In a piano lesson, a student often imitates the teacher's playing in terms of speed, dynamics, and fingering. While this learning model leverages one's visual and even audial perception for emulation, it still lacks an important component of piano playing the tactile sensation. We seek to convey the tactile sensations of the teacher's keystrokes and then signal the student's corresponding fingers. We implemented an instrumented fingerless glove called Tactile Teacher to detect finger taps on hard surfaces.
“Take Me Home” is a VR experience where the interactor must escape from a post-apocalyptic, underground tunnel. The environment is designed to be a puzzle where the only way out is to manipulate the space using rotational hand gestures. With “Fireflies, Take Me Home”, our research focus is on the creation of impossible spaces in a VR environment. The experience is built for the HTC Vive using Unity.
When brought together the 3d printed cubes adhere and maintain contact when moved. The cubes exhibit nonpolar behavior attaching in any face to face orientation and do not rely on indexing features. This allows users to easily and rapidly create massing models which can take a wide variety of forms, be quickly and repeatedly reconfigured, and be moved as a single unit.
Spatial ability has been shown to be significantly correlated with interest and success in STEM fields. It also has been linked to an embodiment in different ways. Tangible and embodied interfaces have been shown to support embodiment, including linking embodiment to changes in spatial ability. However, little research has linked the interaction design elements of tangible and embodied interfaces to specific effects on spatial cognition.
Tech Hustle is a project to build upon indications from earlier project, Glitch. Glitch found that many low-income African American male high school students were more willing and able to engage in computer education when it was situated in an authentic work environments. The high school students in this previous work exhibited pride and excitement in being responsible workers, making their own money, and used work as a way to justify time spent on learning computer science and other more academic pursuits.
Technology in Museums: Avenues for Personalized Parent-Child Conversations
Parents and children work together in museums and other informal learning settings to make meaning of the world around them. The parent-child conversations, the child's interests (islands of expertise) and the surrounding technology influence the overall informal learning experience. We conducted two studies at the Children's Museum of Atlanta to better understand the interplay amongst those conversations, child's interest, and technology.
Our project aims to explore how to create immersive interactions, motivate interactors to engage and enhance interactor's experience in VR narrative with incentives and rewarding system design, possibly using full-body tracking technology. The narrative of our project starts inside a coffin where the interactor will hear MJ's thriller. Moving outside the coffin, he will find MJ zombie dancing with other zombies on the stage for a huge zombie audience. Then MJ zombie will invite him to dance along with the music. When he gets the correct move, audience applaud. We would like to design incent
Since its earliest days, harassment and abuse have plagued the Internet. Recent research has focused on in-domain methods to detect abusive content and faces several challenges, most notably the need to obtain large training corpora. In this paper, we introduce a novel computational approach to address this problem called Bag of Communities (BoC)‚ technique that leverages large-scale, preexisting data from other Internet communities. We then apply BoC toward identifying abusive behavior within a major Internet community.
Deception is a common behavior not only in humans but also in animals. We focus on deceptive behavior in robotics because the appropriate use of deception is beneficial in several domains ranging from the military to a more everyday context. In this project, we proposed a taxonomy of robot deception and developed novel algorithms for robots' deceptive behaviors inspired by biological findings. In more recent work, we are developing computational models and conducting human-subject studies for a robot's other-oriented deception in the context of Human-Robot Interactions (HRI).
The Board Game is a room-scale interactive narrative designed specifically for the Hololens. In this narrative, the player is helping a couple of kids (non-playable characters) to escape a life-threatening board game. The game begins with the kids casting the dice and the game shrinking them to a small size after which they become actual characters in the game. The player will guide the kids through 5 separate puzzles that explore different interactions and designs to the end of the game which resets the world and returns everything back to the normal.
This project explores the effects that diverse virtual reality experiences may have on the self efficacy of middle and high school black girls.
The Development of a User Interface for Mixed-Initiative Plan Management for Human Spaceflight
The communication delay inherent in deep space travel will make relying on ground-based mission control to manage the daily lives of astronauts difficult. To mediate this impact, this work focuses on the design of a mixed-initiative plan (MIP) management system to provide crews with greater autonomy in adapting plans to reflect the current state of the mission. Specifically, this presentation will detail the creation of the user interface from requirements derivation through preliminary design.