Brian Broll

dblp:151/0078 · DBLP profile ↗
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16ranked-venue papers
8as first author
9since 2021 · last 2023
0000-0003-4549-0333ORCID · verified

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

Human-computer interaction and ubiquitous computing · 12 · 5 first-author · 7 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Systems, architecture and hardware · 1 · 1 first-authorSoftware engineering, systems software and programming languages · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2023 Beyond Black-Boxes: Teaching Complex Machine Learning Ideas through Scaffolded Interactive Activities
abstract
Existing approaches to teaching artificial intelligence and machine learning (ML) often focus on the use of pre-trained models or fine-tuning an existing black-box architecture. We believe ML techniques and core ML topics, such as optimization and adversarial examples, can be designed for high school age students given appropriate support. Our curricular approach focuses on teaching ML ideas by enabling students to develop deep intuition about these complex concepts by first making them accessible to novices through interactive tools, pre-programmed games, and carefully designed programming activities. Then, students are able to engage with the concepts via meaningful, hands-on experiences that span the entire ML process from data collection to model optimization and inspection. This paper describes our 'AI & Cybersecurity for Teens' suite of curricular activities aimed at high school students and teachers.
Brian Broll, Shuchi Grover
AAAI1
2023 Cybersecurity Education in the Age of AI: Integrating AI Learning into Cybersecurity High School Curricula
abstract
Artificial Intelligence (AI) and cybersecurity are becoming increasingly intertwined, with AI and Machine Learning (AI/ML) being leveraged for cybersecurity, and cybersecurity helping address issues caused by AI. The goal in our exploratory curricular initiative is to dovetail the need to teach these two critical, emerging topics in highschool, and create a suite of novel activities, 'AI & Cybersecurity for Teens' (ACT) that introduces AI/ML in the context of cybersecurity and prepares high school teachers to integrate them in their cybersecurity curricula. Additionally, ACT activities are designed such that teachers (and students) build a deeper understanding of how ML works and how the machine actually "learns". Such understanding will aid more meaningful interrogation of critical issues such as AI ethics and bias. ACT introduces core ML topics contextualized in cybersecurity topics through a range of programming activities and pre-programmed games in NetsBlox, an easy-to-use block-based programming environment. We conducted 2 pilot workshops with 12 high school cybersecurity teachers focused on ACT activities. Teachers' feedback was positive and encouraging but also highlighted potential challenges in implementing ACT in the classroom. This paper reports on our approach and activities design, and teachers' experiences and feedback on integrating AI into high school cybersecurity curricula.
Shuchi Grover, Brian Broll, Derek Babb
SIGCSE (1)2
2023 Circuit design completion using graph neural networks
Anwar Said, Mudassir Shabbir, Brian Broll, Waseem Abbas 0003, Péter Völgyesi, Xenofon Koutsoukos
Neural Comput. Appl.3
2022 Beyond Black-Boxing: Building Intuitions of Complex Machine Learning Ideas Through Interactives and Levels of Abstraction
abstract
Existing approaches to teaching artificial intelligence and machine learning often focus on the use of pre-trained models or fine-tuning an existing black-box architecture. We believe advanced ML topics, such as optimization and adversarial examples, can be learned by early high school age students given appropriate support. Our approach focuses on enabling students to develop deep intuition about these complex concepts by first making them accessible to novices through interactive tools, pre-programmed games, and carefully designed programming activities. Then, students are able to engage with the concepts via meaningful, hands-on experiences that span the entire ML process from data collection to model optimization and inspection.
