 |
|
ACT-R
The ACT-R
project is focused on the development of a robust and general cognitive
architecture and its application to the modeling of human interaction
with complex dynamic simulated environments and the creation of
synthetic human-like agents. |
John
R. Anderson
Christian
Lebiere
|
|
Adapting to disaster
Hurricane Katrina had a profound effect on New Orleans and its music
scene. Katrina devastated performance venues, dispersed bands and
their audiences, and destroyed instruments. This project is a two-year,
longitudinal study of how musicians used technology, both immediately
after the storm and later, to cope with exile, scattering of family,
friends and band members, and threats to their livelihood. |
Irina Shklovski
Sara Kiesler
Moira Burke
Robert Kraut
|
|
|
ADEPT: Assessing Design Engineering
Project Classes with Multi-Disciplinary Teams
This project seeks to improve the quality of learning in engineering
design project courses by supporting the role of the instructor with
an on-line monitoring/reporting system. The system predicts when
groups need extra support through an automatic assessment of student
discussions in an on-line groupware system called the Kiva. |
Daniel
P. Siewiorek
Susan
Finger
Asim Smailagic
Carolyn Rose´
|
|
Alice
We are developing
a tool called Alice that allows novice programmers to author interactive
3D virtual worlds. By identifying the unnecessary challenges of
learning to program (such as syntax) and removing these challenges,
we hope to make the fundamentals of programming accessible to middle
school children. |
Randy Pausch
Stage
3
|
|
Assistment Project
The ASSISTMENT project provides students with individualized
instructional ASSISTance while performing assessMENT. The research
goal
is to investigate whether we can provide students, teachers,
parents and
school administrators statistically reliable and actionable
data on
student progress without wasting student and teacher time on
practice
tests that distract from learning. |
Kennet R. Koedinger
Brian Junker Neil Heffernan
|
|
Automatic
Sign Detection, Recognition, and Translation
Signs are
everywhere in our lives. They make our lives easier when we understand
them, but they can pose problems or even danger when we don't.
Automatic sign translation, in conjunction with spoken language
translation, can help us to overcome language barriers using a
wearable computer or a PDA. |
Jie
Yang
Alex
Waibel
|
|
|
Automatically
adapting interfaces to user needs
We are working
to create graphical user interfaces (GUIs) that automatically detect
a user’s needs in order to automatically adjust the interface
to accommodate them. We are focusing our efforts on understanding
and detecting what types of errors people with motor impairments
make when interacting with a mouse. Our approach is application
and operating system independent. |
Amy
Hurst
Jen
Mankoff
Scott Hudson
|
|
Building
Virtual Worlds
Building Virtual
Worlds is not only taught to encourage working with other disciplines,
but also is an experience with tools and process. Students use
the best commercial 3D modeling and painting tools in conjunction
with the Alice research project to push the boundaries and quality
of tools available for artists. |
Stage
3
Randy Pausch
ETC
|
|
CareMedia
CareMedia
use behavioral capture, storage, and access techniques to create,
maintain, and present a patient's behavioral log to care-givers.
