Faculty Projects
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Conversation With the Immaterial Material of Software
Designers creatively investigate many possible solution by engaging in reflective conversations with materials. For example, industrial designers sketch w...
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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 ...
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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 l...
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The Product Ecology Theory
The product ecology is a way to understand and design for different social relationships and experiences that people develop with intelligent products....
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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 m...
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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 ...
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Usability and Software Architecture
The usability analyses or user test data are in; the development team is poised to respond. When the usability problems are presented, someone around the ...
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User-Constructed Workflows
This project develops mixed-initiative interfaces designed to allow administrators to construct their own workflows and train agents to perform mundane da...
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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 inves...
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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...
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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...
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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 ...
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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. ...
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Automating the Workplace via Mixed-initiative Computing
This project investigates how the power of machine learning technology can be put in the hands of end-users, allowing them to selectively automate the mun...
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Manipulation in a Virtual Haptic Environment Based on Magnetic Levitation
Magnetic levitation is a substantially new approach which promises a qualitative leap in improvement of haptic (sense of touch) computer interactions. A u...
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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 confu...
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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 activiti...
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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 l...
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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 ...
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Informedia Digital Video Library
Informedia is applying automated video and audio indexing and video portal development in support of oral history collections, based on pioneering work re...