Campus Tour is an augmented reality experience of Georgia Tech's campus. Once the channel is loaded in Argon, a standards-based Augmented Reality (AR) web browser developed by the Augmented Environments Lab. The tour gives information to users through text, pictures and videos. Stops on the tour are panoramic images.Within the panoramas are points of interests that once clicked reveal more information about their topic. Campus Tour allows users to remotely enjoy the beauty of campus or to learn more about Tech while on campus.
College students encounter many challenges in the pursuit of their educational goals. When these challenges are prolonged, they can have drastic consequences on health and on personal, social, and academic life. Our multi-institution project, called CampusLife, conceptualizes the student body as a quantified community to quantify, assess, infer, and understand factors that impact well-being.
CampusVR is a Virtual Reality sandbox. It's purpose is to help visualize spatial data and review IMAGINE Lab's 3D assets such as models of a campus and vegetation.   
Captioning on Glass is an on-going project creating captioning eyeglasses with a companion Android phone app to assist the hard-of-hearing in everyday conversations. We are also working on another version of this app, "Translation on Glass", which will add the ability to translate languages.
Healthcare big data is being widely touted as a potential resource for curbing costs and improving outcomes. However, numerous challenges remain for leveraging this data to its full potential. In this position paper, we identify the difficulties that characterize clinical data, based on our experiences working with pediatric asthma data from Children's Healthcare of Atlanta.
The Content Aggregation System for Election Observation (CASE) will aggregate real-time election observation data from formal observer missions and social media sources. Our new system, combining the power of crowdsourced data from social media with the precision of formal observers in the field, will create a first-ever fully integrated monitoring system. Simple technical interfaces will allow users to share particular information in real-time while still maintaining necessary data security and privacy.
This research project aims to develop computational and analytic approaches that can utilize Crisis Text Line's conversations to examine, quantify, and understand ‚"minority stress" and thereafter glean meaningful insights into the unique mental health challenges and needs of LGBTQ (Lesbian, Gay, Bisexual, Transgender, Queer) individuals.
Working with Dr. Denise Herzing of the Wild Dolphin Project, we are creating wearable computers for conducting two-way communication experiments with cetaceans. With CHAT, one researcher uses the waterproof system to broadcast a sound, associated with an object with which dolphin's like to play. A second researcher, upon detecting the sound, passes the object to the first. The researchers pass objects back and forth, further associating the sound with the object. The goal is to see if the dolphins mimic the sound in order to "ask" for the play object.
Spiritual care is an important aspect of palliative care. Yet, there are few educational tools to prepare nurses and doctors for conversations about their patients' spirituality. With the intention of being used as part of a larger education program- this chatbot simulates patient responses to help the user practice these often delicate conversations. The chatbot's responses were created using social media data mined from online support groups.
CheckDroid is a service for Android development teams to test and support their applications on different devices. We are creating the next generation testing & debugging tools for mobile developers. Testing mobile apps across different platforms is challenging because of the sheer number of device types -- 22 iOS devices & 18K Android devices. This is often referred to as the Fragmentation problem.
MS-HCI Master Project-Partnered with Children's Museum of Atlanta, our project aims to develop a water play that educates children under 12 years old with a limited knowledge base about concepts of plastic pollution and the protection of ocean life.
The Church of Play (CoP) is globally operating secret society that worships play. In this reality game players have the possibility to develop, play and communicate their own rituals and spiritual ideology. During Demo Day we will invite visitors to try out our games and to get in touch with the organization.
Digital tools exist for creating practically every type of artistic, creative, or communicative digital artifact, including pictures, music, video, and computer animation. This project explores a combined AI-HCI approach to participatory intelligent agents that help amateurs create digital moving image media, such as machinima.
In collaboration with colleagues from Malmö University in Malmö Sweden, the AEL is helping to develop a mixed-reality experience that is a narrative of cultural moments from the first half of the twentieth century. The Swedish project, under the direction of Profs. Maria Engerberg and Per Linde, is called Stadsfabula. The AEL is helping to create and test an Argon application that will recognize historic photographs on the walls of a museum space and play the video and audio.
This research initiative explores the potentials and challenges of civic and participatory media, investigating a set of research questions that probe the relationship between technology, place, storytelling, and community engagement. The aim is to investigate hybrid platforms that inform and engage local communities through the mediation of shared public spaces, digital media, mapping, and storytelling.