Our current focus is using video and audio capture to track disruptive
vocalization in Alzheimer's patients in a dementia facility. |
Scott
Stevens
Chris
Atkeson
Howard
Wactlar
|
|
Complex
Collaboration
This project
uses social science methods to better understand the requirements
for successful multidisciplinary collaborations, the fundamental
processes associated with geographic and functional distance, and
applications that could reduce geographic and functional distance
and improve conditions for successful multidisciplinary collaborations. |
Susan R. Fussell
|
|
|
Context
Aware Computing
Context
is any information that can be used to characterize the
situation of an entity (person, place, or physical or
computational object). A computing system shold be aware
of the person's context so that it can respond appropriately
to user's cognitive and social state and anticipate their
needs. Context Aware Computing will enable mobile computers
to anticipate user needs, exploiting context information
to significantly reduce demands on human attention. |
Daniel
P. Siewiorek
Asim
Smailagic |
|
Coordinating attention and communication
A call during dinner? While one party may value the conversation,
the receiver thinks it is an interruption. This project examines
the conditions under which communication is valuable or disruptive
and the social, economic and technological interventions that can
ease conflict between potential parties to a conversation. |
Robert Kraut
Scott
Hudson
Laura
Dabbish
Daniel Avrahami
|
|
Coordination in Open Source Software Development
Open-source software runs the Internet and challenges commercial
software in many areas. Despite this success, it is not clear how
the open-source paradigm solves problems of coordinating technical
work over distance. This research is examining the processes of
coordination in open-source software development to build a more
general theory of coordination. |
James Herbsleb
Kathleen
Carley
Robert Kraut
Audris Mockus
Patrick Wagstrom
|
|
|
Creating
Peripheral Displays
People who
engage regularly with technology interact with hundreds of visual,
auditory, and multimodal displays each day. These displays, which
have been described as calm technology or peripheral or ambient
displays, move information from the periphery to the center of
human attention and back. Our team is working to determine the
best sets of design variable to use to reduce the time it takes
to extract information from a display. |
Jodi Forlizzi
Stacie Rohrbach
Jen Mankoff |
|
Design
Research in HCI
This project broadly explores the relationship between design and
HCI practice and research. It also has a specific focus on how research-through-design
can allow design researchers to make research contributions through
a process of artifact making. |
John
Zimmerman
Jodi Forlizzi
Shelley Evenson
|
|
Designing
online communities
Despite extensive experience, designing online communities remains
largely trial and error. This project is developing theory to predict
contribution behavior in online communities and developing theory-based
guidelines for designing these communities. The project brings together
researchers from Carnegie Mellon, the University of Michigan and
the University of Minnesota with expertise in social psychology,
economics, and computer science. |
Robert Kraut
Sara
Kiesler
Moira
Burke
Yuqing
Ren
Bo
Reum Choi
|
|
|
DigitalSelf
This project explores product opportunities for scaffolding the social
role transition experienced by teens as they shed their high
school identities and begin to discover and invent who they
desire to be as a college student. The project particularly
looks at the use of digital proxies such as blogs, photoblogs,
and social networking profiles. |
John
Zimmerman |
|
DiMA:
Diabetes Management Assistant Wearable Computer
DiMA is a
wearable/handheld computer system with wireless communication and
accessories, designed to help diabetic patients and their doctors
to better manage the disease. We designed and implemented a prototype
targeting diet, exercise, and medical monitoring. DiMA connects
to the Internet; a web server is set up to allow patients to upload
information to their personal web pages, where data mining can
identify trends. |
Daniel
P. Siewiorek
Asim
Smailagic
|
|
|
End-User
Programming of Context-Aware Systems
Context-aware systems adapt to users' context of use. We are investigating
novel interaction techniques to support end-users in building their
own context-aware applications. In particular, we are supporting
end-users in specifying complex Boolean context logic and demonstrating
context-aware behaviors. |
Anind
Dey
|
|
Expanding
the 3D Interaction
Lexicon
Much of the
research on 3D interaction, particularly for immersive virtual
environments, focuses on emulating the real world. Emulating the
real world is not necessarily bad, but in a virtual environment
we can do better. Our focus is on creating new interaction techniques
that take advantage of the unique properties of virtual environments. |
Randy Pausch
Jeff
Pierce
|
|
|
Five
features for human-robot interaction
This project
explores how gaze, speech and sound, small movements, gesture,
and proximity to the user affects the way that we perceive and
work with social robots. We are testing these design primitives
on everything from simple wheeled robots to humanoid systems. |
Jodi Forlizzi
Jessica Hodgins
Sue Fussell |
|
Footprints
Project
The footprints
project aims to encourage individuals to reduce their energy consumption
by leveraging massive online social networks to show motivational
information. Past work has shown techniques such as public commitment
and group motivation to help encourage change. This interdisciplinary
project combines work in human decision making, back channel communication,
low-cost sensing, education about climate change and collaborative
filtering to understand and address the problems inherent in changing
energy consumption behavior. An important goal of the project is
to deploy widely, reach critical mass, and study these factors
in the field. |
Jennifer Mankoff
Susan R. Fussell
Michael Johnson
Deanna Matthews |
|
Gestures
Project
In face-to-face
settings, people use pointing and other gestures to communicate
quickly and efficiently with their conversational partners. The
aims of this project are, first, to understand how people use gesture
to coordinate their talk and actions in collaborative physical
(3D) tasks, and second, to develop and test systems to allow remote
collaborators to gesture within a shared visual space. |
Susan R. Fussell
Jie
Yang
Jane Siegel
|
| |
Glanceability Experiments
Glanceable visuals enable quick and easy visual information uptake, thus enabling users to monitor secondary tasks while they multitask or divide
attention. However, little is known about how to best design visual information for divided attention situations. We present two experiments to address
this question, which differ from past work in three ways: (1) We study information uptake speed for peripheral displays in dual-task situations; (2) we
examine a wide range of renditions (graphic objects or text) inspired by existing displays, differing in both visual complexity and the degree to which
they convey common meanings; and (3) we investigate how recognizable renditions are together as a set, and how this changes with different set sizes. Our
main contributions are best practices for the design and evaluation of glanceable visuals, intended to help designers create better peripheral displays to
support multitasking.
