The Sensify Lab at the University of Delaware is a Human-Computer Interaction (HCI) and Ubiquitous Computing lab in the Department of Computer & Information Sciences. The lab focuses on sensing and data analysis techniques for detecting physical and behavioral phenomena that enable new interactions with technology. Emphasis is placed on human-centered design, the engineering of cyber-physical and software systems that extend user capabilities, and practical applications of technology that address high-value social problems. Areas of interest include education, health & wellbeing, environmental sustainability, human-building interactions, digital and physical making, and games
This project explores the relationship between energy lifestyles and sedentary behaviors toward reducing energy demand and promoting physical fitness. Students working on this project are engaged in modifying off-the-shelf energy monitoring technology, aggregating data from wearable fitness trackers, and building new in-home interfaces for residential energy customers. The long-term aim is to explore new efficacious feedback and interventions resulting from the union of these and other data sources.
Misinformation and lack of trust in the media is an increasing problem online. While fact checking by service providers can be effective at mitigating misinformation, poor implementation can result in degrading trust in news systems. Students working on this project are developing crowdsourcing and intervention tools that help to aggregate data about news articles and power community-driven review systems. The long-term aim is to explore recommendation algorithms and how interventions in browsing patterns might improve media literacy.
Procedural generation in games is a fascinating way to expand the capacity of development teams to produce new content. However, most of this work focuses on generating maps and digital assets like trees. Students working on this project are developing procedural generation techniques and deep learning models that rapidly generate interesting and dynamics characters. The long-term aim is to explore character-based creativity support tools that integrate well into game development practices and workflows.
Recent qualitative studies have begun using large amounts of online social network data to study how users interact with technologies. However, current approaches to dataset generation are manual, time-consuming, and can be difficult to reproduce. Students working on this project are developing an easy-to-use application to assist scientists with collecting, filtering, and understanding their data. The long-term aim is to explore how such tools might improve data quality and the reproducibility of insights generated.
You can tell a lot about a person by their browsing history including whether they are depressed, lonely, or prone to overconsumption of web-based content. Students working on this project are exploring features of web usage data that might be useful in predicting measures of mental health and wellbeing. The long-term aim is to explore how such data can be used in personal informatics tools that provide opportunities to reflect and build wellbeing skills.
How might music theory and low-cost IoT devices help community members with autism? This work focuses on designing technology mediated experiences with music for children with autism allowing them, for example, to vary levels of stimulation. The long-term aim of this work is to investigate how such technology might impact music engagement and how data from such experiences might enable avenues for automated adaption and personalization.
Counseling hotlines are a critical part of the informal healthcare system, providing immediate mental health support through telephone or text messaging. This project focuses on developing assessment and informatics tools that empower crisis line workers to self-monitor, develop skills, and better manage both their personal wellbeing and counseling performance. The long-term aim of this work is reduce counselor attrition at mental health service centers and develop privacy-sensitive technology solutions.
The COVID-19 pandemic resulted in the closure of many concert halls, movie theaters, and similar event spaces. Faced with the potential of future global pandemics or other catastrophic events, the main motivation of this project is delivering live concerts and similar cultural experiences simultaneously and synchronously in both physical and virtual formats. The long-term aim of this work is to explore technology-mediated interactions between physical and virutal audiances.
A Suite of Mobile Conversational Agents for Daily Stress Management (Popbots): Mixed Methods Exploratory Study
JMIR Formative Research
"Just Follow the Lights": A Ubiquitous Framework for Low-Cost, Mixed Fidelity Navigation in Indoor Built Environments
International Journal of Human-Computer Studies