I create and study interactive media systems for enhancing reflection, learning and communication. Grounded within the fields of human-computer-interaction, multimedia, and interaction design, my work is motivated by a desire to carefully integrate computational processes into our everyday mediated experiences. By positing the computer as an active, creative partner enmeshed in our world, our daily computational interactions move beyond the confines of the screen and keyboard into an embedded dynamic environment of networked objects and smart spaces.
Home Based Interactive Neurorehabilitation
Aisling currently leads the Interactive Neurorehabilitation Lab at Virginia Tech. Here, she works
with a fantastic team of designers, physiotherapists, computer scientists and engineers on developing light-weight, cost-effective systems for conducting stroke rehabilitation in the home.
Stroke is the leading cause of disability in the United States, and the most common
neurological disorder worldwide. While recovery can be significantly assisted by long-term therapy, the cost of therapy, availability of facilities and experts, as well as
transportation to clinical facilities can limit the amount of supervised therapy that stroke survivors receive. Home based therapy has emerged as a potential viable alternative that can be effective in conjunction with therapy in the clinic or even as the primary mode of therapy.
Building on over 10 years of research conducted across multiple institutions, the INR team is working towards creating automated systems for unsupervised rehabilitation in the home.
This research is part of an ongoing collaboration with colleagues at Carnegie Mellon University and Emory University.
1. XSEAD: an online platform supporting networks of creativity and innovation across science, engineering, art, and design. The platform combines key characteristics of social media networking applications to help incentivize participation, strengthen engagement and support dynamic community organization. XSEAD is supported by the National Science Foundation under grant 1141631.
D. Byrne, A. Kelliher, T. Rikakis, D. Cox. (2013). XSEAD: A Community Platform For Art-Science Integration, IEEE Multimedia, Oct. 2013 (Vol 20, no. 4)
2. Tengu: mining Twitter to find excellent art/science resources for educators, artists, practitioners, makers and more. Combining crowdsourcing, machine learning and retrieval techniques, Tengu engages communities in selecting, rating and sharing relevant content.
D. Byrne and A. Kelliher. (2015). Identifying community resources using data mining, crowdsourcing, and networked co-curation, ISEA 2015, Aug 14 – 18, Vancouver, Canada
3. Curatorial Agents: Exploring how systems impact and shape our digital legacy. This is an ongoing collaboration with colleagues at Carnegie Mellon University.
Relevant Publication: R. Gulotta, A. Sciuto, A. Kelliher, J. Forlizzi (2015). Curatorial Agents: How Systems Shape Our Understanding of Personal and Familial Digital Information, Proc. of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15), pp 3453-3462 Seoul, Korea, April 18 – 23, 2015.
1. Future stories: This research explores how design fiction can be used as both a reflective and creative tool to engage people in confronting, articulating, and embodying their attitudes and aspirations for possible, probable, or indeed, uncertain futures.
J. Vervoort, R. Bendor, A. Kelliher, O. Strike, A. Helfotta. (2015). Scenarios and the art of worldmaking, Futures 2015, http://dx.doi.org/10.1016/j.futures.2015.08.009
A. Kelliher (2014). Critically Aware Multimedia, in Proceedings of the International Workshop on Socially Aware Multimedia, in conjunction with ACM MM 2014, Orlando, FL, November 7, 2014.
2. Foresight in Action: documenting futures oriented practice as mediated discourse. In this project, we developed a mixed-media documentation framework for recording, analyzing, and representing emergent futures studies practice. This research culminated in a 3 month exhibit at the Arizona State University museum.
A. Kelliher and D. Byrne. (2015). Research through Design, Documentation, Annotation, and Curation, ISEA 2015, Aug 14 – 18, Vancouver, Canada
A. Kelliher and D. Byrne. (2014). Design futures in action: documenting experiential futures for participatory audiences, Futures 2014, doi:10.1016/j.futures.2014.12.004
Life-editing: telling stories with lifelog datasets. This project uses a a custom-designed storytelling application to construct meaningful lifelog summaries from third-party perspectives.
A. Kelliher and M. Slaney. (2012). Tell me a story, IEEE MultiMedia 19, 1 (January 2012).
D. Byrne, A. Kelliher, G. Jones (2011). Life Editing: Third-Party Perspectives on Lifelog Content, in Proceedings of the 2011 annual conference on Human factors in computing systems (CHI '11), Vancouver, BC, 1501-1510.