GVU Research Showcase

Location: TSRB 229
People:
Christopher J. MacLellan
Qiao Zhang
Previous research have proved the competency of AI models over human, such like the Deep Blue beating human chess players. In this project, we designed and developed a Gomoku tutor powered by AlphaZero.

Lab: Teachable AI Lab

Location: TSRB 204 / GVU Cafe
People:
Paul M.A. Baker, Jeff Evans, Adina Martinez
N/A
The Center for the Development and Application of Internet of Things Technologies (CDAIT), and cosponsors School of Public Policy, and the GT VentureLab, are pleased to announce the 2023 Student IoT Innovation Capacity Building Challenge call for project proposals.

Lab: CDAIT

Location: TSRB 340
People:
Dr. Betsy Disalvo
Michael J. Johnson
In this abstract, we present an ongoing study to compare high school students from underrepresented groups learning about complex adaptive systems with physical computing and with a screen-based simulation environment.

Lab: Culture And Technology Lab (CAT)

Location: TSRB 330
People:
Richard Starr, Jeffrey Wilson, Matt Sanders, Michael Best
Amy Chen, Andrew Zhao, Adam Gerig, Chaeeun Park, Yashila Ramesh, Disha Aravind, Ruozhang (Roo) Qian
The T+ID Lab of Georgia Tech, in a joint project with public health researchers at Emory University and Morehouse School of Medicine, is developing a system to enhance trust and enthusiasm for at-home COVID testing.

Lab: Technologies and International Development Lab

Location: TSRB HCI
People:
Karen Milchus
Yufeng Wang
"The project focuses on young people with a disability, particularly high school students, who are just starting to think about future careers. They will need accommodations and possibly need to start developing new skills in mastering assistive technologies to meet their career needs. Our project is to develop a tool to help users figure out potential accommodation needs that they might encounter in the future workplace and suggest possible solutions. "

Lab: Center for Inclusive Design and Innovation (CIDI)

Location: TSRB HCI
People:
Richard Henneman
Kshitij Gupta
As time has gone by, research has pointed out that there remains skepticism in the community when it comes to using such tools that are focused around automating parts of the data discovery process. As my research as well as previous research has shown, practitioners prefer using traditional tools over newer tools, even if it involves more manual effort and time. The workflows that many data scientists follow today, do not completely utilize the new capabilities that are available to them through ML/AI.

Lab: MS-HCI Project Lab

Location: TSRB 222
People:
Bruce Walker
Norah Sinclair, students on the AccessCORPS VIP team
AccessCORPS is a vertically integrated project (VIP) team aiming to help make GT courses more accessible to students with disabilities.

Lab: Sonification Lab

Location: TSRB 243
People:
Melody Moore Jackson
Vanessa Lin, Aayahna Herbert
Agility handlers need a reliable, accurate way to measure and monitor athlete activity to help reduce the high incidence of injury in agility dogs. Through this project, we hope to help develop a canine-wearable system to recognize agility activity in order to lay the groundwork for creating a user interface that can measure training workload, speed, fatigue, and other parameters to evaluate relation to injury risk and target injury prevention strategies.

Lab: Animal-Computer Interaction Lab

Location: TSRB 225
People:
Maribeth Gandy Coleman, Kala Jordan, Clint Zeagler
Jonathan Moon, Vicky Wang
Our goal is to understand the needs of persons with mild cognitive impairment and their care partners when it comes to meal planning and food preparation with a focus on creating novel methods to capture information from the users regarding their household specific routines, preferences, values, and traditions that could be used to create AI interventions that are adapted to their individual needs.

Lab: Institute for People and Technology

Location: TSRB 340
People:
Jessica Roberts
Yasmine Belghith
We are seeking to use AI to help high-school engineering teachers provide students with a more balanced approach across all steps of the engineering design process, and real-time, judgement-free feedback as they navigate open-ended challenges. Currently, the focus is on gaining a deeper understanding teachers' needs and pedagogical practices around the EDP which will inform our future design.

Lab: Technology-Integrated Learning Environments (TILES)

Location: TSRB 225
People:
Laura Levy
Matthew Mills, Team 1 VIP Esports
Electronic sports, or esports, are not only an economic juggernaut but also an exciting domain to explore human-computer interactions and new business strategies. Team 1 of the Vertically Integrated Projects (VIP) class focuses on the applications of mixed reality technologies to bring the excitement of esports anywhere through mobile technologies and simple sensors. This team works with industry partners including Ghost Gaming, Atlanta Reign, and Hi-Rez Studios to explore new business strategies and applications of mixed reality through user-centered designed applications.

Lab: GEAR

Location: TSRB HCI
People:
Bruce Walker
Seka Dembure, Chris Hovey, Bontu Gelan, Jonathan Moon
Our group is performing research to uncover the pain points of people with Autism Spectrum Disorder while visiting museums. We plan to design a solution to help improve their overall experience.

