 |
|
|
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 |
|
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
|
|
|
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
|
|
|
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
|
|
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 |
|
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 |
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
MOVE:
Maps Optimized for Vehicular Environments
MOVE
(Maps Optimized for Vehicular Environments) is
an in-car navigation system that provides assistance
for drivers who are navigating an unfamiliar
route. It overcomes the limitation of current
systems, which often provide too much information
for the driver to attend to at any given moment.
MOVE optimizes map information to provide situationally
appropriate navigation information to the driver. |
Jodi Forlizzi
Scott Hudson |
|
|
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 |
|
|
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
|
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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. |
Jason
Hong
Alessandro
Acquisti
Lorrie
Cranor
Julie
Downs
Norman
Sadeh |
|
|
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
|
|
|
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
|
|
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 |
|
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
|
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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 |
| |
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
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
|
|
|
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
|
|
|
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´
|
|
|
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 |
|
|
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
|
|
|
Wearable Computers
Wearable Computers seek to merge the user's information space with their work space. Wearable research at Carnegie Mellon proceeds on several fronts. The Wearable Group develops new functional systems at a rate of about one design per year. Several of these systems require system or application software, some of which is distributed to the community.
|
Daniel
P. Siewiorek
Richard Martin
Asim Smailagic
|
|
|
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
|
|
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 |
|
|
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
|
|
|
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
|
|
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. |
|