Collective sensing is a novel mobile technology which aims to build better human networks. It uses multiple informants to collect information regarding an individual in a variety of contexts with the goal of creating a more holistic story.
This project is developed through an ongoing collaboration with the Historic Westside Cultural Arts Council. Through a series of design workshops and public events, we are co-designing mobile and social technologies to help cultivate a shared community identity to support local civic engagement. By working directly with community members, we are able to build technology platforms suited to their specific needs and which amplify their values and concerns as the community goes through significant changes.
Social media has changed how individuals cope with health challenges in good and bad ways. Especially for stigmatized mental health conditions like depression, groups and communities offer positive outcomes for those suffering from mental illness. However, in some mental health communities, individuals promote deliberate self-injury, disordered eating habits, and suicidal ideas as acceptable choices rather than dangerous actions.
Pretend play helps children develop a wide range of cognitive skills and is, therefore, a critically important skill for kids to learn. Some children, such as those on the Autism Spectrum, have difficulties engaging in pretend play. This project seeks to understand and model what constitutes successful pretend to play in order to design and implement technologies to support and facilitate highly engaging pretend to play. The exact nature of that intervention is an open question, and we are exploring several exciting options including a robotic play partner and an immersive virtual play world.
Computer-supported Coorperative Praxis: Social Computing Technology in Support of Collective Action in a Grassroots Movement
Social movement organizing is becoming increasingly dependent on communication technologies. How can CSCW systems support grassroots organizations in facilitating collective action through democratic participation? In this paper, we study Science for the People-Atlanta, a social movement organization dedicated to build a grassroots movement around science activism. We used action research, both participating in the organization and studying it. Further, we interviewed ten active members of the organization.
Connected living is a fast-growing intersection of mobile, wearable, home, community, car and other technologies to assist individuals in accomplishing more seamless interactions and goals in daily life. The Aware Home is the perfect environment for exploring how smart-home systems may be advanced in the future. Student design projects are an opportunity for students to research the preferences of the end users and design prototype systems that will inform this future.
Connected living is the fast-growing intersection of mobile, wearable, home, community, car and other technologies to assist individuals in accomplishing more seamless interactions and goals in daily life. Mobility and cloud computing are two pillars of growth that has brought about significant changes in industry. Cloud computing, big data, mobility and low-cost sensors are driving the internet of things and connected industries, and the internet of things is forcing transformation and innovation across the connected home, connected workplace and connected city.
The Convergence Innovation Competition (CIC) is a unique competition open to all Georgia Tech students and is run in both the Fall and Spring semesters. Each year the categories in the CIC are defined by our Industry partners who provide mentorship, judging, and category-specific resources which are often available exclusively to CIC competitors. While the competition is not tied to any specific course, competitors are often able to take advantage of class partnerships where lecture and lab content, guest lectures, and projects are aligned with competition categories.
Conversational Media: A Decision Aid for Diabetes Medication
Conversational Media: A Decision Aid for Diabetes Medication
Over 29 million people in the U.S. live with type II Diabetes. There are many types of medications available to help manage Diabetes, and these medications impact patients' lives in unique ways. Following tenets of evidence-based medicine, participatory design and shared decision making, design researchers at the Mayo Clinic have created a set of cards for use in patient-physician conversations, to help both parties reach a decision on diabetes medication choice.
Communication is complicated. Face-to-face communication, which many would consider to be the simplest form of communication, becomes a challenge when you consider factors such as differences in language and culture, the use of body language, and tone of voice, etc. These factors inherently make text-based communication more difficult. This project seeks to address these issues through the research and design of communication systems and tools that allow users to gracefully convey such information effectively.
This project involves the design and evaluation of an interactive computer game that allows deaf children to practice their American Sign Language skills. The game includes an automatic sign language recognition component utilizing computer vision and wireless accelerometers. The project is a collaboration with Dr. Harley Hamilton at the Atlanta Area School for the Deaf.
CopyCat and PopSign are two games that help deaf children and their parents acquire language skills in American Sign Language. 95% of deaf children are born to hearing parents, and most of those parents never learn enough sign language to teach their children. As short-term memory skills are learned from acquiring a language, many deaf children enter school with the short-term memory of fewer than 3 items, much less than hearing children of hearing parents or Deaf children of Deaf parents. Our systems address this problem directly.
Every day, ordinary Internet users engage with complex copyright laws. Particularly in the context of creative work and appropriation, they are making decisions related to legal areas that are notoriously gray. Where legal knowledge is imperfect, social norms and ethical intuitions fill in the gaps. This research attempts to understand how these decisions are made, how norms and knowledge differ in different creative communities, and what lessons can be derived from online community management and design.
COSMOS (COmputational Skins for Multi-functional Objects and Systems) is an interdisciplinary collaborative project to design, manufacture, fabricate, and apply "computational skins". COSMOS consist of dense, high-performance, seamlessly-networked, ambiently-powered computational nodes in the form of 2D flexible surfaces that can process, store, and communicate sensor data. Achieving this vision will redefine the basis of human-environment interactions by creating a world in which everyday objects and information technology become inextricably entangled.