VLDB 2026 Research / reviewers in the wild / expert
William Finzer
dblp:160/2063 · also Bill Finzer
· DBLP profile ↗
7ranked-venue papers
1as first author
5since 2021 · last 2023
0000-0003-1330-345XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Exploring Artificial Intelligence in English Language Arts with StoryQabstractExploring Artificial Intelligence (AI) in English Language Arts (ELA) with StoryQ is a 10-hour curriculum module designed for high school ELA classes. The module introduces students to fundamental AI concepts and essential machine learning workflow using StoryQ, a web-based GUI environment for Grades 6-12 learners. In this module, students work with unstructured text data and learn to train, test, and improve text classification models such as intent recognition, clickbait filter, and sentiment analysis. As they interact with machine-learning language models deeply, students also gain a nuanced understanding of language and how to wield it, not just as a data structure, but as a tool in our human-human encounters as well. The current version contains eight lessons, all delivered through a full-featured online learning and teaching platform. Computers and Internet access are required to implement the module. The module was piloted in an ELA class in the Spring of 2022, and the student learning outcomes were positive. The module is currently undergoing revision and will be further tested and improved in Fall 2022. Jie Chao, Rebecca Ellis, Shiyan Jiang, Carolyn P. Rosé, William Finzer, Cansu Tatar, James Fiacco, Kenia Wiedemann |
AAAI | 5 |
| 2023 | Teach Artificial Intelligence with StoryQ, A Web-Based Machine Learning and Text Mining Tool for K-12 StudentsabstractStoryQ is a web-based machine learning and text mining tool that allows young learners (Grade 6-12) to engage in machine learning practices and work with unstructured text data without needing to code. StoryQ features dynamically linked data representations that promote meaningful inquiries and understandings across tables, graphs, and texts. These links create a unique user experience that makes machine learning models transparent, explainable, and fun to explore. This demo will showcase how key AI concepts such as representation, reasoning, feature space, feature weight, and machine learning are dynamically visualized in StoryQ and made accessible to young learners. A brief tutorial will be provided on how to use StoryQ to train, test, and troubleshoot text classification models using both standard feature extractors (e.g., N-grams) and special feature extraction tools and visualizations that have been specially designed to support young learners and non-computing teachers. This demo will also include sample learning activities designed for high school English Language Arts and History classes to showcase how machine learning concepts and practices can be introduced in non-computing classes. As the demands for AI scientists, engineers, and entrepreneurs have increased in recent years, as well as AI's increased presence in everyday lives, making access to how machine learning practices work is of paramount importance for young learners. This work is supported by an NSF ITEST project (DRL-1949110). Jie Chao, William Finzer, Carolyn P. Rosé, Shiyan Jiang, Rebecca Ellis, Kenia Wiedemann, Cansu Tatar, James Fiacco |
SIGCSE (2) | 2 |
| 2022 | StoryQ - an Online Environment for Machine Learning of Text ClassificationabstractThe StoryQ environment provides an intuitive graphical user interface for middle and high school students to create features from unstructured text data and train and test classification models using logistic regression. StoryQ runs in a web browser, is free and requires no installation. AI concepts addressed include: features, weights, accuracy, training, bias, error analysis and cross validation. Using the software in conjunction with curriculum currently under development is expected to lead to student understanding of machine learning concepts and workflow; developing the ability to use domain knowledge and basic linguistics to identify, create, analyze, and evaluate features; becoming aware of and appreciating the roles and responsibilities of AI developers;. This paper will consist of an online demo with a brief video walkthrough. William Finzer, Jie Chao, Carolyn P. Rosé, Shiyan Jiang |
AAAI | 1 |
