Projects

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.
Using machine learning to help scholars find new research sources
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.
Twitch Plays Improv is an experiment in participatory narrative creation that utilizes the live streaming video platform Twitch.tv as an arena for broadcasting improvisational theatre games. Drawing on the structures and implications of the "Twitch Plays Pokemon"phenomenon, Twitch Plays Improv digitizes the performative and participatory conventions of improv, allowing actors and audience members to collaboratively develop dynamic scenes and stories.
This project will focus on the impact of typeface identification to facilitate the visual design process. It will help identify the issues that hinder designer's creativity, provide support for their acquisition of inspirations and relieve them from organizing collectibles, design artifacts. The expected prototype will reflect the mental model for typeface categorization, and make a designer's workflow smooth and enjoyable.
Cultural taboos and inflexible social norms make it challenging to teach and communicate about menstrual health education in India. We present an investigation of current approaches used to educate adolescents about menstruation, examining the perspectives of parents, teachers, social workers, and health professionals for identifying design opportunities and potential for impact. There is also a palpable difference in attitudes regarding who must be taught, how, where, and when. We articulate factors that could shape access and receptivity to this knowledge.

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