in a legible form and provide meaningful and helpful, and importantly not harmful, feedback to enable students to improve their well-being.
Our project aims to tackle the problem of social isolation and food insecurity amongst the older adult population. It explores service models that provide regular, nutritious meals and boost opportunities for social connection at the same time.
IMTC has been working on assisting those aging in place with mobility impairments in their understanding and use of various assistive smarthome technologies. In order to do so, we have generated a teleconferencing solution that assists in troubleshooting of said technologies through the use of multiple angles and live annotations of video. This system has been tested both with our target users, and with accessibility experts, and has led us to generate a series of guidelines for improving existing teleconferencing systems.
Our project works in collaboration with Pumpkin, a pet health insurance company, to support cat owners in caring for their cats' health. Compared to dogs, there's a significant gap in the frequency of veterinary visits for cats. Our research seeks to understand how cat owners recognize and respond to their cats being unwell and cat owners' relationships with the veterinarian. Using this research, we aim to identify core problems that we can solve through the design process.
We have designed and evaluated a Clinician-directed Capture and Access system that can enable (1) parents to easily collect clinician-prescribed in-home behavior specimens(video evidence of behaviors) that have clinical utility, and (2) clinical experts to conduct diagnostic assessment for autism based on parent-collected in-home behavior specimens. Currently, in collaboration with an autism center, a clinical trial is being conducted to validate this remote autism diagnostic model on a larger scale.
Can locative media (Augmented and Mixed Reality, web applications, and social networking) serve as a platform for preservation of cultural heritage, informal education, and civic engagement? This is the question at the heart of the Auburn Avenue Research Project, a project that brings together researchers from a variety of disciplines – including media theory, design studies, and human-computer interaction – to engage the above question in theory and practice.
Self-sustainable Water Leak Detection System for Buildings
The System for Wearable Audio Navigation (SWAN) serves as a navigation and orientation aid for persons temporarily or permanently visually impaired. SWAN is in the early stages of a software rewrite and technology upgrade. Interaction techniques are being prototyped in Virtual Reality (VR) to support preliminary user studies of new features.
This project is based on Janet Murray’s abstraction framework for creating variation in interactive narratives, proposed in “A Tale of Two Boyfriends: A Literary Abstraction Strategy for Creating Meaningful Character Variation.” The project departs from previous iterations examining heterosexual love triangles and centers its focus on lesbian love triangles, with an emphasis on female agency within traditional Western romance narratives. Using this pattern, authors can explore variants in stories and generate parameterized five-act storylines.
In a piano lesson, a student often imitates the teacher's playing in terms of speed, dynamics, and fingering. While this learning model leverages one's visual and even audial perception for emulation, it still lacks an important component of piano playing the tactile sensation. We seek to convey the tactile sensations of the teacher's keystrokes and then signal the student's corresponding fingers. We implemented an instrumented fingerless glove called Tactile Teacher to detect finger taps on hard surfaces.
“Take Me Home” is a VR experience where the interactor must escape from a post-apocalyptic, underground tunnel. The environment is designed to be a puzzle where the only way out is to manipulate the space using rotational hand gestures. With “Fireflies, Take Me Home”, our research focus is on the creation of impossible spaces in a VR environment. The experience is built for the HTC Vive using Unity.
This project is focused on designing a tangible and auditory periodic table educational tool for visually impaired and sighted students.

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