| 2022 | StoryQ: A Web-Based Machine Learning and Text Mining Tool for K-12 StudentsabstractStoryQ is a web-based machine learning and text mining tool that allows young learners (Grade 6-12) to engage in machine learning practices and work with unstructured text data without coding. StoryQ features dynamically linked data representations that promote meaningful inquiries across tables, graphs, and texts--a unique user experience that makes machine learning models transparent, explainable, and fun to explore. This demo provides a brief tutorial on how to use StoryQ to train, test, and troubleshoot text classification models using both standard feature extractors (e.g., N-grams) and special feature extraction tools and visualizations designed to support young learners and non-computing teachers. This demo also includes sample learning activities designed for high school English Language Arts classes to showcase how machine learning concepts and practices can be introduced in non-computing classes. This work is supported by an NSF I-TEST project (DRL-1949110). Jie Chao, William Finzer, Carolyn P. Rosé, Shiyan Jiang, Michael Miller Yoder, James Fiacco, Chas Murray, Cansu Tatar, Kenia Wiedemann |
SIGCSE (2) | 2 |
| 2021 | Reflective Data Storytelling for Youth: The CODAP Story BuilderabstractWe describe the design of Story Builder, a tool to support adolescents in building interactive multimedia stories that integrate data analysis and visualization with text, images, and other multimodal resources. Story Builder is a plug in for the Common Online Data Analysis Platform (CODAP), a free, online, open-source drag-and-drop interactive data analysis system. Based on early prototyping conducted with several 7th grade classrooms, we sought to design a tool that would allow students to (a) integrate their data investigations with relevant personal and contextual information; (b) record the step-by-step process and rationale of their data analysis; and (c) reflect on and share these contextual and process-oriented elements of data analysis work with others. A major goal of Story Builder is to encourage students to consider and incorporate personal, social, and scientific considerations during data analysis. Michelle Hoda Wilkerson-Jerde, William Finzer, Tim Erickson, Damaris Hernandez |
IDC | 2 |
| 2015 | Tracking student progress in a game-like learning environment with a Monte Carlo Bayesian knowledge tracing modelabstractThe Bayesian Knowledge Tracing (BKT) model is a popular model used for tracking student progress in learning systems such as an intelligent tutoring system. However, the model is not free of problems. Well-recognized problems include the identifiability problem and the empirical degeneracy problem. Unfortunately, these problems are still poorly understood and how they should be dealt with in practice is unclear. Here, we analyze the mathematical structure of the BKT model, identify a source of the difficulty, and construct a simple Monte Carlo BKT model to analyze the problem in real data. Using the student activity data obtained from the ramp task module at the Concord Consortium, we find that the Monte Carlo BKT analysis is capable of detecting the identifiability problem and the empirical degeneracy problem, and, more generally, gives an excellent summary of the student learning data. In particular, the student activity monitoring parameter M emerges as the central parameter. Gey-Hong Gweon, Hee-Sun Lee, Chad Dorsey, Robert Tinker, William Finzer, Daniel Damelin |
LAK | 5 |
| 2015 | How does Bayesian knowledge tracing model emergence of knowledge about a mechanical system?abstractAn interactive learning task was designed in a game format to help high school students acquire knowledge about a simple mechanical system involving a car moving on a ramp. This ramp game consisted of five challenges that addressed individual knowledge components with increasing difficulty. In order to investigate patterns of knowledge emergence during the ramp game, we applied the Monte Carlo Bayesian Knowledge Tracing (BKT) algorithm to 447 game segments produced by 64 student groups in two physics teachers' classrooms. Results indicate that, in the ramp game context, (1) the initial knowledge and guessing parameters were significantly highly correlated, (2) the slip parameter was interpretable monotonically, (3) low guessing parameter values were associated with knowledge emergence while high guessing parameter values were associated with knowledge maintenance, and (4) the transition parameter showed the speed of knowledge emergence. By applying the k-means clustering to ramp game segments represented in the three dimensional space defined by guessing, slip, and transition parameters, we identified seven clusters of knowledge emergence. We characterize these clusters and discuss implications for future research as well as for instructional game design. Hee-Sun Lee, Gey-Hong Gweon, Chad Dorsey, Robert Tinker, William Finzer, Daniel Damelin, Nathan Kimball, Amy Pallant, Trudi Lord |
LAK | 5 |