3DI stands for "three-dimensional interaction". Our research spans 3D user interfaces, interaction techniques, and applications, especially in the area of Virtual Environments (VE). Interaction in three dimensions is not well-understood, but is crucial to highly interactive VE applications like immersive education, scientific visualization, and immersive design. The mission of our lab is to perform both basic and applied research in three-dimensional (3D) interaction and VE technology, and to develop applications of VEs in a wide variety of domains.
ETUT uses state-of-the-art SMI products including the RED X 120Mhz stationary eye-tracking camera systems, as well as the new SMI ETG (Eye Tracking Glasses) portable on-site tracking system. In addition to eye-tracking a multitude of stimuli (static images, video, websites, mobile applications, etc.) ETUT provides complete holistic usability evaluation services on par with industry standards with academic innovation.
The GigaPixel Display Laboratory is hosted by Virginia Tech's Department of Computer Science and the Center for Human-Computer Interaction (CHCI). This NSF-funded facility contains reconfigurable ultra-high resolution displays, totaling approximately 200 million pixels, one of the highest resolutions in the world.
Notification systems attempt to deliver current, important information to the user in an efficient and effective manner. Examples of familiar notification systems include instant messaging systems, system and user status updates, email alerts, and news and stock tickers. With the popularity of these systems skyrocketing in recent years, our group explores the effects of incoming notifications on ongoing computing tasks, creating models for their design, implementation, and evaluation. Please feel free to contact us with questions or comments about our work.
The PIM lab studies how individuals use technology to organize and use their day to day information needs. The goal is to explore how to best make use of our limited personal resources (time, money, energy, attention) to improve the quality of our lives. This often translate to better productivity but can simply mean more satisfaction. An area of interest is how advances in PIM research could informs education programs that focus on information literacy. We are particularly interested in how people use many devices in their day to day activities. To support that, we have available for research desktops, laptops, web servers, large displays, iPods, PDAs, RFIDs, phone system with support for VoiceXML, and many other technologies.
The POET lab engages in research of real-world technology projects that promote equity and excellence in K-12 math and science classrooms and university engineering education, explores systems (especially Tuple Space-based) to support complex human coordination, lies in the realms of computer-supported cooperative work (CSCW) and computer-supported cooperative learning (CSCL), evaluates handheld, tablet, and large-screen computing, and contributes to the issues of social attention and technology.
Social computing is the study of the social use and impact of information technology, and the study of information technology designed specifically for social purposes, such as interpersonal and group communication, discussion, and social interaction (e.g., electronic mail, instant messenger, discussion tools, blogging, and social websites, such as Friendster, Facebook, and MySpace). It draws on multiple disciplines, including sociology, social psychology, political science, communication studies, and computer science.
ThirdLabThird Lab provides the intellectual home for two HCI lab groups - Deborah Tatar's POET Lab and Steve Harrison's h.Lab . While each of the labs have different projects and ask different kinds of questions, both are fundmentally phenomenologically situated. The name comes from the seminal paper by Harrison, Tatar and Sengers, The Third Paradigm which organizes the intellectual landscape of HCI into "classical human factors" (e.g. critical incidents), "classical cognitivism" (human information processing model, GOMS, KLM, and other quantifiable performance-oriented systems), and "phenomologically situated" (semiotic design, sociality, ethnography, affect, activity theory, cultural probes, etc.) "Third" also refers to the semeiotic system of Charles Sandes Peirce in which a "sign" is made up of the representation, the thing refered to by the representation, and a third thing -- the idea in the mind that connects the two. Third Lab meets Wednesday afternoons.
At the technology, open organizing, & learning sciences laboratory (toolsLAB) we examine how digital tools afford new ways of reorganizing knowledge sharing and knowledge building and impact learning and working. Through a fundamental understanding of the change occurring within the engineering profession and education, we aim to design tools and technologies to prepare innovative future engineers and to support their learning and work practices. We conduct ethnohraphically-informed qualitative field studies to develop an interpretive understanding of issues and often follow that up with design-based research for developing and testing systems and curricula.
The Vision Interfaces and Systems Laboratory is engaged in research along three themes: advanced human computer interaction, computer vision, and medical imaging. Ongoing projects in VISLab are: multimodal human-computer interaction, multimodal meeting analysis of planning meetings, conversational interaction, vision-based hand gesture interaction; vision-based gaze tracking, multimedia databases; automated segmentation of video; registration of aerial video/photography from Unmanned Aerial Vehicles, extraction of the neurovascular tree from multimodal medical images; and, three-dimensional alignment of multimodal medical images. The fundamental vision of the VISLab is that Computer Science and Engineering, in general, and HCI and Computer Vision, in particular, have an important role to play in a vast array of arts and sciences. Most of the research in the VISLab is collaborative with other fields. In return, the real challenges of these real projects enrich and focus our research.
From the desktop to stereo walls to the fully immersive environments, integrated information spaces can aid scientist's discovery and communication. Interactive visual analysis enables users to apprehend non-obvious information and relationships. We focus on the adoption of supercomputing and visual analysis tools to advance science, engineering, and education by effectively delivering heterogeneous information to networked multimedia platforms.