Brian Broll, Shuchi Grover, Derek Babb
ICER (2)1
2022 Computer Science Frontiers: New Curricula to Advance Female Interest in Computing
abstract
The Computer Science Frontiers (CSF) project introduces teachers to the topics of artificial intelligence and distributed computing to engage their female students in computing by connecting lessons to relevant cutting edge technologies. Application topics include social media and news articles, as well as climate change, the arts (movies, music, and museum collections), and public health/medicine. CSF educators are prepared in a pedagogy and peer-teaching centered professional development program where they simultaneously learn and teach distributed computing, artificial intelligence, and internet of things lessons to each other. These professional developments allow educators to hone in on their teaching skills of these new topics and gain confidence in their ability to teach new computer science materials before running several activities with their students in the academic year classroom. In this workshop, teachers participating in the CS Frontiers professional development will give testimonials discussing their experiences teaching these topics in a two week summer camp. Attendees will then try out three computing activities, one from each Computer Science Frontiers module. Finally, there will be a question and answer session.
Veronica Cateté, Lauren Alvarez, Shuchi Grover, Isabella Gransbury, Brian Broll, Madeline Drayton, Audrey Coats, April Collins, Ákos Lédeczi, Tiffany Barnes
SIGCSE (2)5
2022 Climate Science, Data Science and Distributed Computing to Build Teen Students' Positive Perceptions of CS
abstract
Providing learners with authentic interdisciplinary experiences is one strategy to foster positive perceptions of CS as a discipline that supports a breadth of applications. We designed a high school mini course using climate science as an interdisciplinary context, since it is of interest to today's youth and provides opportunities to engage with authentic applications of computing that leverage real data to examine issues. The course was designed to engage students in climate change, data visualization, distributed computing, and motivate the use of advanced data abstractions and practices. We used NetsBlox, an extension of Snap! that makes real datasets & Web services accessible through easy-to-use blocks. A paleoclimatologist led climate science discussions and research questions with students. Post-survey responses to questions probing insights students gained shed light on the positive impact on students' perceptions of CS through this interdisciplinary experience, and how it expanded their horizons for future STEM inquiry using data and computing. We share curricular details for use in high schools and takeaways to help promote rich programming experiences that improve students' perceptions of computing.
Shuchi Grover, Jessica Oster, Ákos Lédeczi, Brian Broll, Menton Deweese
SIGCSE (2)4
2021 Your Phone as a Sensor: Making IoT Accessible for Novice Programmers
abstract
Distributed computing, computer networking, and the Internet of Things are all around us, yet only computer science and engineering majors learn the technologies that enable our modern lives. This paper introduces PhoneIoT, a mobile app that makes it possible to teach some of the basic concepts of distributed computation and networked sensing to novices. PhoneIoT turns mobile phones and tablets into IoT devices and makes it possible to create highly engaging projects through NetsBlox, an open-source block-based programming environment focused on teaching distributed computing at the high school level. PhoneIoT lets NetsBlox programs-running in the browser on the student's computer—access available sensors. Since phones have touchscreens, PhoneIoT also allows building a GUI remotely from NetsBlox, which can be set to trigger custom code written by the student via NetsBlox's message system. The approach enables students to create quite advanced distributed projects, such as turning their phone into a game controller or tracking their exercise on top of an interactive Google Maps background with just a few blocks of code.
Devin C. Jean, Brian Broll, Gordon Stein, Ákos Lédeczi
FIE2
2021 Beyond CS Principles: Bringing the Frontiers of Computing to K12
abstract
The AP Computer Science Principles (CSP) high school course introduces students to computer science and programming. What should motivated students study after successful completion of AP CSP? The AP CSA class teaches Java programming and it has traditionally not attracted students from underrepresented groups. We are working on an alternative, projects-based course that will teach cutting edge CS concepts, such as distributed computing, computer networking, cybersecurity, the internet of things and machine learning, in a hands-on, accessible manner. Such an approach enables students to work on problems that interest them making computing more relevant and the curriculum more engaging. We utilize NetsBlox, a collaborative, block-based programming environment that extends Snap! with a few carefully selected abstractions that open up the vast array of resources freely available on the internet for student programs. Moreover, the tool enables students to work together on the same project remotely similarly to how Google Docs operate. This demonstration will introduce the environment and highlight its utility in creating distributed applications such as a shared whiteboard app and projects that access public domain scientific data sources and visualize them in various ways using online services such as Google Maps or charting. More information is available at https://netsblox.org.
