Shaping the Human-Technology Frontier

Shaping the Human-Technology Frontier

IPaT is shaping the human-technology frontier by augmenting human capabilities at every level. We're exploring new ideas in user experiences that foster creativity, stimulate learning and enable productive collaboration. Through this initiative, we're researching and developing novel wearable computing, assistive, augmented reality, and gaming technologies.

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A platform that allows teachers, counselors and parents to follow student's adjustment behaviors.

The Holodeck, a virtual reality simulator from the television show Star Trek, is known as the ‚Äúholy grail‚Äù of interactive narrative experiences. However, while there have been approaches to various components of a theoretical Holodeck, scene…

We're using a revolutionary new approach to optimizing the process of order picking. Contrary to traditional methods, we want to use smart head-worn displays (HWDs) to enable our users to detect and correct errors during order picking in real-…

Before the onset of the pandemic, we used to be able to visit public places, like library and cafes, where we could work and enjoy the atmosphere of having others around. But then the pandemic hit, and with it came remote work where many were…

BEAMS is a virtual reality rhythm game that encourages its players to engage with their bodies in novel and playful ways, expanding player perception of possible movements by disrupting proprioceptive patterns and offering an enjoyable, immersive…

We introduce Bit Whisperer, an ad-hoc short-range wireless communication system that enables "walk up and share" data transmissions with "good enough" security.

Most high-speed non-invasive BCI typing systems require intense visual attention and feedback. BrainBraille investigates a more open-loop approach similar to touch typing. BrainBraille enables communication at 20 characters per minute (cpm) by…

This project aims to reduce the barriers present in grandchild-grandparent communication by developing a messaging tool which encourages users to exchange tidbits from each of their lives, cultures, and  generations. Additionally, this tool…

Designing a curriculum builder that provides curated resources to learning the fundamentals of visual design.

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",…

Art education for young learners (K-2) can be especially difficult in remote schooling situations due to the lack of feedback on fine motor tasks like cutting with scissors. Our Chameleon Clippers use two line sensors and an Adafruit Itsy Bitsy…

MS-HCI Master Project-Partnered with Children's Museum of Atlanta, our project aims to develop a water play that educates children under 12 years old with a limited knowledge base about concepts of plastic pollution and the protection of ocean…

The problem: There’s an uneven distribution of time and effort every family member devotes in doing chores. Usually there’s one person, usually women, in each household that naturally take on more responsibility in managing the household, even…

We are investigating how to design design informal learning experiences to engage families in learning about artificial intelligence (AI). This work has progressed in multiple stages.
Stage 1 - Defining AI Literacy: We conducted an extensive…

This project, the winner of the 2020 EmPOWER Air Data Challenge from the US EPA creates an online tool for exploring relationships between coal power plant emissions, wind currents, and local health impacts.

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

Providing a platform for social media influencers and small business owners to foster a better connection and collaboration.

The Convergence Innovation Competition (CIC) is a unique competition open to all Georgia Tech students and is run in both the Fall and Spring semesters. Each year the categories in the CIC are defined by our Industry partners who provide…

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…

Using a user-centered research approach, this project explored possible scenarios for voice interaction inside cars in the next 3-5 years and developed a set of voice interaction design tools.

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.

Non-representational art--such as works by Wassily Kandinsky, Joan Mitchell, Willem de Kooning, etc.--showcases diverse artistic expressions and challenges viewers with its interpretive open-endedness and lack of a clear mapping to our everyday…

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…

Our goal is to improve the speech perception of individuals with mild cognitive impairment in a therapeutic facility through the design of the sound environment. Discerning speech is complex task that is an interplay between the receiver's…

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.

Future surface EVAs on Mars will be exploratory in nature and require flexible geospatial tools to support dynamic operations. These EVAs will have limited support from ground control and will need to be executed autonomously. This new dynamic…

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…

This is an ongoing MSHCI master project. With this project, we want to understand problems non-native English speaking students have studying in the states and develop new solutions to address these problems.

