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Music
This is a collection of music I assembled several
years ago. Music is something that I am really interested in. It
is just one small part of what interests me about working with media.
I enjoy not only taking part of the listening process, but also
taking part of the creation process. After you listen to it you
will realize why I have yet to quit my day job, however I suppose
it is the process that I find more valuable.
Electronic Catalyst | Quantum Tranceport | Into The Fire
3D Maya Renderings
These renderings come from an online class taken
on 3D Modeling in Maya. With most of the images there were
only general directions such as to build a house or a forest
or a character, so that which was built was mostly at my discretion.
Again the process was really the most important part of this
learning experience. The greatest thing about this is after
all that time that I spent feeling uncomfortable because it
did not look like anything that I had in my head, I finally
stumbled upon something that I would be satisfied with for
the work that I put in. Also, watermarks are due to free versions
of Maya.
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OpenGL 3D Hovercraft Game
This hovercraft racer was created from scratch
without the help of a game engine or platform that we could
use other than OpenGL. This game was created as part of a
computer graphics class as an undergrad. The project allowed
the user to not only race around a terrain and collect coins
within a certain time limit, but also included a terrain editor
where players could create custom maps that they could race
around. The racer could move around the screen following rules
of physics such as gravity and friction and stopping when
it runs into something.
I was responsible for creating the terrain editor.
It used the same OpenGL graphics platform to allow users to
input different heights for various places on a map. That
map could then be imported into the game itself. Included
is an image of the terrain editor--it was not as visually
interesting as the game itself and also the instructions to
play the game.
I worked on this project with Jim Jenista and
Chris Picardo.
Instructions
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Years: Multi-Agent Simulator
This class project in Artificial Intelligence created
an environment of many agents each with individual needs and knowledge.
The agents could learn from their environment and other agents in
the system. Each agent could also carry items and exchange items.
The system would allow for the creation of a simple environment
that would recreate items in the world. Agents could interact with
these items as they needed to and pursue happiness through solving
their own needs (their own needs sometimes included the well-being
of others). Agents began their life having been birthed by other
agents and not having any knowledge except for prototypical rules
about how to make new rules. Through interacting with the environment
and other agents, these agents would learn about the environment
by making new rules in their knowledge bases. After some tweaking,
we were able to create a race of agents that would reach an equilibrium
with the environment where the agents and items would balance each
other out.
I was responsible for the creation and management of data in each
agent's individual knowledge base. This included storing rules,
learning new rules, learning different types of objects in the world,
and other agents. The rules would then be used to figure out the
best course of action for given circumstances. Pedro and I also
created the user interface for the program.
I worked on this project with Pedro Alves and Matt
Geiger.
Documentation of Agent-Based Environment
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| Student-Centered Media to Improve Informatics Undergraduate Performance
2011-Present This project was developed through support from the Curriculum Enhancement Grant obtained from the IUPUI Center for Teaching and Learning. The grant supported several external media to be develop supporting student learning in I101 Introduction to Informatics at IUPUI. The media covered topics including areas of specialization in informatics, computer architecture, networks, digital and analog technology, databases, programming, and the relation of data/information/knowledge as well as understanding HTML, CSS, Javascript, and SQL. The media developed included an interactive scenario system where students helped other "students" choose an area of specialization for them; a "dialog of parts" in a computer where various computer parts talk about their roles and interaction during computer processing; a "network nightmare" in which students fling viruses at a computer network and learn how those viruses can spread; interviews with experts in databases from several fields, in digital processing, and in tools to manage and understand network connections; mini-games to understand terminology; and code snippit tutorials that describe what parts of HTML, CSS, Javascript, and SQL code do.
The project wanted to look at how this media both reinforced concepts from class so that students who needed to review more could learn from a different vantage the same concepts and provided students a jumping off point to learn more about these concepts and technologies on their own. The project wanted to look how this media, which would be external to the course, would be used on a student-initiated basis to further their own learning to reach course learning objectives.
The media will be uploaded as it is completed. Software packages of Raptivity and Respondus were used to create some of the media.
I am working on this project with Jennifer Stewart.
Area of Specialization App | SQL Code Snippit (Example) App
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Learning-in-Use of Interactive Artifacts (Dissertation)
2009-Present
My dissertation has focused on the way that users
learn to use interactive artifacts. The dissertation focused
on the topic of learning-in-use where learning was not conceptualized
only as the accumulation of knowledge, but also as an ongoing
relationship that either develops or declines. Learning-in-use,
as I have conceptualized and supported it theoretically, emphasizes
three aspects of use describing this relationship. First,
it assumes that learning must be analyzed as it occurs over
a lifetime of use of an artifact, which highlights the needs
for longitudinal studies of use and learning. Second, it assumes
that such relationships between artifacts will be personally
meaningful for each individual. Finally, it assumes that such
relationships become meaningful in situations of use where
users must negotiate that use between what a computer can
do and can understand of a user's interactions and whatever
the user's goals are.