Lab: MS-HCI Project Lab

Location: TSRB HCI
People:
Carrie Bruce
Stacy Lee, Sharon Banh
Our year-long thesis will explore research and design a solution to increase awareness, access and utilization of preventative dental care.

Lab: MS-HCI Project Lab

Location: TSRB 330
People:
Scott Robertson, Ellen Zegura
Jason Cox, Alexander Elliott, Alec Coyner, Beatriz Palacios
CellWatch is a mobile app that allows you to record, view, and analyze cellular connectivity. This app is part of a research project focused on measuring and characterizing the availability and quality of mobile broadband in rural areas. Through this project we hope to collaborate with rural and tribal communities in the US in order to inform policy and technological changes in the pursuit of digital inclusion.

Lab: Computing and Society Lab

Location: TSRB 243
People:
Thad Starner, Scott Gilliland, Denise Herzing
Charles Ramey
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.

Lab: Contextual Computing Group

Location: TSRB HCI
People:
Amy Bruckman
Jenny Wang
A design project of an online platform centered around Chinese international college students in the USA, addressing their needs.

Lab: MS-HCI Project Lab

Location: TSRB 230
People:
Munmun de Choudhury
Dong Whi Yoo, Cuong V (Johnny) Nguyen
To address these challenges in mental health consultation and limitations in accurately monitoring and predicting patients' symptoms, clinicians and HCI researchers have sought new avenues of innovative technology-based solutions, using machine learning, digital health interventions, and passive sensing computing.

Lab: Social Dynamics and Wellbeing Lab

Location: TSRB 123
People:
Maribeth Gandy Coleman, Scott Robertson, Kala Jordan, Anne McLaughlin (NC State)
Colin Logan, Jason Gao, Imani Murph (NC State)
The goal of this NASA funded project is to conduct human computer interaction experiments to study how the diminishment of irrelevant visual and auditory information, via Augmented Reality, in a high stress environment can help a user focus more effectively on task performance. Specifically we are studying methods of diminishing and enhancing reality for crew members on the International Space Station that could help them perform complex medical tasks in high stress emergency situations.

Lab: Institute for People and Technology

Location: TSRB HCI
People:
Dr. Brian Magerko
Sandeep Prasad
A digital interface that supports musical expression for novice users. The users need not possess any prior musical knowledge. The system will support collaboration by letting users of different experience levels make music together. The collaborative aspect of the system will help reducing stress levels of users and will therefore be encouraged and incentivized possibly through a reward system.

Lab: Expressive Machinery Lab (formerly ADAM Lab)

Location: TSRB 346
People:
Dr. Andrea Parker
Joseph Gaggiano
Therefore, our research study aims to understand the thought processes, behaviors, and concerns users have when they encounter health information on Youtube to facilitate users' ability to recognize false information.

Lab: Wellness Technology Lab

Location: TSRB 328
People:
Jason Borenstein, Ellen Zegura, Charles Isbell
Daniel Schiff, Grace Barkhuff
Ethics in the undergraduate computing curriculum is gaining increasing attention. Computing ethics content involves topics such as algorithmic bias, misinformation, law and regulation, and accessible design. Previous work in this space includes novel activities to present ethics content in the curriculum, discussion of embedding ethics topics into technical courses, and an overview of what is currently being taught. Our research team is conducting a survey of faculty who teach undergraduate computing courses, regardless of whether they currently teach ethics content or not. Through the survey,

Lab: Computing and Society Lab

Location: TSRB HCI
People:
Bruce Walker
Lydia Burns, Dipti Gupte, Arianna Mastali, Lakshmi Seelam
We are a team focused on increasing the comfortability of autonomous vehicles for people with ASD. A fully autonomous vehicle would afford individuals with ASD a safe and reliable form of transportation that requires no driving skills. Our project seeks to explore how to make individuals with ASD more comfortable using level 5 autonomous vehicles.

Lab: MS-HCI Project Lab

Location: TSRB 230
People:
Munmun De Choudhury
Viet Cuong (Johnny) Nguyen
Our project aims to examine whether it is feasible to build machine learning classifiers that can effectively predict an upcoming psychiatric hospitalization given social media data from platforms unseen in the classifiers' training data, despite the preliminary evidence on identity fragmentation between Facebook, Twitter, and Instagram. It also aims to explain any discrepancies in performance that are found during analysis between intra- and inter-platform classification.

Lab: Social Dynamics and Wellbeing Lab

Location: TSRB 335
People:
Carl DiSalvo, Chris Le Dantec
Ashley Boone
This work reports on an 11 month-long collaboration with an organization resulting from institutional bricolage that has carefully designed tools and procedures for collecting data that enact an ethic of care. This caring data practice is characterized by defining success through relationships, attending to the social and cultural community context, and protecting vulnerable populations through non-collection. We share the organization’s practices, analyze how they support the organization in providing care, and offer recommendations for building caring data systems.

