SMASH Lab Uses Wearables To Train New Privacy-Preserving Sensors

Data about home sales likely won't help someone looking for a car, just like information about basketball won't help someone playing baseball.
Data about home sales likely won't help someone looking for a car, just like information about basketball won't help someone playing baseball.
Three HCII projects were recognized with four of Fast Company’s Innovation by Design 2021 Awards.
Questions about the future of the multi-billion smart technology industry that tracks what we are doing are more than theoretical in Pittsburgh. Researchers at places like Carnegie Mellon University are studying the implications of all this data collection and working to find alternate ways to tap into the benefits without sacrificing each user’s personal information.
Anhong Guo, who recently completed his Ph.D. in the Human-Computer Interaction Institute (HCII) and next month will join the University of Michigan faculty, was named to the 2021 Forbes "30 Under 30" in science for his work on combining human and artificial intelligence to make visual information more accessible.
Four projects from the HCII's Future Interfaces Group (FIG Lab) were honored by Fast Company's 2020 Innovation by Design Awards.
A "smart" polymer cast that automatically seals itself around a broken arm, a membrane that can sense where it has been cut, and pneumatic actuators that can be cut and reconfigured into different shapes are some possible applications for a new self-healing material developed at Carnegie Mellon University.
Food plays a big role in our health, and for that reason many people trying to improve their diet often track what they eat. A new wearable from researchers in Carnegie Mellon University's School of Computer Science helps wearers track their food habits with high fidelity.
Today's virtual reality systems can create immersive visual experiences, but seldom do they enable users to feel anything — particularly walls, appliances and furniture. A new device developed at Carnegie Mellon University, however, uses multiple strings attached to the hand and fingers to simulate the feel of obstacles and heavy objects.