Cue - Connecting U Everyday

We all experience forgetfulness, but as we age, forgetfulness can become more common and result in events that damage person, property, or one's sense of independence. Cue is a project exploring visual, audible, and wearable cues to empower home residents to be more aware of and act on potential hazards (stove on), remember health tasks (meds), or similar everyday needs before family members are informed.

Easy as Pi Youth Code

Georgia Tech’s Center for Advanced Communications Policy (CACP), in collaboration with BCS -The Chartered Institute for IT, Southeast Regional Group (SERG) received special project funding from BCS headquarters in London, UK. The money enabled the launch of the Easy as Pi Youth Code (Youth Code) pilot project. Youth Code is an education and outreach activity designed to engage local K-12 students in computer programming and stimulate an interest in pursuing computer science degrees and eventual careers.

eCoach: Avatar-Guided Decision Aid for Prostate Cancer

This study employs gaming technologies and techniques to create an intelligent encapsulated conversational agent (ECA) to act as a virtual coach who will lower the cognitive effort required by prostate cancer patients to understand key aspects of decision-making, provide more appropriate reference points from which patients more accurately interpret personal risk, and frame information to optimize the patient’s chances of applying his own preferences and values to the decision at hand.

FEMA Integrated Public Alert and Warning System

Early Bird is a mobile application that displays a unique hashtag (#) to provide additional information to users during times of emergency.  It is a proof-of-concept idea that shows how a unique hashtag identifier, created at the time of message dissemination by an alert authority, can be linked to a variety of social media sources to provide important lifesaving information in greater detail than is possible with the 90 character limitation of WEA.

Food For Thought: Developing a Cognitive Training Game for Older Adults

Over the past 2 years, we have performed experiments to understand what activities within a video game context result in cognitive gains (and which do not).

HealthSmart: A Mobile Personal Health Record for Behavioral Health Homes

Poor quality of medical care is a major contributor to excess medical morbidity and premature mortality in persons with serious mental illnesses (SMI). To address this problem, community mental health providers are increasingly partnering with safety net medical providers to develop behavioral health homes, integrated clinics in which persons with SMI receive coordinated medical and mental health care. However, behavioral health homes have faced logistical and privacy challenges in integrating electronic medical records across organizations.

ID 4012 Red Line Projects

This semester, one of the three projects students completed in the ID 4012 - Graduate Preparatory Industrial Design Studio was the Red Line Project: a 12-week project in which students apply Human Centered Design Research methods to design product systems that aid older adults. Students conducted primary research with older adults from a local retirement community in order to understand first-hand problem areas, generate and evaluate concept designs.

multimodal Tongue Drive System

The Tongue Drive System (TDS), developed at the GT-Bionics lab, has been shown to be a promising AT device that enables people with quadriplegia to use their tongue as the input method to control their environment. We are in the process of developing a system called multimodal Tongue Drive System (mTDS) which uses 3 modalities to traditional TDS. The mTDS will have the ability to assign discrete tongue commands, proportional movements to control mouse pointer, as well as the speech recognition for typing.


The mission of the Rehabilitation Engineering Research Center on Technologies to Support Successful Aging with Disability (RERC TechSAge) is to conduct programs of advanced rehabilitation engineering (RE) and technical R&D to increase knowledge about, availability of, and access to effective, universally-designed technologies that enable people to sustain independence, maintain health, safely engage in basic activities of daily living at home and community, and participate in society as they age with disability.