|
Tara Matthews
Jennifer Mankoff
Jodi Forlizzi
Stacie Rohrbach
Roberta Klatzky
|
|
HomeNet
HomeNet is a research program to understand Americans' use of the Internet outside of the workplace. Starting in 1995, we have carefully documented how families use online services, how they are integrating electronic communication and information services into their lives and the impact these services are having. |
Robert Kraut
Sara Kiesler
Irina Shklovski
|
|
|
The
Hug
The Hug, a
soft, huggable robot that uses sensing technology and wireless
telephony, was designed to provide social and emotional support
for elders who live at a distance from their family members. It
provides intimate communication through voice augmented with touch,
warmth, lights, and sound. |
Jodi Forlizzi |
|
IMPACT:
Improving and Motivation Physical Activity through ContexT
A large percentage of the US population is overweight or obese, and
a leading cause of this is lack of physical activity. Early fieldwork
has shown that users have difficulty finding opportunities for physical
activity and understanding how much exercise they get. To address these
issues, we are exploring the use of mobile phone and web technology
to monitor and inform useres abut their physical activity and the context
in which the activities occur. |
Anind
Dey
Jodi Forlizzi
|
|
Improving
Driving Routes through Learning Driver Preferences
Most
route recommendation systems ignore the context of the
driver (e.g. time of day) and the preferences of the driver
(e.g. like to avoid highways). Not surprisingly, if a system
can take this information into account, it can produce
more appropriate routing directions. We apply novel machine
learning techniques to learn driver preferences from actual
driving data and use these to produce driving routes and
predict driving destinations. |
Anind Dey
Drew
Bagnell |
|
Intelligiblity
of Context-Aware Applications
Applications that behave proactively on a user's behalf, particularly
those that react to implicit user context, need to be intelligible
to end users, explaining what they are doing and why. This project
aims to improve the usability of and trust in context-aware applications,
by gaining an understanding of how mental models are formed about
context-aware systems, and designing interaction techniques and
programming tools that will help application designers make their
systems intelligible.
|
Anind
Dey |
|
|
interACT
The international center for Advanced Communication Technologies is an international technology research lab. interACT is pioneering research in technologies that facilitate the human experience, human mutual understanding, and communication worldwide. Examples of such technologies are translation, speech, language, vision technologies, multimodal and cross-modal perceptual interfaces, smart rooms, and pervasive computing. |
Alex Waibel
Jie Yang
Tanja Schultz
|
|
inTouch: Awareness and Messaging for Mobile Groups
inTouch is a mobile messaging platform that provides group-based communities (such as families, research work groups, carpools, etc) a better way to coordinate tasks, maintain a sense of shared awareness, and to generally keep in touch with fellow group members. inTouch aims to better address communication breakdowns that typically occur in short-term planning and coordination.
|
Jason Hong
|
|
|
Learning-Oriented Dialogue in Cognitive
Tutors: Towards a Scalable Solution to Performance Orientation
This project seeks to increase kids’ engagement with math learning
in connection with Cognitive Tutors using support for help seeking
and collaborative problem solving. |
Vincent Aleven
Albert
Corbett
Carolyn
RosÉ |
|
Leveraging
Human Knowledge to Improve Learning
We are interested in understanding what a machine learning system
could ask a user to improve its performance and when it is appropriate
to ask the user. Our goal is to improve learning while minimizing
user costs. We are exploring representations of a system's internal
state and determining when a system could use input to improve performance
|
Anind
Dey
Manuela Veloso |
|
Lente
Design Workshop
This project focuses on supporting the wakeup routine of dual-income
parents. One of the first pieces we are focusing on is an alarm clock
that helps keep small children from waking their parents in the middle
of the night.