Ákos Lédeczi, Shuchi Grover, Veronica Cateté, Brian Broll
SIGCSE4
2021 Removing the Walls Around Visual Educational Programming Environments
abstract
Many block-based programming environments have proven to be effective at engaging novices in learning programming. However, most restrict access to the outside world, limiting learners to commands and computing resources built in to the environment. Some allow learners to drag and drop files, connect to sensors and robots locally or issue HTTP requests. But in a world where most of the applications in our daily lives are distributed (i.e., their functionality depends on communicating with other programs or accessing resources and data on the internet), the lack of support for beginners to envision and create such distributed programs is a lost opportunity. This paper argues that it is not only feasible, but crucial, to create environments with simple yet powerful abstractions that open up distributed computing and other widely used but advanced computing concepts including networking, the Internet of Things, and cybersecurity to novices. By thus removing the walls around our environments, we can expand opportunities for learning considerably: programs can access a wealth of online data and web services, and communicate with other projects. Moreover, these changes can enable young learners to collaborate with each other during program construction whether they share their physical location or study remotely. Importantly, providing access to the wider world will also help counter widespread student perceptions that block-based environments are mere toys, and show that they are capable of creating compelling applications. The paper presents NetsBlox, a programming environment that supports these ideas and shows that tools can be designed to democratize access to powerful ideas in computing.
Brian Broll, Ákos Lédeczi, Gordon Stein, Devin C. Jean, Corey E. Brady, Shuchi Grover, Veronica Cateté, Tiffany Barnes
VL/HCC1
2019 Teaching Cybersecurity with Networked Robots
abstract
The paper presents RoboScape, a collaborative, networked robotics environment that makes key ideas in computer science accessible to groups of learners in informal learning spaces and K-12 classrooms. RoboScape is built on top of NetsBlox, an open-source, networked, visual programming environment based on Snap! that is specifically designed to introduce students to distributed computation and computer networking. RoboScape provides a twist on the state of the art of robotics learning platforms. First, a user's program controlling the robot runs in the browser and not on the robot. There is no need to download the program to the robot and hence, development and debugging become much easier. Second, the wireless communication between a student's program and the robot can be overheard by the programs of the other students. This makes cybersecurity an immediate need that students realize and can work to address. We have designed and delivered a cybersecurity summer camp to 24 students in grades between 7 and 12. The paper summarizes the technology behind RoboScape, the hands-on curriculum of the camp and the lessons learned.
Ákos Lédeczi, Miklós Maróti, Hamid Zare, Bernard Yett, Nicole Hutchins, Brian Broll, Péter Völgyesi, Michael B. Smith, Timothy Darrah, Mary Metelko, Xenofon Koutsoukos, Gautam Biswas
SIGCSE6
2018 A Design-Based Approach to a Classroom-Centered OELE
Nicole Hutchins, Gautam Biswas, Miklós Maróti, Ákos Lédeczi, Brian Broll
AIED (2)5
2018 A visual programming environment for introducing distributed computing to secondary education
Brian Broll, Ákos Lédeczi, Hamid Zare, Dung Nguyen Do, János Sallai, Péter Völgyesi, Miklós Maróti, Lesa Brown, Chris Vanags
J. Parallel Distributed Comput.1
2017 Distributed Programming with NetsBlox is a Snap! (Abstract Only)
abstract
NetsBlox is a new collaborative learning environment extending Snap! with a few carefully selected abstractions that enable students to create distributed applications. In today's interconnected world, it will become increasingly important to have a basic understanding of computer networking and distributed computation yet these topics are rarely covered in K-12 curricula. Conversely, NetsBlox makes distributed programming accessible to beginner programmers using its simple yet powerful visual programming primitives, an intuitive user interface and a sophisticated cloud-based infrastructure. Moreover, the tool enables students to work together on the same project from different computers similarly to how Google Docs operate. This feature enables online collaboration and facilitates new ways to teach and learn programming. By allowing students to create multi-player games, NetsBlox provides increased motivation and is likely to prove engaging to students. By providing access to online public domain data sources, such as weather, earthquake, and air pollution data, in a unified manner, students will be able to create interesting science projects in a number of STEM fields promoting interdisciplinary learning. This technology demonstration will introduce the environment and demonstrate its utility in creating multi-player games, such as Battleship and Tic Tac Toe, as well as highlight two client-server applications that display weather and historical earthquake data, respectively, on top of an interactive Google Maps background. Audience members will be asked to participate in a massively parallel volunteer computing application doing prime factorization of large numbers. The open source public domain NetsBlox environment is accessible at http://netsblox.org.
