VLDB 2026 Research / reviewers in the wild / expert
John Joon Young Chung
dblp:218/0917
· DBLP profile ↗
27ranked-venue papers
10as first author
25since 2021 · last 2026
0000-0002-8492-2525ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 24 · 9 first-author · 22 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Artographer: a Curatorial Interface for Art Space ExplorationabstractRelating a piece to previously established works is crucial in creating and engaging with art, but AI interfaces tend to obscure such relationships, rather than helping users explore them. Embedding models present new opportunities to support spatially exploring and relating artwork. We built Artographer, an art-exploration system featuring a zoomable 2-D map, constructed from similarity-clustered embeddings of ~16,000 historical artworks. We used Artographer as a design probe to explore how alternative artwork distribution interface design can shape media engagement: we invited 20 participants, including 9 art history scholars, to traverse the map, collecting artworks for a goal-driven task and while freely exploring. We identify values enacted in spatial art discovery (Visibility, Agency, Serendipity, Friction) and consider how these values challenge dominant design paradigms—in particular, the recommendation systems governing contemporary media distribution platforms. We reimagine a curatorial approach to media distribution, within digital ecosystems where history and culture can thrive. Shm Garanganao Almeda, John Joon Young Chung, Sophia Liu, Yuwen Lu, Brett A. Halperin, Björn Hartmann, Max Kreminski |
Creativity & Cognition | 2 |
| 2026 | Lost in Translation: Understanding Autistic-Neurotypical Communication Style Differences in Job PostingsabstractAutistic adults often use different communication styles than neurotypical individuals (NTs). While prior research has documented how such gaps disadvantage autistic job seekers, no study has systematically examined when these differences arise in language use and why autistic adults encounter interpretive gaps. This work seeks to datafy and characterize these communication challenges. We built an annotation interface and recruited 20 autistic adults to analyze 10 job postings each that they had selected as cases where they felt “lost in translation.” Participants annotated text spans using six categories informed by speech and language literature: unclear, ambiguous, incomplete, inappropriate, negative, and other. Follow-up interviews showed that lexical difficulties were rarely barriers; rather, challenges stemmed from interpreting implicit social arrangements or unstated expectations. We release the anonymized annotation data as the first-of-its-kind dataset documenting autistic–NT communication style differences. We conclude with implications for designing supports that foster clearer autistic–NT communication. Huining Feng, Zinat Ara, Andrew Hundt, Slobodan Vucetic, John Joon Young Chung, Sungsoo Ray Hong |
CHI | 5 |
| 2025 | Phraselette: A Poet's Procedural PaletteabstractAccording to the recently introduced theory of artistic support tools, creativity support tools exert normative influences over artistic production, instantiating a normative ground that shapes both the process and product of artistic expression.We argue that the normative ground of most existing automated writing tools is misaligned with writerly values and identify a potential alternative frame-material writing support-for experimental poetry tools that flexibly support the finding, processing, transforming, and shaping of text(s).Based on this frame, we introduce Phraselette, an artistic material writing support interface that helps experimental poets search for words and phrases.To provide material writing support, Phraselette is designed to counter the dominant mode of automated writing tools, while offering language model affordances in line with writerly values.We further report on an extended expert evaluation involving 10 published poets that indicates support for both our framing of material writing support and for Phraselette itself. Alex Calderwood, John Joon Young Chung, Yuqian Sun, Melissa Roemmele, Max Kreminski |
Conference on Designing Interactive Systems | 2 |
| 2025 | Fuzzy Linkography: Automatic Graphical Summarization of Creative Activity TracesabstractFigure 1: Fuzzy linkography allows for the rapid translation of user activity logs from digital creativity support tools (and other traces of creative activity) into rough graphical summaries, suitable for visual and quantitative inspection by researchers. Amy Smith, Barrett R. Anderson, Jasmine Otto, Isaac Karth, Yuqian Sun, John Joon Young Chung, Melissa Roemmele, Max Kreminski |
Creativity & Cognition | 6 |