Lab: Participatory Publics Lab

Location: TSRB 340
People:
Dr. Betsy Disalvo, Carl Disalvo
Lara Schenck, Annabel Rothschild
Through DataWorks, we hope to broaden participation in computing, and in the process, foster diverse approaches to data science, support equitable labor practices, and develop just forms of engagement between universities and communities.

Lab: Culture And Technology Lab (CAT)

Location: TSRB 330
People:
Michael Best
Cuong (Johnny) Nguyen, Daniel Nkemelu, Ankit Mehta
This project explores an approach to support distributed social media tracking initiatives within low-resource language contexts. Specifically, it seeks to understand the dynamics of users who spread inflammatory content online within the context of the Ethiopian civil conflict.

Lab: Technologies and International Development Lab

Location: TSRB 340
People:
Betsy Disalvo
Hamsika Rammohan, Yufeng (Ritz) Wang, Amy Chen, Talia Ayala-Feliciangeli, Whitney Li, Darrius Woods, Viraj Parmar
The Atlanta Volunteer Lawyers Foundation (AVLF), a pro bono legal service provider, has a walk-in advice clinic that offers free legal assistance and resources to Atlanta tenants facing eviction. The goal of our project is to assist AVLF in streamlining the intake and consultation process, as well as to equip tenants with the necessary tools to better advocate for themselves during the eviction process.

Lab: Culture And Technology Lab (CAT)

Location: TSRB 222
People:
Bruce Walker
Meichen Wei
This project explores lighting design and its effects on in-car human experience with an emphasis on comfort, through participatory design, VR prototypes, and usability evaluation.

Lab: Sonification Lab

Location: TSRB HCI
People:
Carl DiSalvo
Lina, Ben, Hudson
Blood transfusions rates are steadily decreasing during the covid-19, and 18-24 is lowest represented population. Many college students have never donated because they are not wired to the banked blood shortage problem. Therefore, we are seeking design solutions to increase motivation to donate blood amongst eligible college students, aged 18-24, specifically focusing on those who have never donated before.

Lab: MS-HCI Project Lab

Location: TSRB HCI
People:
Carrie Bruce, Richard Henneman
Sophie Yang,Jack Conway,Qianyu Wang,Philipp Hemkemeyer
Together with the help of our industry partner 'The Home Depot' we investigate their curbside pickup experience. Our goal is to enhance the customer experience to further increase the usage of the pickup option.

Lab: MS-HCI Project Lab

Location: TSRB 309
People:
Maribeth Gandy Coleman, Kala Jordan, Clint Zeagler, Kara Mumma, Kayci Vickers (Emory)
N/A
This Phase II SBIR proposal submitted by Potluck LLC and GT seeks to expand and rigorously test over 2 years an online social engagement platform (OneClick) for adults aged 65-85, including those with mild cognitive impairment (MCI). The long-term goal is to benefit health outcomes, such as survival and the mitigation of dementia, which are affected by social engagement or lack thereof. Older adults are at risk of social isolation, and therefore, negative health and quality-of-life outcomes. The existing OneClick platform connects people in different locations over shared interests in a live,

Lab: Institute for People and Technology

Location: TSRB 225
People:
Laura Levy
Aster Koehler, Team 2 VIP Esports
Esports athletes are professional gamers that compete at high levels of competition under incredible pressure. Looking to other domains in industrial-organizational psychology and military trainings, this Vertically Integrated Projects (VIP) team tackles research questions relating to team organization, structure, and community building within esports. Students are working with professional teams local to Atlanta, as well as college teams across the United States, to deploy new kinds of practice and training strategies informed by academic literature. These new practice strategies may give tea

Lab: GEAR

Location: TSRB HCI
People:
Carrie Bruce
Jordan Cutsuries, Theresa Hsieh
We aim to explore how to help local visitors extend the impact of their trip to the Georgia Aquarium and encourage an enhanced revisit.

Lab: MS-HCI Project Lab

Location: TSRB 340
People:
Jessica Roberts
Kyle Leinart, Yijun Huang
FossilVR is a novel virtual environment that grounds the skill of making inferences in an authentic context: a paleontological fossil dig.

Lab: Technology-Integrated Learning Environments (TILES)

Location: TSRB HCI
People:
Bruce Walker
Siman Ao, Wenjing Gui
The focus of the project is on designing an in-car gaming experience for passengers. While in-vehicle entertainment is a growing field, we see the opportunity to design in-vehicle entertainment through digital games.

