Jennifer King Chen

dblp:01/10636 · DBLP profile ↗
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4ranked-venue papers
0as first author
4since 2021 · last 2025
0000-0002-7710-8023ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2025 eaSEL: Promoting Social-Emotional Learning and Parent-Child Interaction through AI-Mediated Content Consumption
abstract
As children increasingly consume media on devices, parents look for ways this usage can support learning and growth, especially in domains like social-emotional learning. We introduce eaSEL, a system that (a) integrates social-emotional learning (SEL) curricula into children's video consumption by generating reflection activities and (b) facilitates parent-child discussions around digital media without requiring co-consumption of videos. We present a technical evaluation of our system's ability to detect social-emotional moments within a transcript and to generate high-quality SEL-based activities for both children and parents. Through a user study with N=20 parent-child dyads, we find that after completing an eaSEL activity, children reflect more on the emotional content of videos. Furthermore, parents find that the tool promotes meaningful active engagement and could scaffold deeper conversations around content. Our work paves directions in how AI can support children's social-emotional reflection of media and family connections in the digital age.
Jocelyn Shen, Jennifer King Chen, Leah Findlater, Griffin Dietz
CHI2
2025 Prompting Whisper for Improved Verbatim Transcription and End-to-end Miscue Detection
Griffin Dietz, Dianna Yee, Jennifer King Chen, Leah Findlater
INTERSPEECH3
2023 Collaborative Machine Learning Model Building with Families Using Co-ML
abstract
Existing novice-friendly machine learning (ML) modeling tools center around a solo user experience, where a single user collects only their own data to build a model. However, solo modeling experiences limit valuable opportunities for encountering alternative ideas and approaches that can arise when learners work together; consequently, it often precludes encountering critical issues in ML around data representation and diversity that can surface when different perspectives are manifested in a group-constructed data set. To address this issue, we created Co-ML – a tablet-based app for learners to collaboratively build ML image classifiers through an end-to-end, iterative model-building process. In this paper, we illustrate the feasibility and potential richness of collaborative modeling by presenting an in-depth case study of a family (two children 11 and 14-years-old working with their parents) using Co-ML in a facilitated introductory ML activity at home. We share the Co-ML system design and contribute a discussion of how using Co-ML in a collaborative activity enabled beginners to collectively engage with dataset design considerations underrepresented in prior work such as data diversity, class imbalance, and data quality. We discuss how a distributed collaborative process, in which individuals can take on different model-building responsibilities, provides a rich context for children and adults to learn ML dataset design.
Tiffany Tseng, Jennifer King Chen, Mona Abdelrahman, Mary Beth Kery, Fred Hohman, Adriana Hilliard, R. Benjamin Shapiro
IDC2
2022 ARtonomous: Introducing Middle School Students to Reinforcement Learning Through Virtual Robotics
abstract
Typical educational robotics approaches rely on imperative programming for robot navigation. However, with the increasing presence of AI in everyday life, these approaches miss an opportunity to introduce machine learning (ML) techniques grounded in an authentic and engaging learning context. Furthermore, the needs for costly specialized equipment and ample physical space are barriers that limit access to robotics experiences for all learners. We propose ARtonomous, a relatively low-cost, virtual alternative to physical, programming-only robotics kits. With ARtonomous, students employ reinforcement learning (RL) alongside code to train and customize virtual autonomous robotic vehicles. Through a study evaluating ARtonomous, we found that middle-school students developed an understanding of RL, reported high levels of engagement, and demonstrated curiosity for learning more about ML. This research demonstrates the feasibility of an approach like ARtonomous for 1) eliminating barriers to robotics education and 2) promoting student learning and interest in RL and ML.
Griffin Dietz, Jennifer King Chen, Jazbo Beason, Matthew Tarrow, Adriana Hilliard, R. Benjamin Shapiro
IDC2