| 2025 | Toyteller: AI-powered Visual Storytelling Through Toy-Playing with Character SymbolsabstractWe introduce Toyteller, an AI-powered storytelling system where users generate a mix of story text and visuals by directly manipulating character symbols like they are toy-playing. Anthropomorphized symbol motions can convey rich and nuanced social interactions; Toyteller leverages these motions (1) to let users steer story text generation and (2) as a visual output format that accompanies story text. We enabled motion-steered text generation and text-steered motion generation by mapping motions and text onto a shared semantic space so that large language models and motion generation models can use it as a translational layer. Technical evaluations showed that Toyteller outperforms a competitive baseline, GPT-4o. Our user study identified that toy-playing helps express intentions difficult to verbalize. However, only motions could not express all user intentions, suggesting combining it with other modalities like language. We discuss the design space of toy-playing interactions and implications for technical HCI research on human-AI interaction. John Joon Young Chung, Melissa Roemmele, Max Kreminski |
CHI | 1 |
| 2025 | LLMs Behind the Scenes: Enabling Narrative Scene IllustrationabstractGenerative AI has established the opportunity to readily transform content from one medium to another.This capability is especially powerful for storytelling, where visual illustrations can illuminate a story originally expressed in text.In this paper, we focus on the task of narrative scene illustration, which involves automatically generating an image depicting a scene in a story.Motivated by recent progress on textto-image models, we consider a pipeline that uses LLMs as an interface for prompting textto-image models to generate scene illustrations given raw story text.We apply variations of this pipeline to a prominent story corpus in order to synthesize illustrations for scenes in these stories.We conduct a human annotation task to obtain pairwise quality judgments for these illustrations.The outcome of this process is the SCENEILLUSTRATIONS dataset, which we release as a new resource for future work on crossmodal narrative transformation.Through our analysis of this dataset and experiments modeling illustration quality, we demonstrate that LLMs can effectively verbalize scene knowledge implicitly evoked by story text.Moreover, this capability is impactful for generating and evaluating illustrations. Melissa Roemmele, John Joon Young Chung, Taewook Kim 0001, Yuqian Sun, Alex Calderwood, Max Kreminski |
EMNLP | 2 |
| 2025 | DeckFlow: Specification Decomposition on a Multimodal Generative Canvas
Gregory Thomas Croisdale, Emily Huang, John Joon Young Chung, Anhong Guo, Xu Wang 0016, Austin Z. Henley, Cyrus Omar |
VL/HCC | 3 |
| 2024 | A Design Space for Intelligent and Interactive Writing AssistantsabstractIn our era of rapid technological advancement, the research landscape for writing assistants has become increasingly fragmented across various research communities. We seek to address this challenge by proposing a design space as a structured way to examine and explore the multidimensional space of intelligent and interactive writing assistants. Through community collaboration, we explore five aspects of writing assistants: task, user, technology, interaction, and ecosystem. Within each aspect, we define dimensions and codes by systematically reviewing 115 papers, while leveraging the expertise of researchers in various disciplines. Our design space aims to offer researchers and designers a practical tool to navigate, comprehend, and compare the various possibilities of writing assistants, and aid in the design of new writing assistants. Mina Lee 0002, Katy Ilonka Gero, John Joon Young Chung, Simon Buckingham Shum, Vipul Raheja, Hua Shen 0005, Subhashini Venugopalan, Thiemo Wambsganss, David Zhou, Emad A. Alghamdi, Tal August, Avinash Bhat, Madiha Zahrah Choksi, Senjuti Dutta, Jin L. C. Guo, Md. Naimul Hoque, Simon Knight 0001, Seyed Parsa Neshaei, Antonette Shibani, Disha Shrivastava, Lila Shroff, Agnia Sergeyuk, Jessi Stark, Sarah Sterman, Sitong Wang 0001, Antoine Bosselut, Daniel Buschek, Joseph Chee Chang, Sherol Chen, Max Kreminski, Joonsuk Park, Roy D. Pea, Eugenia Ha Rim Rho, Shannon Shen 0001, Pao Siangliulue |
CHI | 3 |
| 2024 | CreativeConnect: Supporting Reference Recombination for Graphic Design Ideation with Generative AIabstractGraphic designers often get inspiration through the recombination of references. Our formative study (N=6) reveals that graphic designers focus on conceptual keywords during this process, and want support for discovering the keywords, expanding them, and exploring diverse recombination options of them, while still having room for designers’ creativity. We propose CreativeConnect, a system with generative AI pipelines that helps users discover useful elements from the reference image using keywords, recommends relevant keywords, generates diverse recombination options with user-selected keywords, and shows recombinations as sketches with text descriptions. Our user study (N=16) showed that CreativeConnect helped users discover keywords from the reference and generate multiple ideas based on them, ultimately helping users produce more design ideas with higher self-reported creativity, compared to the baseline system without generative pipelines. While CreativeConnect was shown effective in ideation, we discussed how CreativeConnect can be extended to support other types of tasks in creativity support. Daeun Choi, Sumin Hong 0001, Jeongeon Park, John Joon Young Chung, Juho Kim 0001 |