Brian Broll, Ákos Lédeczi
SIGCSE1
2017 Bringing Real-Time Collaboration to Visual Programming (Abstract Only)
abstract
Visual programming environments have been effective educational resources but are typically limited to a single user at a time. Given the amount of collaboration in modern software development and the value of group projects for beginner programmers, providing collaboration capabilities could be invaluable for students using a block-based programming environment. Online collaboration support would not only allow students to more actively work together on projects but would also facilitate other educational activities such as tutoring and interactive demos. Moreover, providing robust collaboration utilities allows the programming environment to more closely reflect the team-based nature of large scale, real-world programming projects. Note that collaborative editing offers a number of additional benefits under the hood: the same underlying software code can easily provide detailed logging of student actions and the capability to replay them. That is, researchers will be able to study how students solve problems and not just the end result. To this end, we have extended the Snap! visual programming environment to support real-time collaboration similar to Google Docs. In our model of collaboration, sprites and scripts can be edited by multiple users simultaneously, but the execution of the programs on the stage remains local. But is this the best collaboration model for students? If not, what alternative model would be better? Should the entire programming environment be synchronized across collaborators? Would simple screen sharing be more effective? Finally, how can we leverage a real-time collaborative environment to promote teamwork on programming projects?
Brian Broll, Ákos Lédeczi
SIGCSE1
2017 A Visual Programming Environment for Learning Distributed Programming
abstract
This paper introduces NetsBlox, a visual programming environment for learning distributed programming principles. Extending both the visual formalism and open source code base of Snap!, NetsBlox provides two accessible distributed programming abstractions to simplify the process of creating networked applications: message passing and Remote Procedure Calls (RPC). Messaging passing allows NetsBlox applications to send data to other connected NetsBlox clients. Remote Procedure Calls enable seamless integration of third party services, such as Google Maps, weather, traffic and other public domain data sources, into NetsBlox applications. Other RPCs help coordinating distributed clients which may be difficult for novice programmers allowing the user to more quickly create captivating and sophisticated applications. These abstractions empower users to develop networked programs, including multi-player games and client-server applications. By providing networking support, NetsBlox not only allows users to learn distribute programming concepts but also makes programming more engaging by incorporating diverse services available on the web.
Brian Broll, Ákos Lédeczi, Péter Völgyesi, János Sallai, Miklós Maróti, Alexia Carrillo, Stephanie L. Weeden-Wright, Chris Vanags, Joshua D. Swartz, Melvin Lu
SIGCSE1
2015 Extensible visual constraint language
abstract
The paper presents a visual, imperative language for the specification of constraints corresponding to domain-specific modeling languages (DSML) in the new WebGME modeling environment. The language is based on the visual notation introduced by Scratch. The novel feature of the approach is that the constraint language is just another DSML defined through UML class diagram-based metamodels. As such, it is easily extensible via metamodel inheritance. The visual constraint programs are automatically translated into asynchronous JavaScript code that utilizes the native WebGME APIs for evaluation.
Brian Broll, Ákos Lédeczi
DSM@SPLASH1