The significance of this work is to approach
learning in HCI and interaction design in a new way demonstrating
that there is still much to understand about how users learn
to use interactive software and media. It also demonstrates
that we cannot create something that is perfectly learnable
because so many factors are out of the designers hands, but
there are some aspects that designers do have control over
from which designers can make an effective learning experience.
Finally, it emphasizes the importance of the relationship
developed at the heart of learning-in-use for influencing
user's learning activities.
I am working on this project under the supervision of my dissertation committee members Dr. Martin Siegel, Dr. Erik
Stolterman, Dr. David Hakken, Dr. Elizabeth Boling, and Dr. Yvonne
Rogers.
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| Ecology of Artifacts
2008-Present The ecology
of artifacts project analyzes the web of technology that people
own and use to understand how that web impacts an individual's
use of a particular technology within that web. So, this project
studies how the whole perceptually affects the use of the
parts. This web, or "ecology," of artifacts is made
up of connections that can be physical (e.g., they look the
same or maybe make semiotic reference to each other), informational
(e.g., passing information), functional (e.g., they can do
similar things), and interactive (e.g., you can interact with
them in similar ways). We described these connections as a
Model of Artifact Properties. We also had a Value Centered
Ecology Model that looked at the practical (e.g., intended
purposes or expected outcomes of using the artifact), emotional
(e.g., user's attachment to artifacts), and rational (e.g.,
the effectiveness of the design) levels of particular artifacts
as they related to the ecology as a whole.
In addition to being involved in the conceptual
development, I directly contributed to the construction of
a Flash movie that could collect ecological data from participants
when distributed on the web. The metaphor was a corkboard
for posting artifacts on and using pieces of yarn to show
connections between them. It was published in CHI WIP in 2009.
Below is a movie showing how the corkboard works, a sample
corkboard where you can try out the design of the Digital Ecology Mapper (the name of the recording application I created), and a connection
to the paper posted on ACM Press.
I am working on this project with Dr. Erik Stolterman,
Dr. Martin Siegel, and Heekyoung Jung.
NordiCHI
Paper | CHI
WIP | Video
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Flash
Prototype (doesn't record data)
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Twitterspace
2008-Present
Twitterspace is a project to increase community
awareness and engagement at our school. We leveraged the social
medium of Twitter as it was just becoming popular at the time
and was a way that community members could describe what they
were currently doing. We skimmed this information (for those
who wished to participate) from Twitter. Once we gathered
this data for our community, we displayed it on 3 public displays
at three separate buildings in our school. I had worked on
the visual display for this project. We also ran quizes for
community members (both participants and non-participants)
and evaluated the device in several other ways. Below is a
sample Twitterspace display, we also have a link to the ACM
portal where a paper was presented at the PDC 2008 conference.
I am working on this project with Dr. William R. Hazlewood
and Kevin Makice.
PDC
Paper | Twitterspace
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Affective Interaction: Selecting Internet
Videos
2007
In this project, we aimed to study people's emotional response
that people felt as a result of watching a video they would
watch on something like YouTube. This project involved creating
an application that could record emotional content before
and after each user watches a video they select. The application,
which could be completed autonomously by participants online,
would take baseline emotional recordings, then play 6 movies,
followed by three tasks recording emotional information in
different ways. Finally, we'd present users with a survey
debriefing users on the experience. Dr. Bardzell provided
specifications for the application, while I designed and developed
the Flash application.
I worked on this project with Dr. Shaowen Bardzell.
Wireframe
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Meeteetse
2004-2005
This project was for the student competition at CHI
2005. The stated problem was to design an artificial companion for
senior citizens to promote their social well-being. Our group interpreted
that problem very liberally and attempted to define a community
gathering center whether it is an actual community center, place
of worship, or other organized location with a special focus on
senior citizens as the artificial companion. Included below are
the paper that was accepted at the competition, an early version
of the poster that gives an idea of the system layout, and a very
early prototype of the main display that would be placed in the
community center. Each member of the group contributed equally to
this project and most of the areas of the project were done together
as a group, including writing the paper, designing the paper, and
designing the system.
The concept was to expose the fringe of communities
to activities at a community center by sharing pictures from a repository
of photos taken by others who are more active in the community.
By seeing these pictures, it is hoped then that these fringe members
would be more enticed to stay active and get more involved in the
community. This develops around a centralized location in the center
where seniors could share the pictures they have taken with each
other and see what others in the community have been up to.
I worked on this project with Kynthia Brunette, Erik
Pukinskis, and Matthew Eisenstadt.
CHI
Paper | Poster | Power Point
Prototype
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Interact Exhibit
2005-2006
This art piece was meant to explore the boundary
between user and tool. There is a strong connection to cybernetic
organisms here, where the user must work within the constraints
provided by the digital counterpart. The artwork becomes jointly
created between both user and computer. The exhibit was shown
in the IU DART show as well as online Flash gallery 33 Collective.
Chris Matusek created much of the artwork for the piece, while
I focused on the interactivity.
