Media, Interface, and Network Design Labs

Contact | FAQs | Jobs Search:


M.I.N.D. Logo

Thumbnail Graphic Deception Detection

The M.I.N.D. Lab is part of a large multi-institution team working to gain a comprehensive, theoretically motivated understanding of deception. An overarching model of deception such as the one envisioned by the research team has the potential to revolutionize technological approaches to detecting deception in real time. Clearly, improvements in this area would be of immediate benefit to national security officials (e.g., airport security), the business community (e.g., job applicant deception), and personal relationships (e.g., spousal infidelity).

Thumbnail Graphic Small Talk

SmallTalk is a visual editor for dialog in computer games. With SmallTalk, script writers and non-programmers can easily create dialog for video games with complex branching structures and dynamic response characteristics.

Thumbnail Graphic Form Factor and Game Violence

This project examines how different features of computer games affect user’s psychological responses to violence.

Thumbnail Graphic Creative Media as Treatment

This pro-bono project is a collaboration between MSU faculty members and Rwandan mental health professionals; a US-based NGO, Linking Schools; the Kigali Genocide Museum; and Association Mwana Ukundwa (AMU), a Rwandan organization that works with children orphaned by genocide and the resulting HIV-AIDS. Based on a writing workshop model, the project uses narrative writing and visual media for healing among high-school-aged orphan survivors of the 1994 Rwandan genocide.

Thumbnail Graphic Mobile Face-to-Face Videoconference System

The Mobile Face-to-face augmented reality system allows video of a user’s face to be captured without any intrusive cameras located in front of the face.

MINDLab Technical Papers

Repository for early paper drafts and other short reports

Thumbnail Graphic Omnidirectional Attention Funnel

The Omnidirectional Attention Funnel is a general purpose augmented reality (AR) interface technique that rapidly guides attention to any object, person, or place in the space.

Thumbnail Graphic Digital Tattoo

The digital tattoo is a general purpose interaction method that allows mobile augmented reality users to see menus displayed on their hands or body.

Thumbnail Graphic Interaction and presence in urban areas

The project studies interaction and presence in urban environments with an emphasis on social construction of presence. Portable environments and interfaces for mixed reality technology are developed based on the research results in various application areas, such as urban design.

Thumbnail Graphic Health and Communication Simulation Games

The M.I.N.D. Lab is creating a video game to teach inner-city youth about healthy behavior during social and sexual interactions. This group is difficult to reach using traditional modes of communication, so informing them about healthy behaviors like birth control and sexually transmitted disease is a challenge.

Thumbnail Graphic FUGA: Measuring gaming enjoyment

FUGA- Fun and Games - focuses on measuring the experience of media enjoyment from computer games and developing emotionally adaptive gaming prototypes. Mobile psychophysiology and fMRI methods are used in the project.

Thumbnail Graphic PASION - technology for social presence

PASION project studies the influence of social awareness technologies on knowledge work performance and multiplayer games in mobile use contexts.

Media Diary and Displacement

The M.I.N.D. Lab researchers have been developing and testing a variety of diary interfaces to more accurately assess both media use and physical activity. Most recently, we have combined our web-based media and physical activity diaries with the hope of learning the relationship between the two.

Tailored communication during chemo

In this project, patients undergoing chemotherapy for breast cancer are encouraged to keep a side effects diary on a PDA. An application developed by the M.I.N.D. Lab design team tracks reports of side effects and triggers appropriate intervention video clips that provide patients with tips on how to explain the side effects to the physician. A printed report of the side effect profile is presented to the physician during the patient’s clinic visits.

Mood and Technology

Currently, we are investigating how mood influences responses in the overall entertainment experience. We are specifically investigating the contribution of mood to entertainment while watching TV. The particular emphasis of our project is to assess mood fluctuates within episodic television viewing in natural environments, such as the home or theatre. To capture mood fluctuation, we give participants PDA’s to take home. Using EMA (Ecological Momentary Assessments), we are able to enhance some traditional ecological validity concerns of measuring mood and other entertainment-related constructs and obtaining more valid assessments in situ.

Emergency Risk Communication

we are examining how interactive polling technology can be used to improve the quality of training exercises that focus on public health preparedness.

