The Shape of Story is an interactive story circle experience in which participants collectively create a story line-by-line. Artificial intelligence in narrative understanding is used in conjunction with a symbolic visual language in order to visualize this story in real-time. The result is a communally created narrative art piece.
This project is a narrative video game exploring what are the effective emotional agencies, an experiment on combining traditional Chinese philosophy and contemporary one together, and a biography of my grandmother conveying the unforgettable piece of the history of the new China. In this game, which is the first episode, interactors need to play a role of my grandma in her childhood. They need to collect food, get along with people, and manage their mental health to survive in the cruel world.
This MS project applies approaches from DIY and maker culture to lifelong learning principles. It aims to introduce practical workshop settings and guidelines for the use of rapid prototyping technology to continuous education of senior citizens.
THRIVE: Technology and Health Related Information to Improve Wellness
Using patient-generated, patient-volunteered social media data to predict relapse episodes in schizophrenia to support clinical psychiatric interventions.
Tiamat Media is an ARG that was specifically designed for Dragon Con 2013, the largest multimedia fan conventions in the country. It was designed to fit within the socio-cultural context of the convention, appropriating established convention actions into the design. Our narrative revolved around the fictional company we created called Tiamat Media. Tiamat Media is a publishing company that specializes in publishing fan artwork. It operates under the guise of helping fans spread their artwork and encouraging fan empowerment.
We are creating platforms that help people solve small-scale problems in their everyday lives. Here, gratification comes not from making something new and remarkable to show off to the world, but in making something unremarkable that nevertheless feels important to an individual or small community. When to water a particular plant, when hot coffee has reached a preferred temperature, when the mail has been delivered, and so on. We aim for an ecosystem that reduces hardware engineering complexity for small-scale, ubiquitous problems like these.
Students with disabilities face a number of challenges in today's educational system. Despite being guaranteed a fair and equitable education under the IDEA (1975), we find that students with disabilities graduate high school at a rate of 63%, 20% lower than their peers (2014). The state of Georgia was among five others that graduated students with disabilities at a rate of less than 50% compared to their peers.
We analyze challenges in using CSCW technologies for practicing grassroots politics and offer suggestions on how to address them through creating a localized culture of technology practice
In this project, we study the sociotechnical reality of a regional movement that strives to be radically inclusive. We further explore what it means to design a technology-practice that embodies the value of grassroots inclusivity.
Under the cover of night, the player inflitrates the palace of a despotic ruler. Your mission: steal a prized sword without being caught by a guard. Trespass invites players to step into the shoes of an archetypal ninja and play through a thrilling interactive vignette of Japanese history. The story is based in part on historical accounts of the life of Ishikawa Goemon, a well known ninja of the 16th century. Our intention in building Trespass is to explore how players respond to spatial barriers in the virtual world.
Trigger Hunter, 2.0 is an iOS augmented-reality game that was designed in Spring 2017 and developed in Fall 2017. The objective for this application is to teach children about their own asthma and how to manage it in a fun and engaging experience. We decided to teach children specifically about the environmental triggers that can cause asthma and can be found in a common household. With the recent development of mobile augmented reality APKs such as ARKit, we decided to integrate this new technology within our game.
TuneTable is a responsive tabletop application with a tangible user interface. The intention is to teach basic computer programming concepts to middle school-aged and high school-aged students (9-16 years old) using physical blocks that work as snippets of code. TuneTable applies computational elements like: functions, parameters, and nested loops. Users compose short songs by building chains of blocks that represent code.