CHI | 4 |
| 2024 | Authors' Values and Attitudes Towards AI-bridged Scalable Personalization of Creative Language ArtsabstractGenerative AI has the potential to create a new form of interactive media: AI-bridged creative language arts (CLA), which bridge the author and audience by personalizing the author’s vision to the audience’s context and taste at scale. However, it is unclear what the authors’ values and attitudes would be regarding AI-bridged CLA. To identify these values and attitudes, we conducted an interview study with 18 authors across eight genres (e.g., poetry, comics) by presenting speculative but realistic AI-bridged CLA scenarios. We identified three benefits derived from the dynamics between author, artifact, and audience: those that 1) authors get from the process, 2) audiences get from the artifact, and 3) authors get from the audience. We found how AI-bridged CLA would either promote or reduce these benefits, along with authors’ concerns. We hope our investigation hints at how AI can provide intriguing experiences to CLA audiences while promoting authors’ values. Taewook Kim 0001, Hyomin Han, Eytan Adar, Matthew Kay 0001, John Joon Young Chung |
CHI | 5 |
| 2024 | Find the Bot!: Gamifying Facial Emotion Recognition for Both Human Training and Machine Learning Data CollectionabstractFacial emotion recognition (FER) constitutes an essential social skill for both humans and machines to interact with others. To this end, computer interfaces serve as valuable tools for training individuals to improve FER abilities, while also serving as tools for gathering labels to train FER machine learning datasets. However, existing tools have limitations on the scope and methods of training non-clinical populations and also on collecting labels for machines. In this study, we introduce Find the Bot!, an integrated game that effectively engages the general population to support not only human FER learning on spontaneous expressions but also the collection of reliable judgment-based labels. We incorporated design guidelines from gamification, education, and crowdsourcing literature to engage and motivate players. Our evaluation (N=59) shows that the game encourages players to learn emotional social norms on perceived facial expressions with a high agreement rate, facilitating effective FER learning and reliable label collection all while enjoying gameplay. Yeonsun Yang, Ahyeon Shin, Huidam Woo, John Joon Young Chung, Jean Y. Song |
CHI | 5 |
| 2024 | Patchview: LLM-powered Worldbuilding with Generative Dust and Magnet VisualizationabstractLarge language models (LLMs) can help writers build story worlds by generating world elements, such as factions, characters, and locations. However, making sense of many generated elements can be overwhelming. Moreover, if the user wants to precisely control aspects of generated elements that are difficult to specify verbally, prompting alone may be insufficient. We introduce Patchview, a customizable LLM-powered system that visually aids worldbuilding by allowing users to interact with story concepts and elements through the physical metaphor of magnets and dust. Elements in Patchview are visually dragged closer to concepts with high relevance, facilitating sensemaking. The user can also steer the generation with verbally elusive concepts by indicating the desired position of the element between concepts. When the user disagrees with the LLM’s visualization and generation, they can correct those by repositioning the element. These corrections can be used to align the LLM’s future behaviors to the user’s perception. With a user study, we show that Patchview supports the sensemaking of world elements and steering of element generation, facilitating exploration during the worldbuilding process. Patchview provides insights on how customizable visual representation can help sensemake, steer, and align generative AI model behaviors with the user’s intentions. John Joon Young Chung, Max Kreminski |
UIST | 1 |
| 2024 | ShadowMagic: Designing Human-AI Collaborative Support for Comic Professionals' ShadowingabstractShadowing allows artists to convey realistic volume and emotion of characters in comic colorization. While AI technologies have the potential to improve professionals’ shadowing experience, current practice is manual and time-consuming. To understand how we can improve their shadowing experience, we conducted interviews with 5 professionals. We found that professionals’ level of engagement can vary depending on semantics, such as characters’ faces or hair. We also found they spent time on shadow “landscaping”—deciding where to put big shadow regions to make a realistic volumetric presentation—while the final results can dramatically vary depending on their “staging” and “attention guiding” needs. We found they would accept AI suggestions for less engaging semantic parts or landscaping, while they would need to have the capability to adjust details. Based on our observations, we built ShadowMagic that (1) generates AI-driven shadows based on typically used light directions, (2) enables a user to selectively choose the results depending on the semantics, and (3) allows users to finish shadow areas by themselves for further perfection. Through a summative evaluation with 5 professionals, we found that they were significantly more satisfied with our AI-driven results than a baseline. We also found ShadowMagic’s “step by step” workflow helps participants more easily adopt AI-driven results. We conclude by providing implications. Amrita Ganguly, Chuan Yan, John Joon Young Chung, Tong Steven Sun, Yoon Kiheon, Yotam I. Gingold, Sungsoo Ray Hong |
