Projects

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.
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.
The Holodeck, a virtual reality simulator from the television show Star Trek, is known as the “holy grail” of interactive narrative experiences. However, while there have been approaches to various components of a theoretical Holodeck, scene generation from dialogue is often overlooked. This project introduces a prototype AI Holodeck application for scene generation, demonstrating the use of Natural Language Pro-cessing and a corpus of spatial data. The application creates scenes from user input text and fills those scenes with objects and relationships not explicitly defined by the user. 
Examining the production and dissemination of data across organizations reveals how people and processes respond to new technologies. This comparative study traces how data created by AR, VR, and wearable devices impacted organizational culture and professional practice when implemented in industry settings.
Investing in the financial market has never been easier with online brokers and market news only a tap away for individual investors. However, behavioral finance theories show that individual investors often suffer from decision biases that could negatively impact their investment return. In this project, I will leverage data visualization on personal trade history data to help investors improve their decision making.
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.
XyloCode is an interactive museum experience to explore programming concepts in a collaborative and musical way.
Abstracting of the city's gaze using critical design
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.
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.

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