Thumbnail Graphic IVR-Based Physical Activity Intervention

The M.I.N.D. lab team is designing a physical activity intervention to be administered via an Interactive Voice Response (IVR) system and cell phones. The intervention encourages post-menopausal women to increase number of steps per day. Besides increased physical activity, endpoints include increased consumption of fruits and vegetables, and the changes in cancer-related biomarkers. This project is funded by the Breast Cancer Research Foundation (BCRF).

Augmented reality interfaces for surgery

A variety of imaging techniques currently assists neurosurgeons during procedures in the localization and treatment of a given pathology. Thanks to the use of non-invasive sensors like Magnetic Resonance Imaging(MRI), Computed Tomography scans(CT), Angiography or ultrasound imaging, it is possible to collect 3-D datasets that can be rendered and mixed with the view of the real patient. An Augmented Reality(AR) system, also known as Mixed Reality System, gives access to real and virtual data at the same time.

Telepresence in Popular Culture

An analysis of portrayals of presence experiences in popular fiction to reveal hopes and fears for future technologies.

Temple Presence Inventory

The development and testing, refinement, and extension across media forms and contents of a questionnaire instrument to measure multiple dimensions of presence. The initial instrument has already been developed and validated.

Presence and Parasocial Sexual Arousal

A study to explore the dynamics of the mediated erotic interpersonal encounter.


An interactive performance system for performers with disabilities.

Thumbnail Graphic Emotion Technology for Brand Advertising

This pilot project studies the influence of emotions on the impact of brand advertising using psychophysiological methods. The aim is to extend the results towards interactive advertising systems.

Thumbnail Graphic Mobile Infospaces

By leveraging human spatial cognition, mobile individuals may be able to collaborate and process large amounts of information.

Thumbnail Graphic Culture, Media, Mind

M.I.N.D. Labs are working to find ways to better adapt interfaces to individual cognitive styles and cultural differences.

Thumbnail Graphic Media, Mind, and Brain

This project explores the theoretical problems of multimodal computing and the interaction of humans and sensorimotor interfaces.

Thumbnail Graphic Use of virtual agents for V. therapy

New research line: Development and testing of the use of virtual agents to increase wellbeing in different populations: Elderly people, Oncological patients; Brain injury patients.

Thumbnail Graphic Presence

Explores technological causes, psychological correlates, and measurement of the sensation of presence and social presence.

Thumbnail Graphic Wireless Festival

Wireless Festival is a project focusing on how the mobile content creation of ad-hoc user groups can be supported in massive public events, such as rock concerts or sports events. Mobile content creation tools are developed and given to real users in real environments. Produced mobile blogs, use and social interaction of users are observed.

Thumbnail Graphic HyperFit: personalized health management

HyperFit is a project aiming at building a mobile service for personalized health, diet and fitness information to help people self-manage their health. Target users are Diabetes 2 patients, heart disease patients and overweight young male adults.

Thumbnail Graphic Mandible tissues segmentation using Active Appearance Models

This project introduce the use of statistical methods, like Active Appearance Models (AAM), to locate sensitive oral anatomy such as the mandible nerve. It also determine different tissues of the mandible, to help in the preoperative planning stage in oral implant surgery.

Thumbnail Graphic Virtual Reality for the design and evaluation of footwear

The main goal of this project is to develop a new system to generate functional virtual prototypes of footwear, which will reduce the time and money required to launch new products into the market.

Thumbnail Graphic High Performance Simulators

At MedICLab-Spain we are developing a serie of simulators for training industrial procedures. The first developed prototype is a mobile crane simulator that is being used by several spanish companies. Our reserach interest in this project is the development of innovative VR interfaces and validation procedures using presence theories.

Cybercrime & Cyberethics: Developmental Psychology Issues

New aspects of cyberethics are proposed, which are close to psychological theories of moral development, stemming from the fact that adolescents, and many adults as well, fail to transfer moral norms to new environments (a widely discussed aspect is web plagiarism). The cyberspace is a new environment, in which people and objects might be usually qualified as remote ones, i.e. unseen, untouched, and unknown. Internet users often believe they are or might be anonymous; this anonymity is only illusory: security officers take advantage of this illusory anonymity. It is proposed that the category of distance might be no less advantageous, in case advanced educational programs in cyberethics are worked out and taught to every school-age student. These programs should teach new generations to be able to transfer moral norms and standards into distant, or virtual environments, including the cyberspace. The expected result might be the decrease of newcomers to underground groups of computer criminals. Education in the field of advanced education should be organized throughout the whole globe, since neither cybercrime, nor cyberethics have borders.