Lab: Sonification Lab

Location: TSRB GVU Cafe
People:
Hunter Spence, Stuart Romm
Matthew Waller, Minh Nguyen, Daniel Hsu, Michelle Ramirez, Matt Rossman
The Garden of Us is an interactive digital garden that promotes connection and community well-being found on the Media Bridge, a mixture of vertical and horizontal screens helping to connect Georgia Tech's Libraries. Created by a multidisciplinary team, guests contribute to the digital garden by painting and submitting a personalized flower using a mobile web application. Watch as the garden grows, shifts, and evolves as more unique flowers are added. Every addition is welcome as it reflects Georgia Tech's diverse community.

Lab: Interactive Product Design Lab

Location: TSRB 123
People:
Stephanie Broxton
N/A
The Partnership for Inclusive Innovation supports community research across the State of Georgia by engaging a network of researchers, community leaders, and key stakeholders to advance local initiatives for innovation. Many of the projects are supported through the Georgia Smart Communities Challenge, a program that provides community research assistance by activating collaborations between researchers and municipalities to explore innovative uses of technology and data in pursuit of prosperity for all. Georgia Smart has supported 20 community research projects across the state.

Lab: Partnership for Inclusive Innovation

Location: TSRB 329
People:
Michael Best
Daniel K Nkemelu, Cuong Nguyen, Aman Khullar
We apply our approach to generate training data for a hate speech classification task in the Hindi language and Vietnamese. Our findings show that a model trained using this method outperforms simple language translation for all tasks and performs better than an original curated dataset when tested on a new dataset. This method can be used to bootstrap hate speech detection models from scratch in low-resource language settings. As the growth of social media within these contexts continues to outstrip response efforts, this work furthers our capacities for detection, understanding, and response

Lab: Technologies and International Development Lab

Location: TSRB HCI
People:
Bruce Walker
Haisley Kim, Kenneth Chen, Yukio Yu
D: circular economy R: online learning and mental wellness

Lab: MS-HCI Project Lab

Location: TSRB HCI
People:
Bruce Walker
Josey Benandi, Siwei He, Jonathan Satterfield, Vicky Wang
What is the physical impact of working in non-office settings, and how can users be more sensitized to their postural comfort while in these environments?

Lab: MS-HCI Project Lab

Location: TSRB 305
People:
Craig Zimring, Elizabeth Mynatt, David Anderson
Nicolas Shu
Although it is well-established that the environment (e.g., sound, light, temperature) can be a significant contributor to sleep disruption, few technologies have been designed to capture the environmental factors that affect sleep. We developed a low-cost and robust sensor designed to collect highly accurate environmental light and sound data in a natural home environment at fine temporal resolution. We deploy these sensors in the bedrooms of older adults for an extended period to comprehensively describe the sleep environment and to uncover the metrics most salient for sleep disruption.

Lab: SimTigrate Design Lab

Location: TSRB HCI
People:
Richard Henneman
Junyi Zeng, Eryue Xu
As the 2020 pandemic soared, so did the customer demand for contactless buying online and pickup in-store orders. To meet our customer needs while doing the right things for the safety of our community, Home Depot launched the Curbside Pickup service.

Lab: MS-HCI Project Lab

Location: TSRB 304
People:
Jennifer DuBose, Mo Ghasempourabadi
Clayton Feustel
Utilizing a fully tunable and dimmable LED lighting system in a mock patient room, we have been able to test the acceptability of a dozen lighting conditions. Improving the lighting in hospitals has the potential to improve the patient experience, promote better sleep hygiene and allow nursing staff to conduct critical tasks as night without waking the patient.

Lab: SimTigrate Design Lab

Location: TSRB 230
People:
Dr. Rosa Arriaga
Abhinav Thukral
Facilitating the use of smartphone photography to aid psychotherapy

Lab: MS-HCI Project Lab

Location: TSRB HCI
People:
Hyoun-A Joo
Nathalie Ye, Ramisa Murshed, Elisa Zhang
This project aims to study the learning needs of Mandarin Chinese heritage speakers and ultimately create a supplemental tool that will be helpful to them for heritage language learning. The study focuses on any adult of age 18 or older, whose dominant language is English, uses Mandarin Chinese as a heritage language, and is currently located in the United States.

Lab: MS-HCI Project Lab

Location: TSRB HCI
People:
Noah Posner
Ejeh Okorafor
This project hopes to explore ways that solo training can be improved, particularly in beginners. This project involves a full analysis of current methods of solo training and potential deficiencies.

Lab: MS-HCI Project Lab

Location: TSRB 243
People:
Melody Jackson
Charles Ramey
Our project aims to utilize instrumented dog toys to collect data on dog play behaviors. The current project implementation is a food-safe silicone over-molded tennis ball with an embedded sensor package at its center. The sensors collect motion data (via an inertial measurement unit) and pressure data (via a barometer) as dogs play with the ball.

