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Collaborative Projects with Weill Cornell Medical College
Distributed and Multidisciplinary Collaboration
Improving our understanding of and our ability to support distributed work and research conducted by multidisciplinary teams.

Project IMPACT
Improving Methods for Patient Accurual in Clinical Trials (IMPACT) is a multidisciplinary team of researchers and faculty members to address important social and patient care issues.

 
Context Aware and Mobile Computing in Public Spaces
CampusAware
An electronic handheld campus tour system.

Hidden Treasures
The development of an enhanced mobile tour for prospective students, alumni, and other visitors to the Cornell University campus.

Affective Presence
Designs and evaluates computer systems that examine how human emotions, social connections, and spirituality define and shape experiences, and people's interpretations of these experiences.

CIMI Handscape
A consortium of museums and universities examining the use of handheld technology in museum spaces.

Data as Art
Shifting the priorities of context-aware systems from making the system more aware of context to orienting the designs to make people more aware of context.
 

Technology-Supported Collaborative Environments
AIDE
Advanced Interactive Discovery Environment - investigates technology in collaborative learning environments.


Getting Connected: Social Science in the Age of Networks
The project aims to advance the social sciences at Cornell by tapping the expertise, tools, and skills of network analysts across the university, from computer scientists archiving the Web to social psychologists studying adolescent behavior.

NSF CyberTools
Intended to assist in the detailed statistical and observational study of social and information networks, the project involves a team of computer scientists and social scientists developing the means to extract and analyze information from vast collections of data.

Interaction Mining
Understanding and improving social dynamics in online communities where we can see the interactions between people and artifacts. (Related to NSF Cybertools.)

GroupMeter
Guiding reflection on teamwork behaviors using dynamic feedback visualizations from peer ratings and automated communication analysis.

 

Interactive Learning Environments
K-MODDL
Facilitating the teaching of kinematics through a digitized collection of 19th century kinematic artifacts.

Artlinks
An interactive visualization that enhances your museum experience, makes you more reflective of art, and encourages your sense of social awareness in the museum.artifacts.

Museum Detective Guide
A handheld learning experience that encourages collaboration between pairs of elementary school students in the form of a scavenger hunt through an art museum.

 

Information Seeking
Eye-Tracking
Understanding the behavioral dimensions underneath computer behavior.

NSF Digital Library
Created by the National Science Foundation to provide organized access to high quality resources and tools that support innovations in teaching and learning at all levels of science, technology, engineering, and mathematics education.

 

Mobile Health
Mindless Eating Game Challenge
A mobile phone-based game designed to encourage healthier eating habits. The game is built to serve as a platform for studying mechanisms of mobile persuasion in the context of improving health and well-being.

 

Archived Projects
MUSE
Utilizing handheld computers in museums.


NOMAD
Studies wireless computing in classrooms.


Gaggle

Exploring how users search for the information they need.

MetaTest
Comparing methods of metadata extraction.



 
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