Projects

Eyes darting or maintaining a steady gaze straight ahead. Heartbeat racing, or maintaining a slow, even rhythm. If we encounter these phenomena in another, how do we respond – not just effectively, but physiologically?  Eye movements and heartbeats are among the most intuitively meaningful physiological characteristics that humans observe in one another.  Without necessarily consciously realizing it, we often respond empathetically.
Leveraging our internal assets and ability to collect and process 3D data we have produced a wide variety of physical representations
This map visualizes demographic indicators of gentrification in neighborhoods (defined by census tracts) along the current and proposed path of the Atlanta Beltline, an "urban redevelopment" project under construction along a loop of disused railroad tracks that circumvent the city, stitching together some of its most historic neighborhoods.
Assistive technologies (ATs) play a crucial role in the lives of individuals with severe disabilities by enabling them to have greater autonomy in performing daily tasks. The Tongue Drive System (TDS) developed at the Georgia Tech Bionics Lab is such an AT, empowering people with severe Spinal Cord Injury (SCI) to be more independent. Earlier versions of the TDS have offered tongue motion and speech as means of driving mouse activity and keyboard input.
MS-HCI project focused on testing a wearable computing interface prototype for usability as assistive technology and social acceptability for general and assistive-specific use in social settings
Using a list of common approved and regulated psychiatric drugs and a Twitter dataset of 300M posts from 30K individuals, we develop machine learning models to assess effects relating to mood, cognition, depression, anxiety, psychosis, and suicidal ideation. We observe that usage of specific drugs are associated with characteristic changes in an individual’s psychopathology. We situate these observations in the psychiatry literature, with a deeper analysis of pre-treatment cues that predict treatment outcomes, and post-treatment linguistic markers correlated with positive outcomes.
Users go to social network sites or online forums to get advice from members of their networks. Individuals with autism adopt and use such computer-mediated communication technology differently from typical users. They require advice about everyday situations ranging from very simple operations to complex social activities. We propose to develop a Q&A system with a robust network of people whom the user is not likely to know but who nonetheless may be willing to provide advice on everyday situations.
Wearable systems play an important role in continuous health monitoring and can contribute to early detection of abnormal health-related events and facilitate the advancement of personalized healthcare. The neck is a unique sensing location because it provides access to a set of health-related data that other wearable devices simply cannot obtain. Activities including breathing, chewing, clearing the throat, coughing, swallowing, speech and even heartbeat can be recorded from around the neck.
The Accessible Bluetooth Cane project allows visually impaired users to control their iPhone while using the white cane, without having to stop and take out the phone. This is achieved by embedding Bluetooth remote controls with tactile buttons inside the cane handle.
Fantasy Sports allow users to compete against each other using statistics from real-world competitions. It's a fun and social online game which allows participants to assemble virtual teams of real world athletes of a professional sport. These teams compete based on the performance of their players in the real world. The team gains or loses points based on the real athletes' weekly performance. Fantasy players manage their teams based on real sports data.
About 1 in 7 U.S. children will be affected with a developmental disability including Autism and Attention Deficit Hyperactivity Disorder (ADHD). Early diagnosis of developmental delays ensures proper intervention and overall improved qualities of life. In this research, we investigate how parents of young children use an Android mobile application, ActEarly, to log their children's developmental progress through milestones tracking techniques.
Active Pathways aims to support learning and discovery in systems biology by allowing users to construct and manipulate bio-chemical reaction network simulations using active tangibles on an interactive tabletop display surface. Researchers in systems biology currently run simulation programs that model different experimental parameters such as concentrations inside cells and reaction speeds. Parameters are adjusted algorithmically or by entering numbers into equations. The simulation results are then plotted as graphs in order to discover hidden patterns in the network.
The goal of the research is to identify the ways in which social media could play a role in assisting Georgia Tech students to find mental health support.  Mental health disorders are extremely prevalent on college campuses, and anxiety and depression, in particular, have been shown to have a negative effect on academic success.  Despite the fact that mental health professionals and program are available to students with mental health conditions, many are not seeking help from their campus resources.
Many electronic devices, from desktop computers to mobile phones to DVD players, can be thought of as a menu of functions. These functions can be accessible to a blind user if the menus are spoken aloud. However, this is extremely inefficient, so we have been enhancing auditory menus with sophisticated text-to-speech, spearcons, spindex, and other audio extensions. These can also be applied in many different languages and research is ongoing to look at more language applications, including tonal types.
This project is exploring ways of using air gesture technologies, audio and haptic to facilitate exploration of STEM concepts by blind and low vision learners. Efforts will establish the efficacy of this approach, as well as best practices for creating air gesture interfaces that support exploration of a virtual reality space such as a simulated atom, wind tunnel or electrical system- all without the use of vision.

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