Media and Gaming

Media and Gaming

Media and gaming research in our community embodies a vision for not only creating new interactions and immersive experiences but also redefining the role computing technologies, such as VR and AR, play in our lives.

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Captioning on Glass is an on-going project creating captioning eyeglasses with a companion Android phone app to assist the hard-of-hearing in everyday conversations. We are also working on another version of this app, "Translation on Glass",…

Utilizing augmented reality to support workers and trainees in the performance of complex cognitive and motor tasks.

CopyCat and PopSign are two games that help deaf children and their parents acquire language skills in American Sign Language. 95% of deaf children are born to hearing parents, and most of those parents never learn enough sign language to teach…

This study will be focused on studying and developing teaching and technological supports to facilitate remote art instruction and art museum exhibits in K-2 education.

Learning from craft practices, tools, and crafters to enhance media and interaction design.

Learning from craft practices, tools, and crafters to enhance media and interaction design.

As our Master's Project for the MS HCI degree, David and I worked closely with collegiate esports teams and athletes to understand how teams communicate and improve their comm. practices. Through a UCD process, we gained insights into their…

Fossil VR is a virtual reality tool that allows students to accompany a paleontologist into the field to find fossils and make observations and inferences about their findings.

Augmenta11y is an Augmented Reality (AR) app that helps people with learning disabilities like dyslexia easily read textual material in the real world using their smartphones and tablets. By giving users customizable font styles, background…

An interactive fiction game, looking at the labor dynamics in a clothes factory, one of the first factories to be set up in the U.S.

While previous work has addressed the direct effects of misinformation, we propose to study the phenomenon of misinformation about misinformation, or politicians ``crying wolf'' over fake news. We argue that strategic and false allegations that…

The STEAM Playground is an augmented reality fraction learning experience with storytelling and tangible artifacts. With help from the Georgia Department of Education, we pinpointed student issues with learning and comprehending fractions and…

The purpose of this project is to validate the following research question: Would testing UI prototypes in a simulated virtual reality environment provide a better experience to testing in a usability lab setting? Better experience‚ is defined as…