For my master's project, I designed In Tune - a tool to improve 1-1, online piano lessons for beginner to intermediate students and their teachers. My design enhances the connection and collaboration between a teacher and a student and helps them…

We were inspired by the COVID-19 pandemic, in which a lot of people work remotely or design their own work schedules. While flexibility is good, it is also accompanied by people being unsure of their actual productivity. So we wanted to help…

Human biases impact the way people analyze data and make decisions. Recent work has shown that some visualization designs can better support cognitive processes and mitigate cognitive biases (i.e., errors that occur due to the use of mental "…

LuminAI is an interactive art installation in which participants can improvise movement together with an AI dance partner that is projected onto a screen. The virtual agent segments users‚Äô motion into gestures. The agent learns these gestures…

Visual data analysis tools provide people with the agency and flexibility to explore data using a variety of interactive functionality. However, this flexibility may introduce potential consequences in situations where users unknowingly…

Tenants facing eviction often approach Welcoming Atlanta (WA) when it is too late: they reach out when the eviction is already ongoing, they have already relocated, or rent interest is already accruing to large sums. Aside from emergency action,…

Natural language interfaces (NLIs) have shown great promise for visual data analysis, allowing people to flexibly specify and interact with visualizations. However, developing visualization NLIs remains a challenging task, requiring low-level…

OptoSense is a ubiquitous Imaging Surface which conforms to everyday objects, harvests energy from ambient light, and senses a variety of human activities without compromising privacy. By leveraging organic semiconductor (OSC) optoelectronics…

Our Passive Haptic Learning gloves teach the "muscle memory" of how to play piano melodies without the learner's active attention. These gloves can also help wearers recover sensation in their hands after a traumatic event, such as a partial…

Project Aether focuses on bridging the knowledge gap brain tumor and peak anxiety brain tumor patients experience after their initial diagnosis. As a tablet application, it comprises a patient workspace for consolidating information relating to…

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.

Multiple studies have shown a consistently strong association between gait speed of frail older adults and negative functional (e.g., survival) and activity outcomes. However, health care professionals have been slow to measure this physiologic…

The needs and abilities of people who are aging with progressive chronic conditions, such as MS, Parkinson's, ALS and Arthritis fluctuate from day to day. Yet, even when they have supportive AT, such as grab bars, to compensate for functional…

This project aims to provide resources for someone interested in a career in accessibility and inclusive design. Using storytelling, it aims to show people the varied paths that others have taken to achieve their goals, tools they have used,…

Dino-Store is a persuasive game that was designed to use gamification way to communicate with people and raise awareness on COVID-19. The game's setting is grocery shopping and the mechanic indicates that how different protection strategies, such…

SilentSpeller enables mobile silent texting using a dental retainer with capacitive touch sensors to track tongue movement. Users type by spelling words without voicing.

We propose Silver Tape, a simple yet novel fabrication technique to transfer inkjet-printed silver traces from paper onto versatile substrates, without time-/space- consuming processes such as screen printing or heat sintering. This allows users…

Laptop webcams can be covertly activated by malware and law enforcement agencies. Consequently, 59% percent of Americans manually cover their webcams to avoid being surveilled. However, manual covers are prone to human error–through a survey with…

The Social Sensing study is studying the inclusion of social support in therapy for Veterans with PTSD as a part of the larger Prolonged Exposure Collective Sensing System study led by Dr. Rosa Arriaga from Georgia Tech's College of Computing and…

In this project, I designed and developed a research dashboard for researchers to better understand Speech on Twitter. Through extensive user research, I understand user pain points and identified key values. Based on this, I designed and…

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.

This project is focused on designing a tangible and auditory periodic table educational tool for visually impaired and sighted students.

As part of the Jill Watson Suite of Tools for Education, Agent Smith enable anyone to build their own agents.

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…

Accelerating scientific discovery using AI technologies.

Accelerating scientific discovery using AI technologies.

Using AI to understand the spread of COVID-19 is part of accelerating scientific discovery using AI technologies.

IBM CEO Ginni Rometty discussing "Jill Watson" (an AI teaching assistant) with Dr. Ashok Goel. It has been said that Jill Watson is the most famous teaching assistant in the world. Jill's origin actually is quite humble. She was conceived in…

A human teaching assistant discusses "Jill Watson" (an AI teaching assistant). It has been said that Jill Watson is the most famous teaching assistant in the world. Jill's origin actually is quite humble. She was conceived in summer 2015 with the…

Visual analogies on intelligence tests.

There are a few prominent practices for conducting reviews of academic literature, including searching for specific keywords on Google Scholar or checking citations from some initial seed paper(s). These approaches serve a critical purpose for…

The Wearable Technology Designer's Web Tool WTDWT is a tool that leads designers / developers through a series of questions about their wearable technology project. The questions are designed to force designers to think of all options at the…

College students encounter many challenges in the pursuit of their educational goals. When these challenges are prolonged, they can have drastic consequences on health and on personal, social, and academic life. Our multi-institution project,…

Exploration in using the sensation of wind as a computation interface and calm technology.

TuneTable is a project exploring how to increase interest in and promote learning about computer programming through music in informal learning spaces. XyloCode is the most recent design iteration in this project. XyloCode is an interactive…