In our thesis project of the MS-HCI program, we are working with Atlanta’s Olmsted Linear Park Alliance on designing a mobile app that introduces the park to experienced and new park visitors. The app is built upon design research and evaluation with real end users like residents close to the park or interested in the Olmsted legacy.
Software-defined networks (SDNs) are managed by a central controller that typically uses a separate, out-of-band network for control traffic. We are working on an intercontinental SDN, the AtlanticWave/SDX, and a secondary network connection would be very costly, so we have designed an in-band network control solution, and have generalized it for other SDNs to use.
Many women played important roles in the Civil Rights Movement. Their efforts to lead the movement were often overshadowed by men, who still get more attention and credit for its successes in historical narratives. The motivation of the project is to design an engaging way that draws people's attention to women's achievements and helps people feel closer to the events and women that made history during the Civil Rights Movement.
We are developing a suite of media experiences to introduce visitors to the rich cultural and economic history of Auburn Avenue. From about 1900 to 1960, Auburn Avenue was the center of African-American cultural and economic life in the city. The street also played a key role in the civil rights movement. From the 1960s on, the street suffered decline, and the local community disintegrated because of a range of social, economic, and urban planning factors.
This project helps teach STEM concepts with an audio-enabled version of the Lemonade Stand Game, in which visually impaired players (or any player that wants to experience a game that is sound dependent) need to manage their own stand while factoring in weather, local events, advertisement, and pricing in order to maximize profit for their business.
The graphs and figures that are so prevalent in math and science education make those topics largely inaccessible to blind students. We are working on auditory graphs that can represent equations and data to those who cannot see a visual graph. A number of new areas we're starting research on are: looking into teaching astronomy concepts through (like the Solar System) and the teaching and understanding of weather information through a combination of sonification and auditory description.
AR Experiments on Support for Political Protest vs. Terrorism
AR Experiments on Support for Political Protest vs. Terrorism
In collaboration with policial science researchers from Georgia State University and University at Albany, we are developing augmented reality-based experiments to examine the impact of grievance, opportunity and risk as motivating factors when choosing to engage in political protest or terrorism. Study participants assume the role of a fictional ethnic minority in a fictional country and engage in dialogs with virtual characters that attempt to persude the participant to join a peaceful student-led protest or join a violent resistance movement.
Augmented Reality gaming promises new ways for humans to engage with their physical environment by overlaying gameplay elements via a head-mounted display. We present an artificial intelligence technique to automatically generate novel gameplay content for mixed-reality environments. We demonstrate the technique with a game we call "Augmented Reality Lemmings", a platform game in which the level content was procedurally generated.
Automated safety systems, a first step toward autonomous vehicles, are already available in many commercial vehicles. These are systems such as adaptive cruise control, which has the capability to slow down due to traffic, and automatic lane keeping, which maintains position within a lane without driver intervention. In order to ensure that these systems are properly used by drivers it is essential that they understand and appropriately trust the technology.
Game design is a difficult and costly practice. We developed a machine learning-based method for automatically generating games. We feed our system a series of gameplay videos of different games. Our system then leverages a technique we've developed called conceptual expansion to recombine its knowledge of game design to produce novel games.
In this project, we aim to develop and evaluate displays of automation uncertainty that aid in the transition of control from automated to manual driving. Currently, we are focused on two manipulations of these displays. The first manipulation, metric, is manipulated by presenting system reliability information (Reliability) or the level of engagement necessary for the driver (Required Driver Engagement, RDE). The second manipulation, modality, is manipulated by presenting the information visually, auditorily, or with a combination of visual and auditory information (multimodal).
Since its earliest days, flaming, trolling, harassment and abuse have plagued the Internet. Our aim is to computationally model abusive online behavior to build tools that help counter it, with the goal of making the Internet a more welcoming place. In particular, we look at a novel approach to identify online verbal abuse using cross-community linguistic similarities between posts on different communities. This work will enable a transformative new class of automated and semi-automated applications that depend on computationally generated abuse predictions.
The Aware Home, an Institute for People and Technology (IPaT) Living Lab, provides an authentic home environment in which to conduct research in the areas of: health and well-being, connected home, home security and resource management, and the future of digital media and entertainment at home. Common uses of the home include: 1. innovating the next home technology, 2. performing human subject studies of our research in a controlled environment, 3. testing installation of solutions before deploying into peoples‚ actual homes, such as those individuals enrolled in HomeLab.
This project concerns the analysis and design of a wearable technology garment intended to aid with the instruction of ballet technique to adult beginners. A phenomenological framework is developed and used to assess physiological training tools. Following this, a garment is developed that incorporates visual feedback inspired by animation techniques that more directly convey the essential movements of ballet.