UIST | 3 |
| 2023 | Artinter: AI-powered Boundary Objects for Commissioning Visual ArtsabstractWhen commissioning visual art, clients and artists communicate to agree on what is to be created. This often requires bridging a language gap in how they conceive art. To arrive at a mutual understanding, they leverage boundary objects—organized language and artifact instances. However, building and working with such objects is hard due to their innate subjectivity and ambiguity. Moreover, acquiring artifact instances, such as references and sketches, requires effort. We introduce Artinter, an AI-powered commission-support system for sharing, concretizing, and expanding boundary objects. Artinter helps artists and clients develop a mutually understood ‘language’ by allowing them to define concepts with artifacts (e.g., what they mean by ‘happy’). The system provides two AI-powered approaches for expanding commission boundary objects: 1) guided search with user-defined concepts and 2) instance generation by mixing concepts and artifacts. Our studies identify how AI features can support commissions and reveal future directions for AI-powered collaborative art-making. John Joon Young Chung, Eytan Adar |
Conference on Designing Interactive Systems | 1 |
| 2023 | Increasing Diversity While Maintaining Accuracy: Text Data Generation with Large Language Models and Human InterventionsabstractLarge language models (LLMs) can be used to generate text data for training and evaluating other models.However, creating highquality datasets with LLMs can be challenging.In this work, we explore human-AI partnerships to facilitate high diversity and accuracy in LLM-based text data generation.We first examine two approaches to diversify text generation: 1) logit suppression, which minimizes the generation of languages that have already been frequently generated, and 2) temperature sampling, which flattens the token sampling probability.We found that diversification approaches can increase data diversity but often at the cost of data accuracy (i.e., text and labels being appropriate for the target domain).To address this issue, we examined two human interventions, 1) label replacement (LR), correcting misaligned labels, and 2) out-of-scope filtering (OOSF), removing instances that are out of the user's domain of interest or to which no considered label applies.With oracle studies, we found that LR increases the absolute accuracy of models trained with diversified datasets by 14.4%.Moreover, we found that some models trained with data generated with LR interventions outperformed LLM-based few-shot classification.In contrast, OOSF was not effective in increasing model accuracy, implying the need for future work in human-in-the-loop text data generation. John Joon Young Chung, Ece Kamar, Saleema Amershi |
ACL (1) | 1 |
| 2023 | Neglected Free Lunch - Learning Image Classifiers Using Annotation ByproductsabstractSupervised learning of image classifiers distills human knowledge into a parametric model fθthrough pairs of images and corresponding labels $\left\{ {\left( {{X_i},{Y_i}} \right)} \right\}_{i = 1}^N$. We argue that this simple and widely used representation of human knowledge neglects rich auxiliary information from the annotation procedure, such as the time-series of mouse traces and clicks left after image selection. Our insight is that such annotation byproducts Z provide approximate human attention that weakly guides the model to focus on the foreground cues, reducing spurious correlations and discouraging shortcut learning. To verify this, we create ImageNet-AB and COCO-AB. They are ImageNet and COCO training sets enriched with sample-wise annotation byproducts, collected by replicating the respective original annotation tasks. We refer to the new paradigm of training models with annotation byproducts as learning using annotation byproducts (LUAB). We show that a simple multitask loss for regressing Z together with Y already improves the generalisability and robustness of the learned models. Compared to the original supervised learning, LUAB does not require extra annotation costs. ImageNet-AB and COCO-AB are at github.com/naverai/NeglectedFreeLunch. Dongyoon Han, Junsuk Choe, Seonghyeok Chun, John Joon Young Chung, Minsuk Chang, Sangdoo Yun, Jean Y. Song, Seong Joon Oh |
ICCV | 4 |