Lab: Animal-Computer Interaction Lab

Location: TSRB HCI
People:
Michael Nitsche
Boya Ren, Daniel Tsiu
Considering the fact that the in-person social interactions distinguishes movie theaters from other competitive distribution channels of films such as streaming services, our project aims at taking advantage of the co-presence of audience to create more social interactions through an interactive device within the unique physical space of movie theaters so as to deliver a more engaging and fulfilled social moviegoing experience.

Lab: MS-HCI Project Lab

Location: TSRB 222
People:
Bruce Walker
Rishi Pathak
Flying drones with a remote control is hard. So we made a VR-based drone that flies wherever you look.

Lab: Sonification Lab

Location: TSRB 229
People:
Sandeep Kakar, Ashok Goel
Pranav Guruprasad, Sona Jain, Raj Krishnan, Robert Lindgren, Pratyusha Maiti, Sanjeev Rao, Karan Taneja
Jill Watson and AskJill are AI-powered Q&A agents. Jill Watson, currently deployed in four classes, serves as a virtual TA that answers student questions related to course syllabus and schedule. It's goal is to enhance teacher presence in the class. AskJill, evolved from Jill Watson, is an artificial intelligence explanation agent that can answer questions about the domain, operation and functionality of other AI systems as outlined in their user guides. It is currently deployed in an AI-based interactive learning environment VERA (Virtual Ecological Research Assistant).

Lab: Design & Intelligence Laboratory

Location: TSRB 334
People:
Alex Endert
Adam Coscia
We present KnowledgeVIS, a visual analytics tool in your browser for exploring and browsing relationships that language models (LMs) have learned by identifying, comparing, and summarizing LM predictions

Lab: Visual Analytics Lab

Location: TSRB 334
People:
Emily Wall, Alex Endert
Arpit Narechania, Adam Coscia
Lumos is a visual data analysis tool that captures and shows the interaction history with data to increase awareness of such analytic behaviors. Using in-situ (at the place of interaction) and ex-situ (in an external view) visualization techniques, Lumos provides real-time feedback to users for them to reflect on their activities. For example, Lumos highlights datapoints that have been previously examined in the same visualization (in-situ) and also overlays them on the underlying data distribution (i.e., baseline distribution) in a separate visualization (ex-situ).

Lab: Visual Analytics Lab

Location: TSRB 229
People:
Harsh Sikka, Vrinda Nandan, Ashok Goel
Karan Taneja
Machine Teaching is a collection of approaches explicitly aimed at solving the difficulties that lie in enabling domain experts to effectively teach machine learning systems. AI Systems, including agents like Jill Watson, face significant challenges in adapting to new domains.

Lab: Design & Intelligence Laboratory

Location: TSRB 242
People:
Noah Posner
Yejun Kim, Nadean Ali, Tingyu Cheng
We describe our design considerations and iterative prototyping process from testing with youth and educators, and studying seven teachers in a week-long workshop. Our findings demonstrate how teachers perceived MCVT Cards for facilitating new computational practices, specifically for learning through exploratory making and connecting to examples of everyday computing.

Lab: CoDe Craft Lab

Location: TSRB 233
People:
Jay Bolter
Mudra Nagda, Watson Hartsoe
Immersive technology's advances pose new risks for user safety and privacy, from risks associated with recorded movements to risks from how virtual environments track user behaviors. Through this research, we hope to examine the challenges of protecting human rights in an emerging paradigm of immersive technology, focusing on novel approaches to guarding data privacy, freedom of speech, and bodily autonomy.

Lab: Augmented Environments Lab

Location: TSRB HCI
People:
Richard Henneman
Ankur Garg, Kewal Shah
The primary focus of this project is improving the user experience for Microsoft's Accessibility Insights for Web, which is a web accessibility testing tool for web developers. This project aims to understand how web developers use the various web accessibility testing tools including the Accessibility Insights for Web, and what challenges and frustrations they face while using these tools.

Lab: MS-HCI Project Lab

Location: TSRB 334
People:
John Stasko
Rishivanth Thulasiraman
The tool enables users to engage in structured information foraging and save interesting information scraps they encounter online. The collected information scraps are then made available in an environment that supports processing these information scraps to answer the questions users have about them.

Lab: Information Interfaces Group

Location: TSRB HCI
People:
Carrie Bruce
Tymirra Smith, Madeleine Paulsen
In our project, we are exploring how to design an AR tool to provide an immersive experience for high school students as they learn about a trigonometric concept called the unit circle.

Lab: MS-HCI Project Lab

Location: TSRB HCI
People:
Gil Weinberg
Thomas Ottolin, Qinying Lei, Nitin Hugar
A team of music technology students developed a system to enable novices to create remixes of any 4 Spotify songs they want. The system uses source separation to break down the songs into different components, such as vocals, drums, bass. Users can then generate 32 bar compositions that randomize how the song is constructed. The goal is to better understand users' preferences for control vs. automation of their mashups.