Thumbnail Graphic Collaborative Environments for the design and manufacture of surgical implants.

This project is centered in the development of collaborative environments to allow surgeons and implants manufaturers the design of non-standard implants.

Psychology of Online Gaming

Players’ demographic characteristics, likeability of success and behavior patterns (interactive, motivational, addictive, etc.) are investigated within online gaming environments. Cross-cultural data are collected, including comparable results pertaining to the Russian, French, and Chinese communities of online gamers. Patterns of players’ choice of particular games are being investigated.

Theories of Presence

Views on Presence and diverse concepts of presence (presence as transportation, social presence, presence as non-mediated environment, presence as augmented reality environment, social actor within medium, etc.) have been investigated in order to make this concept familiar to Russian researchers. Several papers overviewing and analyzing the concept have been published in Russia during 2004 and 2005.

Thumbnail Graphic Automatic Cephalometric Landmark Detect.

Cephalometric analyses of lateral x-rays of the skull are an important diagnosis tool in orthodontics. It is based on manually locating specific landmarks. This is a tedious, time-consuming and error prone task. We propose an automated system based on the use of Active Appearance Models (AAMs) and suitable for real applications.

Thumbnail Graphic Augmented reality for virtual therapy

The use of augmented reality to improve the efficacy of exposure in spider and cockroach phobia and acrophobia.

Thumbnail Graphic Discerning Intent from Behavior

Nonverbal behaviors can foster mutuality and presence or can signal hostility and power plays. We are testing software with AutoID to identify these behavior patterns from video.

Thumbnail Graphic surgery simulation

Traditionally, the surgeons’ training is done either through seminars using live animals or through real surgical intervention under expert supervision. All of these methods have a high economical cost and, moreover, they have limitations with respect to the techniques on which the surgeons can do their training and with respect to the repeatability of the same technique until its correct learning. The Virtual Reality Environment for Surgery Simulation permits surgeons to do the training of the different surgical techniques and to repeat one technique as many times as needed until its correct learning. As a consequence, they can improve the quality of their interventions and the result will benefit both the patient and, economically, the hospital. Method and Tools: In our research group we are developing a generic surgery simulator for the training of surgeons in minimally invasive techniques. This generality is obtained by dividing the simulator into two modules: • the Scene Generator, and • the Surgery Simulator.

Thumbnail Graphic Innovative augmented reality interfaces

Different innovative augmented reality (AR) interfaces have been developed to the treatment of different psychological disorders.

Thumbnail Graphic Mobile Content Communities for Gaming

The MC2 project studies the social meaning and impact of new communication technology for communities that are interested in mobile gaming. The expected results of the MC2 project include evaluated and tested scenarios of mobile community gaming, template-based design tools that allow people to create their own games and game-related content, new open source tools to empower the community activity, and company-specific case studies to help the industry partners to benefit from community-created content.

Thumbnail Graphic Deformable anatomical models

In order to obtain different deformable models that we can use and compare, we have implemented seven Radial Basis Functions. These functions are: Thin Plate Spline, three Wu functions and three Wendland functions. The Wu and Wendland functions have compact support. The compact support functions perform deformations in real time, moreover these deformations are local. We are using these Radial Basis Functions for several purposes, for example for the adjustment of brain atlases over images of patients. Other possible applications are: plastic or maxillofacial surgery.

Gender Studies on the Net

Gender stereotypes of Russians toward the Internet have been investigated, using multiple identification methodology, a catalogue of various types of Internet-related behaviors, and the following characters to be evaluated: a Typical Russian, an Ideal Person, an Internet User (all – female and male), and Myself. Respondents have to indicate the degree of likelihood that the enumerated characters conduct behavior of each type. Eight scales of the Internet use have been selected: (1) profession and business, (2) education of children, (3) entertainment, (4) realization of personal goals, (5) compensatory, (6) cognition, (7) advanced work, (8) communication. Confirmatory factor analysis and nonlinear multiple regression have beene used to handle data. Results show that men’s and women’s self-stereotypes and gender stereotypes are close, especially on the self-reported upper levels of competence in the Internet use.