| 2023 | PromptPaint: Steering Text-to-Image Generation Through Paint Medium-like InteractionsabstractWhile diffusion-based text-to-image (T2I) models provide a simple and powerful way to generate images, guiding this generation remains a challenge. For concepts that are difficult to describe through language, users may struggle to create prompts. Moreover, many of these models are built as end-to-end systems, lacking support for iterative shaping of the image. In response, we introduce PromptPaint, which combines T2I generation with interactions that model how we use colored paints. PromptPaint allows users to go beyond language to mix prompts that express challenging concepts. Just as we iteratively tune colors through layered placements of paint on a physical canvas, PromptPaint similarly allows users to apply different prompts to different canvas areas and times of the generative process. Through a set of studies, we characterize different approaches for mixing prompts, design trade-offs, and socio-technical challenges for generative models. With PromptPaint we provide insight into future steerable generative tools. John Joon Young Chung, Eytan Adar |
UIST | 1 |
| 2022 | Artist Support Networks: Implications for Future Creativity Support ToolsabstractThe artist as a solitary genius does not reflect the reality of art-making. To enable art-making, artists are supported by many other people—subcontractors, collaborators, etc.—who collectively form an Artist’s Support Network. Through an interview of 14 artists, we map the space of relationship types, provided support, interactions, failures, and successes of human support relationships. Moreover, we identified the patterns by which these aspects relate to each other in different support relationships. As technologically-driven Creativity Support Tools (CSTs) emerge to augment and automate portions of the artist’s support network, the detail of these interactions becomes critical. Existing sites of collaboration in support networks invariably shape artists’ expectations. How a CST fits within existing interaction expectations will shape the design, the artist’s understanding, and ultimately, acceptance. With this lens, we reflect on how a CST’s design–and in particular, those support collaboration and AI-driven variants–will mesh with the artist’s support network. John Joon Young Chung, Shiqing He, Eytan Adar |
Conference on Designing Interactive Systems | 1 |
| 2022 | TaleBrush: Sketching Stories with Generative Pretrained Language ModelsabstractWhile advanced text generation algorithms (e.g., GPT-3) have enabled writers to co-create stories with an AI, guiding the narrative remains a challenge. Existing systems often leverage simple turn-taking between the writer and the AI in story development. However, writers remain unsupported in intuitively understanding the AI’s actions or steering the iterative generation. We introduce TaleBrush, a generative story ideation tool that uses line sketching interactions with a GPT-based language model for control and sensemaking of a protagonist’s fortune in co-created stories. Our empirical evaluation found our pipeline reliably controls story generation while maintaining the novelty of generated sentences. In a user study with 14 participants with diverse writing experiences, we found participants successfully leveraged sketching to iteratively explore and write stories according to their intentions about the character’s fortune while taking inspiration from generated stories. We conclude with a reflection on how sketching interactions can facilitate the iterative human-AI co-creation process. John Joon Young Chung, Wooseok Kim, Kang Min Yoo, Hwaran Lee, Eytan Adar, Minsuk Chang |
CHI | 1 |
| 2022 | Promptiverse: Scalable Generation of Scaffolding Prompts Through Human-AI Hybrid Knowledge Graph AnnotationabstractOnline learners are hugely diverse with varying prior knowledge, but most instructional videos online are created to be one-size-fits-all. Thus, learners may struggle to understand the content by only watching the videos. Providing scaffolding prompts can help learners overcome these struggles through questions and hints that relate different concepts in the videos and elicit meaningful learning. However, serving diverse learners would require a spectrum of scaffolding prompts, which incurs high authoring effort. In this work, we introduce Promptiverse, an approach for generating diverse, multi-turn scaffolding prompts at scale, powered by numerous traversal paths over knowledge graphs. To facilitate the construction of the knowledge graphs, we propose a hybrid human-AI annotation tool, Grannotate. In our study (N=24), participants produced 40 times more on-par quality prompts with higher diversity, through Promptiverse and Grannotate, compared to hand-designed prompts. Promptiverse presents a model for creating diverse and adaptive learning experiences online. Yoonjoo Lee, John Joon Young Chung, Tae Soo Kim 0002, Jean Y. Song, Juho Kim 0001 |
CHI | 2 |