Lab: Robotic Musicianship Lab

Location: TSRB 242
People:
Dr. HyunJoo Oh
Karina Bhattacharya, Palak Gupta, Junzhe Yan
My: Talkies is a tangible learning kit for teaching wireless communication through expressive making with middle school students. It enables the exploration of form and function together.

Lab: CoDe Craft Lab

Location: TSRB HCI
People:
Maureen Linden
Beverly Vaz
Equipping students with disabilities with the right accommodation helps them experience greater independence and self-esteem, which set them up for success. However, at present, many barriers inhibit these students from obtaining the right accommodation. This project seeks to explore these barriers, and to build a platform that helps students with disabilities overcome them, by providing them easy access to assistive technology and a chance to interact with peers and experts, thus building a supportive community around them.

Lab: Center for Inclusive Design and Innovation (CIDI)

Location: TSRB 330
People:
Michael Best
Anthony Xu, Miji Xu
Our findings indicate that "contrary to assumptions of smooth, steady development over the next several years" Shenzhen will enter a "tightrope era" of pronounced uncertainty as it seeks to transition from one model of growth to another. The city's indigenous innovation and its economic well-being will be tested as Shenzhen weathers the most significant headwinds it has faced in its brief, four-decade-long history.

Lab: Technologies and International Development Lab

Location: TSRB HCI
People:
Richard Henneman
Linda (Kyungmin) Lee, Sejal Sarkar
This is an industry sponsored project for Netflix in the MS-HCI project lab. The scope of the project is to explore the entertainment needs of Gen Z and re-imagine the Netflix experience to address these needs.

Lab: MS-HCI Project Lab

Location: TSRB 340
People:
Jessica Roberts, Clio Andris, Joshua S. Weitz
Yasmine Belghith, Kurt Heischmidt, Grant Jones, Anthony Teachey
We investigate how users perceive socioeconomic disparities in the United States before and after visualizing and interacting with a standalone county-level US choropleth map and a choropleth map of the US that is `linked' to a map of the world.

Lab: Technology-Integrated Learning Environments (TILES)

Location: TSRB 330
People:
Michael Best
Amy Chen, Chaeeun Park
Over the past year, we have collaborated with researchers at Morehouse School of Medicine and students recruited from several universities and community-based organizations in Georgia to form a network of young adult Peer Champions to promote COVID-19 vaccination in their communities, with a focus on Black and Latinx Georgians.

Lab: Technologies and International Development Lab

Location: TSRB HCI
People:
Maribeth Coleman
Tyler Norman, Jake Luebeck, Greg Parker
For this project, we are working with a AAA gaming studio (Insomniac Games) to investigate how adults with and without disabilities customize their console gaming experiences and their motivations behind these decisions. We are interested in the design and presentation of in-game settings, barriers to accessing these settings, and ways to encourage players to change the necessary settings to improve their experience. This project will follow a human-centered design process through user interviews, surveys, diary studies, and additional methods to be determined.

Lab: Institute for People and Technology

Location: TSRB HCI
People:
Carl DiSalvo
Sydney Lodge, Dru Naik, Plamen Tassev
During our research, we found out that only one-third of people finish their physical therapy due to reasons such as money and commute issues. Our team will be creating an accessible and affordable way to help people with chronic pain by exploring a physiotherapy intervention that users could access within the comfort of their homes. Our solution will engage people in a fun and innovative way. The aim is to also motivate users to continue their exercises, even after they feel better.

Lab: MS-HCI Project Lab

Location: TSRB 225
People:
Laura Levy
Chen Ren, Team 3 VIP Esports
Professional esports athletes compete under tremendous pressure that has significant impacts on their physical, cognitive, emotional, and mental health. However, little is known for how to support this specific kind of demographic, which trends young and where its players often find themselves far from home working in a language they might not be comfortable with. Students in this team study how mobile health tools can mitigate these impacts and empower users through a co-design process with players and the staff that support them.

Lab: GEAR

Location: TSRB HCI
People:
Carrie Bruce
Prachi Chopde, Karla Gil, Yuwei Li
When pets are adopted or rehomed, both pet owners and pets have to undergo an adjustment phase. Pet owners without experience might find this phase difficult and overwhelming. Our research investigates how we might create a pet-centric solution to support the pet adoption and adjustment phase and alleviate stress for pet owners and pets during the adoption process.

Lab: MS-HCI Project Lab

Location: TSRB 325
People:
Jay Bolter, Blair MacIntyre, Maria Engberg
Jisu Park, So-youn Jang, Namit Kapoor, Hector Fan, Porter Zach, Yue You
RealityMedia is a browser-based immersive environment conveying the ideas presented in its counterpart printed book Reality Media (MIT Press 2021) about the history and contemporary impact of AR and VR. For this, we translate conventions of traditional media such as printed books and explore innovative VR narrative techniques. We seek to contribute to building guidelines and conventions for designing effective narrative experiences in immersive media.

