faculty engineering/arts student teams
This HAPLAB project aims to understand the relationship between the quality of breathing and exceptional performance. We will use data visualization, sonification, and/or visceralization to communicate breathing back to musical performers.
The team will explore how pervasive technologies are mediating the way people interact with their cities. The project seeks to make visible and transparent the complex yet critical issues around the use of computer vision and artificial intelligence (as in controversial programs like Detroit’s Project Greenlight and New York’s LinkNYC systems) in public and urban spaces as we build citizen-engaged, physical installations and interventions.
Collaborators and conspirators will explore the structure, philosophy and dance of multiple forms of language, to define language and its use in multiple ways, to discover how it can be activated, (de)constructed and deciphered in relationship to effort, shape, time and space.
This project will enable a team of students to learn about environmental sensors, specifically around water and watersheds, and data and create tools and technologies with that data that inform and empower community stakeholders.
Critical Improvisation Studies investigates processes related to problem solving, innovation, decision making, interaction, organization, and artistry in fields and projects such as self-driving cars, the Mars Rover, farming, machine learning, comedy, video game design, artistic installation and performance, management, design, architecture, and urban planning. This team will develop new ideas about improvisation by collaborating across these and other disciplines.
This team will receive the anatomical model, then print, patent and market a trio of 3-D polymer objects, representing the already designed Lung/Diaphragm simulator, then print a polymer tongue, and print a voice box/vocal folds simulator. Polymer objects will be reprinted affordably, made available in a "toolbox" style setting for housing the anatomically correct parts, and made available for purchase for artists, academics and physicians.
The Online Resource for Building Intercultural Teams is developing a tool for middle schoolers to team up on social justice issues, working on a book called Creative Resilience, and working with faculty in pharmacy and cardiology on an interactive dashboard to help providers better care for heart failure patients.
The goal of this project is to develop a new genre of inclusive augmented reality games and room-sized interactive systems that remove physical and social barriers to play. The project addresses the unmet need of players with different mobility abilities to play and exercise together in spaces such as school gymnasiums, community centers, and family entertainment centers.
The SparkVotes Parties project is a series of games designed to educate and energize college-age voters. Our collaborative team will be developing imaginative ways to gamify the skills and knowledge needed for campus civic participation in the 2022 election.
This team will conduct a collaborative and interdisciplinary study of shadows to expand and hybridize conceptions of shadows, from a range of fields, as a way of mining their artistic potential and imagining their use in experiential and immersive art encounters.
The project team will work collaboratively on a new multi-media artwork produced through printmaking, animation, and storytelling. The project seeks to visually stretch the boundaries of the analog and digital realms of art-making into a multi-media experience.
Following the inspiration of the meteorology community and Weather Underground that connected backyard weather stations into the global weather system, thistudent team will deploy magnetometers and other sensors everywhere to make a dense distributed array to enable new science and understanding of the Earth’s space environment.
The student team will explore current participatory design theory and practices toward ideation/ fabrication/production, and test developed pieces that will move forward our understanding and application of participatory design.
This team will enable the architecture student to translate and test spatial ideas in the design process through immersive technologies using point clouds generated from photogrammetry and LiDAR. In addition to scanning and photogrammetry, this team will test design methodologies (experimenting with VFX and VR), create templates for workflow documentation, and establish a database for site scans and student projects.
The project is called LuCelegans (Luce: light in latin; Light-up C. elegans), or the Interactive Worm Project. It is about building the first interactive, physical, 3-dimensional prototype of C. elegans nervous system through the efforts of a student research team.
This student team will work on a new edition of Telemann’s chorale book of his 430 chorales. This will involve developing score recognition technologies to automatically transcribe the 1730 edition into machine code, and a computational model that can generate the four parts of these chorales from that code.
The research project team will create physically and socially intelligent structures that facilitate cooperation and emotional release, while transcending the fixed expectations of architecture and infrastructure, thereby emboldening viewers to become participants.
The goal of this project is to explore methods of incorporating visual communication of effort, gesture, and movement into telematic performance without video transmission. Practical experiments with different sensing techniques, including infrared motion capture, inertial measurement, electromyography, and force sensing will be coupled with novel digitally fabricated mechatronic displays.
This team will make Korean Art Song (Gagok) more accessible to English speaking students by finding Korean composed song scores, creating English translations, phoneticizations and spoken recordings of song texts, and organizing these materials into an accessible database.
The student team will be tasked with developing and evaluating task-specific programming language prototypes for use in integrating computing into high school and undergraduate classes.
Working with doctors at the Mayo Clinic Center for Sleep Medicine, the student team will explore the possibilities of creating techno tracks from up to, at least, four data points from raw polysomnogram data (EEG/Pulse/Oxygenation). The goal is to convert sleep data into interesting music to enable sleep diagnostics that would be accurate and fun–for the world.