| 2022 | FlatMagic: Improving Flat Colorization through AI-driven Design for Digital Comic ProfessionalsabstractCreating digital comics involves multiple stages, some creative and some menial. For example, coloring a comic requires a labor-intensive stage known as ‘flatting,’ or masking segments of continuous color, as well as creative shading, lighting, and stylization stages. The use of AI can automate the colorization process, but early efforts have revealed limitations—technical and UX—to full automation. Via a formative study of professionals, we identify flatting as a bottleneck and key target of opportunity for human-guided AI-driven automation. Based on this insight, we built FlatMagic, an interactive, AI-driven flat colorization support tool for Photoshop. Our user studies found that using FlatMagic significantly reduced professionals’ real and perceived effort versus their current practice. While participants effectively used FlatMagic, we also identified potential constraints in interactions with AI and partially automated workflows. We reflect on implications for comic-focused tools and the benefits and pitfalls of intermediate representations and partial automation in designing human-AI collaboration tools for professionals. Chuan Yan, John Joon Young Chung, Yoon Kiheon, Yotam I. Gingold, Eytan Adar, Sungsoo Ray Hong |
CHI | 2 |
| 2021 | The Intersection of Users, Roles, Interactions, and Technologies in Creativity Support ToolsabstractCreativity Support Tools (CSTs) have become an integral part of artistic creation. The range of CST technologies is broad—from fabricators to generative algorithms to robots. The interaction approaches for CSTs are accordingly broad. CSTs combine specific technologies and interaction types to serve a spectrum of roles and users. In this work, we tackle a comprehensive understanding of how the intersections of users, roles, interactions, and technologies form a design space for CSTs. We accomplish this by reviewing 111 art-creation CSTs from HCI and computing research and analyzing how diverse aspects of CSTs relate to each other. Our findings identify patterns for designing CSTs, which can give guidance to future CST designers. We also highlight under-explored types of CSTs within the HCI community, providing future directions that CST researchers can pursue given the current trajectory of technological advancement. This work contributes an integrating perspective to understand the landscape of art-creation CSTs. John Joon Young Chung, Shiqing He, Eytan Adar |
Conference on Designing Interactive Systems | 1 |
| 2021 | Beyond Show of Hands: Engaging Viewers via Expressive and Scalable Visual Communication in Live StreamingabstractLive streaming is gaining popularity across diverse application domains in recent years. A core part of the experience is streamer-viewer interaction, which has been mainly text-based. Recent systems explored extending viewer interaction to include visual elements with richer expression and increased engagement. However, understanding expressive visual inputs becomes challenging with many viewers, primarily due to the relative lack of structure in visual input. On the other hand, adding rigid structures can limit viewer interactions to narrow use cases or decrease the expressiveness of viewer inputs. To facilitate the sensemaking of many visual inputs while retaining the expressiveness or versatility of viewer interactions, we introduce a visual input management framework (VIMF) and a system, VisPoll, that help streamers specify, aggregate, and visualize many visual inputs. A pilot evaluation indicated that VisPoll can expand the types of viewer interactions. Our framework provides insights for designing scalable and expressive visual communication for live streaming. John Joon Young Chung, Hijung Shin, Haijun Xia, Li-Yi Wei, Rubaiat Habib Kazi |
CHI | 1 |
| 2021 | Personalizing Ambience and Illusionary Presence: How People Use "Study with me" Videos to Create Effective Studying Environmentsabstract“Study with me” videos contain footage of people studying for hours, in which social components like conversations or informational content like instructions are absent. Recently, they became increasingly popular on video-sharing platforms. This paper provides the first broad look into what “study with me” videos are and how people use them. We analyzed 30 “study with me” videos and conducted 12 interviews with their viewers to understand their motivation and viewing practices. We identified a three-factor model that explains the mechanism for shaping a satisfactory studying experience in general. One of the factors, a well-suited ambience, was difficult to achieve because of two common challenges: external conditions that prevent studying in study-friendly places and extra cost needed to create a personally desired ambience. We found that the viewers used “study with me” videos to create a personalized ambience at a lower cost, to find controllable peer pressure, and to get emotional support. These findings suggest that the viewers self-regulate their learning through watching “study with me” videos to improve efficiency even when studying alone at home. Yoonjoo Lee, John Joon Young Chung, Jean Y. Song, Minsuk Chang, Juho Kim 0001 |
CHI | 2 |
