We are designing, developing, and deploying an innovative and feasible mobile solution for collecting infant and caregiver observations of daily living (ODLs), sharing these data with their clinical providers, and visualizing and summarizing these data for both the parents and clinicians caring for these children. This system, called Estrellita, has been shown to be helpful in preliminary pilot studies, and now we are expanding its capabilities and evaluating Estrellita in a longitudinal field deployment.
The goal of WellConnect is to improve mental health services for low-income urban youth by increasing this population’s awareness of their own mental health. Smartphones grant opportunity for improved care. Through the use of smart phones, the individuals will be able to monitor their daily activities.
Project: Visual schedules and choice boards are tools used in current best practices for helping children with autism and other special needs. These non-verbal kids need help communicating their choices, understanding time and activities, and so on. We are working with Windows SmartPhone, Linux small displays, and large touchscreen-enabled platforms to develop solutions that ease […]
Research Team: Lynn Dombrowski, Gillian R. Hayes, Melissa Mazmanian Food inequality is large social problem faced by many lower-socioeconomic individuals. As food assistance demands rise, hunger-based nonprofits struggle to help their communities fulfill local food needs. This work examines how technology can support the goals of hunger-focused nonprofits. Novel technological systems can address large social […]
A model for knowledge sharing that is open, interactive, draws on diverse expertise and experience, and builds a searchable information repository that can be used by multiple communities and organizations.
A strategy reminder app for parents.
The hackathon phenomenon has taken the world by storm, but corporate priorities of recruitment and production conflict with participants’ intention to learn from the hackathon experience. What factors in hackathons promote learning? How does that learning transfer to school and work? How well do computer science learning outcomes map to learning that happens in hackathons?
Nonvisual computer interaction has largely centered around a keyboard input and audio output paradigm. Dependency on audio as the primary form of information consumption, risks cognitive overload for the indviduals that use these interfaces. This project explores novel ways of communicating these audio only outputs through nonvisual and nonauditory modalities. Establishing new multimodal ways to […]
SensoryPaint is an interactive surface with the capability of superimposing the user’s reflection on a projected surface and “painting” this surface with balls of different textures and colors, which was designed to augment traditional therapies. This software uses a Kinect to detect the movements of the user and the balls. The user’s image is reflected on the screen, as well as their shadow superimposed on their reflection.
Proper hygiene habits are essential for the short and long-term health benefits they provide. They are also key independent living skills for full integration within modern society. A variety of books have been written on the subject, but these provide little to help prompt, remind, and instruct on a daily basis. Mobile technologies provide the […]