Psycholinguistics of the Internet-Mediated Communication

WWW and the Internet stimulated the rise and accelerated development of both the universal network culture, and the local (e.g., ethnic) subcultures. Specifics of the Russian IT related subculture includes the usage of two alphabets, borrowings of terminology, abbreviations, and smileys, usage of slang and profane vocabulary units. Construction of the social language of IT use is parallel to the construction of several other social languages in Russia and is a part of a modern youth culture. Issues pertaining to the language use are being investigated as a source of interactive patterns characteristic for online communications.

Thumbnail Graphic Proactive Information Retrieval

Proactive information retrieval by adaptive models of user´s´attention and interest. The goal of PRIMA project is to build statistical machine learning models that learn from the actions of people to model their intentions and actions. The models will be implemented and incorporated into a software tool offering a platform for applications in a prototype area, proactive information retrieval.

Thumbnail Graphic Presence Measurement Effects Conditions

"Presence: Measurement, Effects, Conditions" (MEC) is a large project that seeks to improve the measurement of spatial presence, the feeling of "being there" in virtual environemnts.

Thumbnail Graphic I-Learning: immersion/imagery enhanced learning

The acquisition of sophisticated motor behaviours requires long training under professional guidance. The I-Learning project aims to develop and test a new, cost-effective approach to this problem, based on the hypothesis that VE´s created with VR technology, can induce a compelling sense of presence which helps learners to generate an ´internal model´ of desirable motor behaviour, and thus to create new motor schema or, if necessary, to activate and modify pre-existing ones. This we call I-learning. A VR-induced sense of presence can facilitate acquisition of motor skills, and I-LEARNING will use the results to design and implement cost- effective tools and methodologies. These will be subjected to rigorous laboratory evaluation in both a clinical setting (rehabilitation of neurological patients) and with healthy learners (drivers wishing to acquire advanced driving skills).

Flow Motivation in the ICT Environments

Flow experience (introduced by M. Csikszentmihalyi, 1975) is taken as a theory of intrinsic motivation, and is being investigated within diverse samples of the ICT users, including users of new/updated software products, computer gamers, and hackers. A model of development of flow motivation has been worked out and tested within diverse populations of the ICT users.

Thumbnail Graphic Clinical use of VR mood devices

We have developed and tested the efficacy of VR mood devices for the induction of different emotions: relaxation, sadness, elation, and anxiety and we plan to give a clinical use to these devices (relaxation, treatment of pain).

Thumbnail Graphic MEC - measuring presence

MEC: Measurement, Effects, Conditions is a project aimed at using multimethod approaches to measuring presence. Questionnaires, distraction-paradigm, fMRI analysis, eye-tracking and psychophysiology are used in the project. Based on the data the project builds a model of spatial presence and its determinants.

Thumbnail Graphic Experiential e-Commerce

In this project we are studying the effects of simulated shopping and consumption experiences on consumer behavior.

Thumbnail Graphic Automating Deception Detection

The Agent99 Suite of software tools was developed to provide computer-assisted deception detection and training. The Agent99 Analyzer, Parser and Client together enable automated processing of text-based communication. The Agent99 Trainer provides Web-based or CD-ROM multimodal training.

Thumbnail Graphic Behavioral Observation/Annotation

With the help of C-BAS, a software event-recording tool, human coders can rate or record observed nonverbal and verbal behaviors while watching or listening to recorded interactions. This tool has been used to validate deceptive and nondeceptive communication practices and can provide behavioral indicators of presence.

Thumbnail Graphic Presence

Study of Presence and Reality Judgment.: Presence and emotions; Evaluation of the sense of presence.

Thumbnail Graphic Virtual Therapy

We have developed and tested several immersive VR programs for the treatment of anxiety disorders and eating disorders: Panic disorder and agoraphobia (PDA); Fear of flying; Claustrophobia; Acrophobia; Post-traumatic stress disorder; Body Image in Eating Disorders.

Thumbnail Graphic Telepsychology systems.

Development and testing of an Internet-based Telepsychology system using virtual reality for the treatment of phobia to little animals (cockroaches, spiders and mice) and to fear of public speaking.

Thumbnail Graphic HomeNetToo

HomeNetToo is an NSF-funded research project that examines Internet use in the homes of low-income families. Participants in the HomeNetToo project were parents and children recruited from a low-income community in Lansing, Michigan.


Home | Labs | Projects | People | Publications | News | Login
MIND Labs ©2005-2008