2024-2025 IPaT/GTRI Seed Grants

Advisor(s)
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Associated Organization(s)
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Organizational Unit
Organizational Unit
School of Interactive Computing
School established in 2007
Series
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Supplementary to:
Abstract
Loukissas Team: Our research idea is to study the social effects of fostering creative, public experiences with real-time, sustainability-related data on campus with the long-term goal of learning what a resource-conscious campus community might look like. Our approach will be to develop an interactive data visualization prototype for the Georgia Tech Library Media Bridge that will visualize real-time water use data in 47 student housing buildings. This visualization will serve as an adaptable research instrument through which to explore the potential for public experiences with data. It will challenge student residents to reflect on and take practical steps to change the environmental footprint of the places where they live. This research project is co-funded with Georgia Tech's Brook Byers Institute for Sustainable Systems.
Oh Team: The rise of design and fabrication tools like 3D printers and microcontrollers has expanded maker education from K-12 to higher education. However, access remains a challenge, especially for underprivileged youth. Teachers often struggle to lead maker-centered activities due to a lack of design and engineering expertise, which particularly affects students in low-resource districts where school activities may be their only exposure to creative learning. To address this, we propose developing a web-based AI system that empowers teachers to lead kinetic design and engineering projects. Through participatory design with experienced teachers, the system will assist with project design and offer customized instructional guidance by identifying challenging steps and potential recovery solutions and adapting content to meet teachers’ needs.
Reilly Team: Artistic computing learning environments play a crucial role in promoting equity and inclusion in computing by offering diverse opportunities to learn computational thinking through culturally relevant programming. Despite advances in science, technology, engineering, art, and mathematics (STEAM) education, there remains a significant gap in understanding how learners interact with and design creatively in these constructionist settings, as well as how the materiality of computational artifacts influences learning processes, meaning-making, and creative agency. This research seeks to build a framework for centering social and cultural dimensions of artistic learning within computational environments augmented by low-cost, technology-enhanced music education.
Wong Team: Critical computing interrogates the social values, normative orientations, and unintended consequences of computing applications, and it is quickly coming to occupy a central place in research and practice among Georgia Tech researchers and their larger research communities. We seek to build a transdisciplinary critical computing research community at Georgia Tech spanning computing, the social sciences, humanities, and related disciplines. Through a working group and symposium series, we will explore the methods, concepts, theories, history, funding, and evaluation of critical computing research. We will investigate approaches to critical computing research that foreground issues of social values and ethics, engage in just and equitable research approaches, explore new forms of communication and expression, and seek to pursue meaningful alternatives to the status quo.
Sponsor
Date
2025-04-03
Extent
57:16 minutes
Resource Type
Moving Image
Resource Subtype
Lecture
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