Projects

Social media platforms have become sites for sociopolitical engagement with individuals increasingly using these platforms to advocate and share about sociopolitical issues. As social media becomes ubiquitous in the lives of youth, we are interested in how youth's exposure to online sociopolitical content influences their identity as engaged citizens in a democratic society.
Conducting a field study in partnership with GE Aviation, Human Factors and Maintainability group, to understand the impact of VR on the nature of work.
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
COVID-19 and recent racial injustices like the killings of George Floyd, Ahmaud Arbery, and Breonna Taylor have highlighted the importance of social ties. Amidst the viral pandemic, many have socially distanced themselves from their social networks, breaking down crucial support systems and creating threats to one's psychosocial well-being. On the other hand, recent racial injustices have also sparked unprecedented social movement that have mobilized social networks to take collective action for social change. As such, both of these stressors emphasize the importance of social ties and network
Wayfinding in an unfamiliar place has been challenging for everybody, including older adults and people with disabilities. This project investigates the barriers and difficulties people have with wayfinding systems, including environments, technology and their interaction with a human. With the understanding of the existing barriers and difficulties, this project also aims to provide design solutions from a universal design perspective.
This project explores the possibilities, challenges, and benefits of using a tangible object as a controller and feedback device in an interactive television show. The Universal Threshold Object (UTO) enables interactors to realize emotional choices in a narrative world through physical action with objects in a way that emphasizes dramatic immersion rather than gamelike skill mastery. Research methods include prototyping based on real television content and iterative design and testing in a demonstration environment.
Universe United is a second screen experience designed to bring transparency to transmedia storytelling, focused on connections between storytelling conventions such as items, characters, events, and locations. With this approach, we hope to enlighten both newcomers and veterans of a particular cinematic and/or television universe.
When Ecuador was hit by a 7.8 intensity earthquake on April 16, 2016, the coordination efforts that unfolded relied heavily on the use and appropriation of social media such as WhatsApp, Facebook, and Twitter. While studies on informal volunteers in crisis situations have largely examined digital volunteerism and visible online activities, behind-the-scenes interactions among informal volunteers on the ground remain understudied. We present a qualitative interview study of how Ecuadorian informal volunteers self-organized to provide relief efforts in response to the earthquake.
We study the problem of unsupervised representation learning for human activity recognition from body worn sensors. The performance of the unsupervised approaches is contrasted against both supervised learning, and heuristic methods involving statistical features and distribution based representations. Finally, we develop insights regarding the suitability of representations in the resource-constrained scenarios prevalent in activity recognition.
We aim to understand how conversational agents such as the Google Home can be used to help members with Mild Cognitive Impairment and their care partners in adhering to their medication routines with the help of scheduling features of the Google Home.
The objective of the study was to explore how the awareness of psychotic disorders varies with different demographics, like gender, age, education and ethnic affinity on social media across each of the states of United States. The facebook ad audience api, which returns an estimate of reach, when queried with demographic parameters like gender, age, education level, region, ethnic affinity and target interest was used in this study.

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