|
John
Zimmerman
Jodi Forlizzi |
| Marmite:
End User Programming for the Web
The
goal of Marmite is to make it easy to create "mashups" that combine
content from multiple web sites and web services. Marmite lets end-users
extract content from web pages, process it in a data-flow manner,
and direct the output to a variety of useful sinks, such as displaying
on a map.
|
Jason Hong
|
|
Material
Conversations
Designers traditionally have conversations with materials through
a process of sketching in order to discover what a solution might
be. However, interaction designers face a challenge when working
with the material of software, that lacks many properties of physical
materials. This project specifically explores how the methods and
processes developed by interaction designers to address the immateriality
of software can benefit other design disciplines in rethinking how
to discover new perspecitve on their design situations.
|
John
Zimmerman
|
|
Memory
Support for People with Episodic Memory Impairment
People with episodic memory impairment (EMI) lack an awareness
of the actions, events and experiences of their everyday lives.
This often results in confusion, depression, impaired decision-making,
and additional stress for a caregiver. A common cause of EMI is
Alzheimer's Disease. In this project, we are examining the use
of capture and access technologies to improve recollection of past
experiences and to reduce caregiver burden.
|
Anind Dey |
|
Mentored
Maintenance: Use of Dialog and Advanced IETMs for Performance
Enhancement Systems
This study
builds on recent empirical work about user-centered design and
effectiveness of high level IETMs (Interactive Electronic Technical
Manuals) and the use of natural language dialog in tutorial systems.
Natural language dialog and a second generation of high level IETM
will be designed, prototyped, and field-tested for a well understood
F/A-18 aircraft maintenance task. |
Jane Siegel
Elaine
Hyder
Alexander
Rudnicky
|
|
Natural
Programming
The goal of the Natural Programming project is to make computer
programming more accessible to novice, professional and end-user
programmers. We are investigating how people think about interactive
behaviors. Using these investigations, we are designing interactive
programming tools and languages that are easier to learn and less
error-prone. |
Brad
A. Myers
|
|
PACT--Pittsburgh
Advanced Cognitive Tutor Center
The PACT Center
uses cognitive tutor technology to create an integrated classroom
and computer lab curriculum that supports students' understanding
of mathematical and real world concepts. Based on a computational
model of thought, cognitive tutors can automatically generate the
most sensible solutions to any given problem, follow students step-by-step
as they work, and provide individualized feedback and advice. |
Albert
Corbett
Kenneth
R. Koedinger
|
|
Pathway:
Physics Teaching Web Advisory
The Physics
Teaching Web Advisory (Pathway) is creating a proof-of-concept
demonstration of a new type of digital library for physics teaching.
It brings together several long-standing research projects in digital
video libraries, advanced distance learning technologies, and collaboration
technologies, and nationally known experts in physics pedagogy
and high quality content. |
Scott
Stevens
|
|
Pebbles
The Pebbles
project is exploring how Personal Digital Assistants (PDAs), such
as the Palm Handheld or a device running the Microsoft Windows
CE or Pocket PC operating systems, can be used when they are communicating
with a "regular" personal computer (PC), with other PDAs, and with
computerized devices such as telephones, radios, microwave ovens
and factory equipment. |
Brad
A. Myers
|
|
Personal
Information Retrieval and Processing Agents
Dual-income families face constant challenges as they attempt to
address the conflicting repsonsibilities of work, school, family,
and enrichment activities. These families often feel "controlled" by
their rigid schedule that leave no free time, or they feel "out
of control" when deviations in their routines cause cascading
sets of breakdowns. Ths project focuses on the development of smart
home systems that help families feel they are in control of their
lives.
