For my project, I am working with Georgia Tech Excel career coordinators to simplify the internship hiring process for Excel students. My work focuses on the initial point of contact with external partners who want to hire Excel students and how career advisors ensure that companies have appropriate environments for Excel students. I am working with career coordinators at Excel as well as external partner companies that hire students to design a solution that will support the hiring process.
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.
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.
Understanding Health-Oriented Privacy Perceptions Regarding Ubiquitous Technology Use
In the last few years, there has been tremendous growth in the prevalence and widespread use of smart and ubiquitous technologies. These technologies include the use of smartphones, smartwatches and wearables, and smart devices. While these devices have a variety of benefits, they come at the cost of using our data for number of purposes that is not transparent to an average user. This project aims to understand how people perceive regarding privacy concerns with respect to their health data being collected and used by third party entities.
The intention is to understand in which contexts you feel motivated to report about your personal state. A typical GT student has a very busy life and it becomes challenging for researchers to obtain self-reported information from them in a natural setting. Using the sensors on your phone it is possible to learn the best time to interrupt students for information. Predicting moments when participants of in-the-wild studies feel motivated to report data can potentially improve the quality of such data.
Foundational math, physics, biology, and chemistry instruction all have established traditions of using sketching and drawing to solve problems. From long division to Punnett squares, from free-body diagrams to molecular structures, students create diagrams and manipulate them to problem-solve. Introductory computer science and programming classes lack such well-developed and widely-used methods, even as computer science classes grow in popularity