I worked on this project with Chris Matusek.
Interact
Artwork
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Guardians of Kelthas Video Game
2004-2005
This was a massive project started about 3 months
before I joined—I worked on it for about 2 years. Massive is a bit
of an understatement. Though we had a core of about 15 people handling
most of the main artwork, programming and audio, the entire team
of contributors was probably closer to around 60 people, many of
whom were spread out at other universities across and outside the
country. I was in the core part of the team and handled a great
deal of the interface programming. My responsibilities included
pretty much all of the actual game interface, with the exception
of the cards and their construction. I designed and implemented
all of the GUI components that appeared in the game. I was also
responsible for some more minor details on all of the other interfaces
in the game. I also created the installer for the game using the
NSIS scripting language. This was easily the largest project I ever
worked on and working with as many different people as I have was
a valuable experience. The game is no longer active, but the game
website is posted. We were finalists in several competitions including
IDEAsfest 2005, FuturePlay 2005, and Slamdance 2006.
I worked on this project with Steven Cornette
and about 20 other contributors.
Game
Description and Images (Download does not work)
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Accessibility Training Prototype for Bloomington
Parks & Rec Dept.
2005 This was a group
project for a class. I want to use it to demonstrate both
my work on a "real world design problem," as well
as another HCI/d example of work. The problem was to iteratively
design a prototype that could help train those who manage
parks and other recreational services on issues of accessibility.
We designed a two part strategy. The first was a quiz portion
that tested the user on various regulations and standards
related to accessibility. The second portion dealt with actual
campsites. The trainee had to manage a space for themselves
using the interface provided. The space they created would
then be evaluated by one of their peers (at another computer).
They too would have an opportunity to evaluate the work of
their peer as well. Everyone on the team was involved in designing
and evaluating (through usability) the prototypes created.
While I did not implement the first part of the prototype,
I did create the second prototype.
I worked on this project with something Tony
Moore and Kristy Streefkirk.
Quiz
System | Park
Simulator
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North Catholic High School Website
2004 This was a web
application/web site I was working on for my high school.
I was privately asked to work on it by the principal. It turned
out reasonably well, but unfortunately was never used. That
same summer I worked on it, the school established the position
of president, which managed the school’s information
technology among other things. He hired someone to handle
the website shortly thereafter. At that point, I shared my
work with him but much of it he didn't use. Anyways it is
now on my website collecting digital dust. The interesting
part about the site is that everything is created dynamically
for which, if I would have been allowed to finish the project,
a page management system could easily have been added.
Website (to be posted)
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Notre Dame Bagpipe Band
2003-2004 I did the
design, layout, and most of the content for this site. I divided
the menu in two sets based on how important I thought the
content was. The left side is for main band content areas
and the top and bottom menu is for lesser important sections
of the site. The site was the product of several redesigns.
It tried to incorporate several themes of bagpiping including
the tartan, the instrument, and some of the excitement the
band was trying to exude as it grew. Subsequently, it stopped
being used, because it became too difficult for band members
to update. The site was a location to find information on
the band, events, and music played as well as how to purchase
the band shirt and give donations to the band.
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Notre Dame Student Government
2002
This is the third version of the student government
website by Dome Designs, a student-run, low-cost web technology
company for student and faculty groups on campus. I was responsible
mostly for the design, but also for the poll that they have
on the side and the site administration. The poll was done
using ASP and Microsoft Access.
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Conference on Globalization and the Media
in Asia
2001-2002
I was responsible for making the design of this site. I basically
used Photoshop and Dreamweaver to create the design and layout
of the site. It was a major conference held at Notre Dame
about Asian Media. It has now been taken down but this is
a copy I worked on.
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Ascenvia
2001-2003
This website was started on the eve of the
dot.com burst, but it was meant to provide resources and a
place for professionals to congregate and learn various techniques
online. Many tutorials on technologies such as Photoshop,
Flash, DHTML, PHP, and so forth were scattered all over the
internet. This website was meant to connect users to all of
these resources in one central location, rate the tutorials,
and share all this information with other users. I was responsible
for most of the functionality of the site except for the News
feature and the Message Board. What I did do was a template
system for easily changing the layout and still keeping that
consistency throughout the site. I also created the part of
the site called TutorialEngine.com, which was a part that
had an index of various tutorials on the web and could be searched
in various ways. I was also responsible for creating a rating
system to keep track of tutorial statistics. Finally, I created
a basic administration component. I also contributed some
of the graphical elements to the site, but that was mostly
handled by the site's owners. Note: Much of the site has been
modified since I stopped working on it 7 years ago. It has
subsequently been absorbed into http://www.mindsay.com, which
has now gone in a totally.
Looking back at the history of social networks,
this wasn't the first social network (and it was obviously
unsuccessful), but it predates many of the major social network
sites that have since taken hold including LinkedIn, Facebook,
MySpace, YouTube, and Twitter.
Deviant
Art News Posting
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