| 2021 | PuzzleMe: Leveraging Peer Assessment for In-Class Programming ExercisesabstractPeer assessment, as a form of collaborative learning, can engage students in active learning and improve their learning gains. However, current teaching platforms and programming environments provide little support to integrate peer assessment for in-class programming exercises. We identified challenges in conducting such exercises and adopting peer assessment through formative interviews with instructors of introductory programming courses. To address these challenges, we introduce PuzzleMe, a tool to help Computer Science instructors to conduct engaging in-class programming exercises. PuzzleMe leverages peer assessment to support a collaboration model where students provide timely feedback on their peers' work. We propose two assessment techniques tailored to in-class programming exercises: live peer testing and live peer code review. Live peer testing can improve students' code robustness by allowing them to create and share lightweight tests with peers. Live peer code review can improve code understanding by intelligently grouping students to maximize meaningful code reviews. A two-week deployment study revealed that PuzzleMe encourages students to write useful test cases, identify code problems, correct misunderstandings, and learn a diverse set of problem-solving approaches from peers. April Yi Wang, Yan Chen 0033, John Joon Young Chung, Christopher Brooks 0001, Steve Oney |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2020 | C-Reference: Improving 2D to 3D Object Pose Estimation Accuracy via Crowdsourced Joint Object EstimationabstractConverting widely-available 2D images and videos, captured using an RGB camera, to 3D can help accelerate the training of machine learning systems in spatial reasoning domains ranging from in-home assistive robots to augmented reality to autonomous vehicles. However, automating this task is challenging because it requires not only accurately estimating object location and orientation, but also requires knowing currently unknown camera properties (e.g., focal length). A scalable way to combat this problem is to leverage people's spatial understanding of scenes by crowdsourcing visual annotations of 3D object properties. Unfortunately, getting people to directly estimate 3D properties reliably is difficult due to the limitations of image resolution, human motor accuracy, and people's 3D perception (i.e., humans do not "see" depth like a laser range finder). In this paper, we propose a crowd-machine hybrid approach that jointly uses crowds' approximate measurements of multiple in-scene objects to estimate the 3D state of a single target object. Our approach can generate accurate estimates of the target object by combining heterogeneous knowledge from multiple contributors regarding various different objects that share a spatial relationship with the target object. We evaluate our joint object estimation approach with 363 crowd workers and show that our method can reduce errors in the target object's 3D location estimation by over 40%, while requiring only $35$% as much human time. Our work introduces a novel way to enable groups of people with different perspectives and knowledge to achieve more accurate collective performance on challenging visual annotation tasks. Jean Y. Song, John Joon Young Chung, David F. Fouhey, Walter S. Lasecki |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2019 | Efficient Elicitation Approaches to Estimate Collective Crowd AnswersabstractWhen crowdsourcing the creation of machine learning datasets, statistical distributions that capture diverse answers can represent ambiguous data better than a single best answer. Unfortunately, collecting distributions is expensive because a large number of responses need to be collected to form a stable distribution. Despite this, the efficient collection of answer distributions-that is, ways to use less human effort to collect estimates of the eventual distribution that would be formed by a large group of responses-is an under-studied topic. In this paper, we demonstrate that this type of estimation is possible and characterize different elicitation approaches to guide the development of future systems. We investigate eight elicitation approaches along two dimensions: annotation granularity and estimation perspective. Annotation granularity is varied by annotating i) a single "best" label, ii) all relevant labels, iii) a ranking of all relevant labels, or iv) real-valued weights for all relevant labels. Estimation perspective is varied by prompting workers to either respond with their own answer or an estimate of the answer(s) that they expect other workers would provide. Our study collected ordinal annotations on the emotional valence of facial images from 1,960 crowd workers and found that, surprisingly, the most fine-grained elicitation methods were not the most accurate, despite workers spending more time to provide answers. Instead, the most efficient approach was to ask workers to choose all relevant classes that others would have selected. This resulted in a 21.4% reduction in the human time required to reach the same performance as the baseline (i.e., selecting a single answer with their own perspective). By analyzing cases in which finer-grained annotations degraded performance, we contribute to a better understanding of the trade-offs between answer elicitation approaches. Our work makes it more tractable to use answer distributions in large-scale tasks such as ML training, and aims to spark future work on techniques that can efficiently estimate answer distributions. John Joon Young Chung, Jean Y. Song, Sindhu Kutty, Sungsoo Ray Hong, Juho Kim 0001, Walter S. Lasecki |
Proc. ACM Hum. Comput. Interact. | 1 |