Lab: Augmented Environments Lab

Location: TSRB HCI
People:
Carl Disalvo
Will Gelder, Iris Sun, Rachel Baker, Abhishek Patil
Our project aims at aiding young people who feel disconnected from their heritage and want to reconnect through the exploration of their cultural cuisines.

Lab: MS-HCI Project Lab

Location: TSRB HCI
People:
Sprig
Arnav Das, Matthew Finger, Stephanie Kim, Jess Lilly
Remote research often provides flawed insights into the lifestyles and workplaces of the interviewees. How might research tools evolve to get better contextual insights from users without losing the inherent advantages of remote research?

Lab: MS-HCI Project Lab

Location: TSRB HCI
People:
Dr. Disalvo
Melinda You, Claire Huang, Jenna Cao
This is a collaboration with our industry partner The Home Depot seeking to optimize the current curbside process from the associate perspective.

Lab: MS-HCI Project Lab

Location: TSRB 229
People:
Sandeep Kakar, Ashok K. Goel
Rhea Basappa, Ida Camacho, Benjamin Faught, Christopher Griswold, Christopher Leung, Qiaosi Wang, Patrick Westervelt, Lawrence Yonathan
Due to the physical and spatial disconnect, online learners frequently experience social isolation that negatively impacts students' well-being and learning experiences. We present an AI agent named SAMI (stands for Social Agent Mediated Interaction) that can read and analyze online learners' self-introduction posts on the class discussion forum to connect students with similar interests together. In the poster, we describe how SAMI works and what the online learners think of SAMI. We then discuss the potential of human-AI interaction research under the theoretical framework of Mutual Theory o

Lab: Design & Intelligence Laboratory

Location: TSRB 229
People:
Vrinda Nandan, Spencer Rugaber, Ashok Goel
Sungeun An, Scott Bunin, Stephen Buckley, Kenny Eaton, Andrew Hornback, John Kos, Sareen Zhang
Self-directed online learning is becoming increasingly prevalent. We describe a study on the use of an online laboratory for self-directed learning through the construction and simulation of conceptual models of ecological systems. We analyzed the modeling behaviors of 315 learners and 822 instances of learner-generated models using a sequential pattern mining technique. We found three types of learner behaviors: observation, construction, and exploration. We found that while the observation behavior was most common, exploration led to models of higher quality.

Lab: Design & Intelligence Laboratory

Location: TSRB 230A
People:
Rosa Arriaga
Maria-Paula Lengua, Maxwell R. Nelson
In this project we intend to understand the gold standard of care in the domain for type 2 diabetes self management. Our design creates an experience for older adults of underserved communities to better improve point of care contact for type 2 diabetes in a useful and usable way.

Lab: Ubicomp Health and Wellnes Lab

Location: TSRB 238
People:
Woonhong Yeo
Nathan Zavanelli
Here, we report a wireless, fully integrated, soft sternal patch with mechanics optimized to detect the mechanical, electrical, and optical signals that characterize the cardiovascular response to OSA. Analytical and computational studies in mechanics and material interfaces yielded a fully integrated, multi-sensor system capable of capturing ultrafine, low-frequency, sternal vibrations caused by the heart's motion, cardiac electrical signals, and optical measurements of arterial blood oxygenation from a single location on the sternum, which has not been previously realized.

Lab: Bio-Interfaced Translational Nanoengineering Group

Location: TSRB 225
People:
Laura Levy
David London, Pranav Nutalapati, Team 4 VIP Esports
Scholastic esports focus on the development of student ability, interest, and character through extracurricular competitive gaming experiences and community building. Students in this VIP Esports team work closely with educational professionals, the Georgia Department of Education, the Georgia Scholastic Esports Foundation, and the North American Scholastic Esports Federation to research the impacts on K-12 students through scholastic esports participation and the creation of tools for educational professionals that support their scholastic esports programming.

Lab: GEAR

Location: TSRB HCI
People:
Richard Henneman
Yugvir Parhar, Vidushi Jain, Taylor Bunge
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.

Lab: MS-HCI Project Lab

Location: TSRB 309
People:
Maribeth Gandy, Ben Thompson, Kala Jordan
N/A
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.

Lab: Interactive Media Technology Center (IMTC)

Location: TSRB HCI
People:
Richard Henneman, Carrie Bruce
Yi Qin, Autumn Pressley, Claudia Chu, Kallie Shook
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.

Lab: MS-HCI Project Lab

Location: TSRB 330
People:
Michael Best
Mizan Rahman
Investigating what constitutes a sustainable model for a Makerspace - how the community perceives and attains sustainability. Makerspaces are popular innovation spaces around the world. Through their distributed fabrication capabilities, makerspaces manufactured millions of personal protective equipment for front-line workers during the covid pandemic. Moreover, they contribute significantly to developing community-based learning, entrepreneurship, and STEM education. Unfortunately, many of these spaces experience difficulties and frequently fail.
Location: TSRB 335
People:
Christopher Le Dantec
Alyssa Rumsey
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.

