Projects

This MS project applies approaches from DIY and maker culture to lifelong learning principles. It aims to introduce practical workshop settings and guidelines for the use of rapid prototyping technology to continuous education of senior citizens.
Using patient-generated, patient-volunteered social media data to predict relapse episodes in schizophrenia to support clinical psychiatric interventions.
Tiamat Media is an ARG that was specifically designed for Dragon Con 2013, the largest multimedia fan conventions in the country. It was designed to fit within the socio-cultural context of the convention, appropriating established convention actions into the design. Our narrative revolved around the fictional company we created called Tiamat Media. Tiamat Media is a publishing company that specializes in publishing fan artwork. It operates under the guise of helping fans spread their artwork and encouraging fan empowerment.
We are creating platforms that help people solve small-scale problems in their everyday lives. Here, gratification comes not from making something new and remarkable to show off to the world, but in making something unremarkable that nevertheless feels important to an individual or small community. When to water a particular plant, when hot coffee has reached a preferred temperature, when the mail has been delivered, and so on. We aim for an ecosystem that reduces hardware engineering complexity for small-scale, ubiquitous problems like these.
Using machine learning to help scholars find new research sources
Students with disabilities face a number of challenges in today's educational system. Despite being guaranteed a fair and equitable education under the IDEA (1975), we find that students with disabilities graduate high school at a rate of 63%, 20% lower than their peers (2014). The state of Georgia was among five others that graduated students with disabilities at a rate of less than 50% compared to their peers.
We analyze challenges in using CSCW technologies for practicing grassroots politics and offer suggestions on how to address them through creating a localized culture of technology practice
In this project, we study the sociotechnical reality of a regional movement that strives to be radically inclusive. We further explore what it means to design a technology-practice that embodies the value of grassroots inclusivity.
For my project, I am working with Georgia Tech Excel career coordinators to simplify the internship hiring process for Excel students. My work focuses on the initial point of contact with external partners who want to hire Excel students and how career advisors ensure that companies have appropriate environments for Excel students. I am working with career coordinators at Excel as well as external partner companies that hire students to design a solution that will support the hiring process.
The Holodeck, a virtual reality simulator from the television show Star Trek, is known as the “holy grail” of interactive narrative experiences. However, while there have been approaches to various components of a theoretical Holodeck, scene generation from dialogue is often overlooked. This project introduces a prototype AI Holodeck application for scene generation, demonstrating the use of Natural Language Pro-cessing and a corpus of spatial data. The application creates scenes from user input text and fills those scenes with objects and relationships not explicitly defined by the user. 
Examining the production and dissemination of data across organizations reveals how people and processes respond to new technologies. This comparative study traces how data created by AR, VR, and wearable devices impacted organizational culture and professional practice when implemented in industry settings.
Investing in the financial market has never been easier with online brokers and market news only a tap away for individual investors. However, behavioral finance theories show that individual investors often suffer from decision biases that could negatively impact their investment return. In this project, I will leverage data visualization on personal trade history data to help investors improve their decision making.
Under the cover of night, the player inflitrates the palace of a despotic ruler. Your mission: steal a prized sword without being caught by a guard. Trespass invites players to step into the shoes of an archetypal ninja and play through a thrilling interactive vignette of Japanese history. The story is based in part on historical accounts of the life of Ishikawa Goemon, a well known ninja of the 16th century. Our intention in building Trespass is to explore how players respond to spatial barriers in the virtual world.
Trigger Hunter, 2.0 is an iOS augmented-reality game that was designed in Spring 2017 and developed in Fall 2017. The objective for this application is to teach children about their own asthma and how to manage it in a fun and engaging experience. We decided to teach children specifically about the environmental triggers that can cause asthma and can be found in a common household. With the recent development of mobile augmented reality APKs such as ARKit, we decided to integrate this new technology within our game.

Pages