Projects

Seed is a sensor and electronics educational database developed for use at the Interactive Product Design Lab. The lab teaches designers electronic prototyping skills-- Seed assists in this mission by providing information on electronic components through an online database, physical RFID card library, and RFID sensing unit. Parts are categorized into 6 groups: logic, power, input, output, tools, and projects. When a student needs information about a component, they can select a card and place it on the RFID reader.
We propose self-sustainable, intelligent sensor systems that can be easily retrofitted onto current vehicles.
The growing popularity of social media makes it increasingly difficult to keep up with the huge volumes of information they produce. We present SentenTree, a novel visualization technique that helps people gain a quick understanding of the key concepts and opinions expressed in a given social media text set. SentenTree can be used by both casual social media users and professional analysts.
A Self-powered Reversibly Deformable Cord Sensor for Natural Human Input
In this study, we address the problem of performing continuous speech recognition where audio is not available (e.g. due to a medical condition) or is highly noisy (e.g. during fighting or combat). Our Tongue Magnet Interface (TMI) uses 3-axis magnetometers to measure the movement of a small magnet glued to the user‚ tongue. Tongue movement corresponding to speech is isolated from the continuous data by comparing the variance of a sliding window of data to the variance of signal corresponding to silence. Recognition relied on hidden Markov model (HMM) based techniques.
The smart home consists of primary sensors (detectors) and controls (actuators) connected by a set of user-defined rules that determine when to trigger the controls based on sensor events. Often, life is more complex than a simple if (sensor event like motion), then (e.g. turn on control, like a light) type rule and requires more complex logic. Even with the simplest rules, the interfaces used to set up that logic can be tedious. Many users of smart homes have trouble configuring the "smarts" of the home.
Singularity is a VR application created with Untiy and the Oculus Rift Touch. The experience aims to explore how players interact in a virtual reality environment as different characters with unique modes of movement. Players have the opportunity for bipedal movement in a room-scale scenario, as well as flight from the seat of a swiveling chair. We explored ways of communicating changes in the player's environment using these core mechanics and atmospheric clues. For example, switching to a different body allows the players to see their previous body through a glass panel.
Anonymity, ephemerality, and hyper-locality are an uncommon set of features in the design of online communities. However, these features were key to Yik Yak's initial success and popularity. In an interview-based study, we found that these three features deeply affected the identity of the community as a whole, the patterns of use, and the ways users committed to this community. We conducted interviews with 18 Yik Yak users on an urban American university campus and found that these three focal design features contributed to casual commitment, transitory use, and emergent community identity.
Despite the potential of AR, there are many issues that practitioners must overcome when successfully implementing AR systems in educational settings. These issues range from technological issues, pedagogical issues, and learning issues. Within the context of training and instructional applications, AR practitioners often struggle to achieve their desired outcomes due to the lack of generalizable results from existing research relating AR/MR/VR deployments for real-world training. Moreover, there is no established conceptual framework for Synthetic Learning Environment (SLE) design options, de
The project seeks to improve the current model of ballet training with wearable technology integrated into existing dance garments-- socks, soft ballet shoes, and legwarmers that sense movement and give real-time feedback to the dancer.
Smart communities have many different network providers, often sharing underground conduits or telephone poles. Their proximity cannot be closer in many cases. Unfortunately, in order for one network to send traffic to the other, providers often much connect through a third party or must send their nearby city to exchange traffic. Further, a network may fail, and there is no alternative for the end user other than to wait for their provider to fix the failure.
A project exploring how people who run in Atlanta might use data generated by city sensor nodes and other sources.
Recent discourses on smart cities have been primarily focused on the deployment of technical infrastructures such as sensor installation, data collection, and security measures. These practices, however, are accompanied with tacit and explicit ideas about ideal cities and human values. This paper presents the preliminary results of an ethnographic study that looks closely at the North Avenue Smart Corridor in Atlanta, Georgia aimed at unpacking the driving ideas behind smart cities initiatives and critically engaging its key assumptions of progress and efficiency.

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