The Sensify Lab at the University of Delaware focuses on sensing and data analysis techniques for detecting physical and behavioral phenomena that enable new interactions with technology. Particular 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 types 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 a community-driven review system. The long-term aim is to explore 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 creativty support tools that integrate well into game development practices and workflows.
You can tell a lot about a person by their browsing history including whether they are depressed, lonely, or even prone to overconsumption of web-based content. Students working on this project are exploring features of web browsing history that might be useful in predicting various measures of mental health and wellbeing. The long-term aim is to explore how such data can be used in personal informatics tools toward providing opportunities to pause, reflect, and build wellbeing management skills.