Lab: Participatory Publics Lab

Location: TSRB 334
People:
John Stasko
Ting Yu
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.

Lab: Information Interfaces Group

Location: TSRB 345
People:
Andrea G Parker
Adrian Choi, Grace Pfohl
Social media platforms have become sites for sociopolitical engagement with individuals increasingly using these platforms to advocate and share about sociopolitical issues. As social media becomes ubiquitous in the lives of youth, we are interested in how youth's exposure to online sociopolitical content influences their identity as engaged citizens in a democratic society.

Lab: Wellness Technology Lab

Location: TSRB 309
People:
Dr. Maribeth Gandy Coleman
Kyle Leinart, Catherine Yang, Irene Ong, Alyssa Rumsey
We aim to contribute to a more thorough understanding of VR systems in educational environments, supporting its adoption and offering a more solid foundation for future research on the educational applications of VR.

Lab: Interactive Media Technology Center (IMTC)

Location: TSRB 334
People:
Emily Wall
Arpit Narechania
We developed a visual analytics system, VitaLITy, to promote serendipitous discovery of academic papers wherein users may “stumble upon” relevant literature, when other search approaches may fail. VitaLITy (1) utilizes transformer language models to help users find semantically similar papers given a list of seed paper(s) or a working abstract, (2) visualizes the embedding space in an interactive 2-D scatterplot, and (3) summarizes meta information about the paper corpus (e.g., keywords, co-authors, citation counts, and publication year).

Lab: Visual Analytics Lab

Location: TSRB HCI
People:
Dr. Walker
Brianna Brown, Abhishek Skanker, Love Park
We're working to improve the experience of those with visual impairment when using a VR video conferencing platform.

Lab: GVU Affiliate Projects (No Lab)

Location: TSRB 222
People:
Bruce Walker
Nadia Fereydooni
This project investigates the effect of providing this information on users’ virtual experience, wellbeing, and behavior in the dynamic real-world environment.

Lab: Sonification Lab

Location: TSRB 222
People:
Bruce Walker
Saniket More
This project aims to make a wayfinding system for people with visual impairments. The case of this project is the basement of the JS Coon Psychology at Georgia Tech. This system consists of 2 phases; in the first phase, a 2D audio-based navigational system is prepared and applied to the case site. The second phase provides a 3D Photorealistic Virtual model of the basement. This virtual model will be used for training purposes in other visual-impairment wayfinding projects running by different research teams at Georgia Tech.

Lab: Sonification Lab

Location: TSRB 123
People:
Clint Zeagler, Maribeth Gandy, Scott Robertson, Brian Jones
N/A
The Wearable Technology Designer's Web Tool is a tool that leads designers / developers through a series of questions about their wearable technology project. The questions are designed to force designers to think of all options at the beginning of a project, illuminating opportunities and shortcomings in accessibility caused by decisions along the way.

Lab: Institute for People and Technology

Location: TSRB 325
People:
Jay Bolter, Blair MacIntyre, Maria Engberg
So-youn Jang, Jisu Park
This project explores the concept of hyperspatial navigation by using the WebXR prototype RealityMedia

Lab: Augmented Environments Lab

Location: TSRB 230
People:
Munmun De Choudhruy
Vedant Das Swain, Lan Gao
Passive sensing can potentially enabled future AI systems to provide algorithmic estimates of a worker's performance and wellbeing. However, left unchecked, such systems can worsen the power asymmetries at work. In this project, we aim to explore implementations of these systems that not only protect but also empower workers.

Lab: Social Dynamics and Wellbeing Lab

Location: TSRB HCI
People:
Carrie Bruce
Srijan Jhanwar, Sheliza Jivani, Lukas Schmid
This project explores how YouTube can leverage NFTs

Lab: MS-HCI Project Lab

Location: TSRB HCI
People:
Bruce Walker
Jingying Yao
Initial Problem statement:How to improve the well-being of seniors with a specific cultural background in the US context, during the influence of thriving online services and the low digital literacy of the user group?

Lab: Sonification Lab

Location: TSRB 345
People:
Dr. Andrea Parker
Vanessa Oguamanam
Racial and ethnic minority women have the highest rates of adverse mental health outcomes including maternal stress and post-partum depression. Mobile-based health (mHealth) applications have shown promise in supporting the promotion of mental health in a variety of fields including HCI. However, there exists a lack of research on how these applications are utilized, perceived, and adopted by populations most at-risk for poor health outcomes (e.g., Black women). This poster presents findings from our mixed-method exploration into the current utilization, adoption, and design preferences of tec

Lab: Wellness Technology Lab