|
John
Zimmerman
Anthony
Tomasic |
|
|
Pittsburgh
Science of Learning Center
Pittsburgh
Science of Learning Center (PSLC) supports research on
principles of “robust learning”. The Learnlab
facility is designed to dramatically increase the ease
and speed with which learning researchers can create the
rigorous, classroom-based experiments that pave the way
to an understanding of robust learning. |
Kenneth
R. Koedinger
|
|
Project
LISTEN's Reading Tutor
An automated
Reading Tutor displays stories on a computer screen, listens to
children read aloud, adapts Carnegie Mellon's Sphinx-II speech
recognizer to analyze the student's oral reading, and intervenes
when the reader makes mistakes, gets stuck, clicks for help, or
is likely to encounter difficulty. mputer screen, listens to children
read aloud, adapts Carnegie Mellon's Sphinx-II speech recognizer
to analyze the student's oral reading, and intervenes when the
reader makes mistakes, gets stuck, clicks for help, or is likely
to encounter difficulty. |
Jack
Mostow
Albert
Corbett
Joe Beck
|
|
Project
on Family, Control, and the Smart Home
Dual-income families face constant challenges as they attempt
to address the conflicting repsonsibilities of work, school,
family, and enrichment activities. These families often feel "controlled" by
their rigid schedule that leave no free time, or they feel "out
of control" when deviations in their routines cause
cascading sets of breakdowns. Ths project focuses on the
development of smart home systems that help families feel
they are in control of their lives.
|
John
Zimmerman
Anind
Dey |
|
Quality of Life
Technology (QoLT)
The Quality of Life Technology (QoLT) Center is a National Science
Foundation Engineering Research Center (ERC) whose mission is to
transform lives in a large and growing segment of the population
- people with reduced functional capabilities due to aging or disability.
|
Takeo
Kanada
Rory
Cooper |
|
Reverse Alarm Clock
Small children have no sense of duration, so when they wake up in the middle of the night, they often go and wake their parents, leading to additional stress in the morning rush. The reverse alarm clock addresses this problem by providing young children with an abstract display of time that allows them to make better decisions.
|
John
Zimmerman |
|
Scalable
Cognitive Modeling through Compositional Reuse
Cognitive
modeling can scale affordably, and be routinely and efficiently
applied to large complex tasks, only if it becomes an exercise
of composing new behaviors from existing reusable behavior components.
This research provides psychologically-validated reusable behavior
components, a psychologically-validated theory of composition,
and a high-level modeling language that incorporates this theory. |
Bonnie
E. John
|
|
|
The
SenseChair
The SenseChair
provides comfort and support for elders who spend long periods
of time seated in the same chair, restoring independence and dignity
to the life of someone who is nearly housebound. It motivates sitters
to periodically move from the chair to stay mobile and active,
and can provide assistance ranging from ambient reminders to explicit
warnings. |
Jodi Forlizzi |
|
Social
Ties in the Internet Age
Project description: Proximity generally increases the likelihood of personal and work relationships, and geographic mobility disrupts them. Is this true in the Internet age? This research examines how information and communication technologies, such as cellular phones and the Internet, change the initiation, maintenance, and dissolution of personal, work, and community ties for recent movers. This research also attempts to understand what factors influence psychological and social adjustment to the new location after a residential move. |
Robert Kraut
Irina Shklovski
Jonathon N. Cummings, MIT
Jonathon Cummings, Duke
|
|
Sonic
Flashlight
Our objective
is to permit in situ visualization of ultrasound images so that
direct hand-eye coordination can be employed during invasive procedures.
A method is presented that merges the visual outer surface of a
patient with a simultaneous ultrasound scan of the patient's interior.
The method combines a flat-panel monitor with a half-silvered mirror
such that the image on the monitor is reflected precisely at the
proper location within the patient. The ultrasound image is superimposed
in real time on the patient merging with the operator's hands and
any invasive tools in the field of view. Instead of looking away
from the patient at an ultrasound monitor, the operator sees through
skin and underlying tissue as if it were translucent. |
George Stetten
Roberta Klatzky |
|
Strategic
Future of Mobile Communication
This project explores how to connect a user-centered design process
to the development of strategic patents. Team members focus on discovering
what will become obvious based on economic, social, cultural, and
technology trends. They will then design product interactions and
deconstruct their design to create strategic inventions.
|
John
Zimmerman
Dan Boyarski |
|
Supporting Trust Decisions
People are increasingly being asked
to make trust decisions online: should I open this email? Should
I click on this link? Should I enter in my information? The consequences
of a wrong trust decision can be dramatic, in terms of viruses,
identity theft, and spyware. The goal of our research is to provide
better tools, training, and user interfaces to help people make
better trust decisions. |
Alessandro
Acquisti
Lorrie
Cranor
Julie
Downs
Jason
Hong
Norman
Sadeh |
|