Projects

Visualization tools for spatiotemporal data utilize map-based representations to help a user understand trends and outliers within a given region over time. Multitouch visualization tools allow us to recreate many of the capabilities of sketching directly on maps while still taking advantage of computational models of public safety. We will be demonstrating SpaceSketch, a multitouch approach to spatiotemporal visualization. Visitors will be allowed to explore crime and transmit data in the city of Atlanta using our high-resolution Surface Hub Interface.
Social Participation and Navigation (SPAN) is an intervention that integrates mobile app-based training and "peer coach" support around key aspects of social participation, including social communication and problem-solving skills, identification and remediation of barriers to participation, and establishment of social connections with others.
Sparse Tangibles investigates the use of novel tangible and gestural interactions for making sense of large biological datasets. Our current prototype employs active tangibles in combination with a large multi-touch tabletop displays to navigate and visualize gene regulatory network data from the BioGrid database.
Spatial data visualizer is in-browser application used for visualizing point cloud data which is derived from process of photogrammetry.
In this project, I designed and developed a research dashboard for researchers to better understand Speech on Twitter.
We designed and implemented a novel smartwatch wristband, Spidey Sense, that can produce expressive and repeatable squeezing sensations and effectively explore the design space of squeezing patterns
Self-powered Paper Interfaces (SPIN) combining folding paper creases with triboelectric nanogenerator (TENG). Embedding TENG into paper creases, we developed a design editor and set of fabrication techniques to create paper-based interfaces that power sensors and actuators.
This study will seek to understand diverse stakeholders' perspectives in AI research and their collaboration and conflicts in the research process. More specifically, we will conduct a case study of the THRIVE project that aims to create novel AI technologies to support mental health patients
Today the public has become increasingly aware of the health impacts of a sedentary lifestyle. Sedentary behavior research continues to uncover the detrimental effects of sitting and has shown that the average American now sits during the day more than the time they spend sleeping. Activity trackers have reflected this shift in public awareness by beginning to track standing as well as the typical health metrics, like steps. The most prominent example of this is the Apple Watch with its Activity rings - the last ring is for stand hours.
Star Wars Escape is an escape room experience that an in a morally-challenging twist. Interactors first start off in a sci-fi-themed jail cell with a potential friend to be found -- or built.
Scholastic esports focus on the development of student ability, interest, and character through extracurricular competitive gaming experiences and community building. Students in this VIP Esports team work closely with educational professionals, the Georgia Department of Education, the Georgia Scholastic Esports Foundation, and the North American Scholastic Esports Federation to research the impacts on K-12 students through scholastic esports participation and the creation of tools for educational professionals that support their scholastic esports programming.
Compete in an immersive steam punk environment hot-air-balloon race against your arch nemesis using a custom VR controller. The evil nemesis has sabotaged your balloon and stolen your robot, now you must work against the odds to keep your balloon afloat, save your robot, and prove you are the best inventor in Mountaintown! This game makes use of a specialized controller that combines a familiar motion with pressure sensitive pump to provide realtime feedback and a deeper immersive experience.
Dimensionality reduction (DR) is often used for exploring the evolution patterns of a collection of dynamic ego-networks. However, DR often lacks flexibility: as analysts' questions evolve during data exploration, the low-dimensional projection remains static, limiting the depth of exploration. To address the inflexibility of DR, we designed a data transformation pipeline which enables analysts to transform dynamic ego-networks into event sequences for steering MDS to create different scatterplots of dynamic ego-networks.
A second-screen companion app to support viewers in following a densely populated storyworld, with prototype based on the FX Series Justified.
StrangVR Things is a VR prototype that crafts an immersive and engaging experience within the narrative world of Netflix's original series, Stranger Things. The user takes on the role of Eleven and must escape a hostile environment by leveraging her telekinetic powers. Our design aims to allow show viewers to explore the dangers of the Stranger Things world through Eleven's eyes and endow viewers with the same mysterious powers.

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