Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Ashton Corsello

dblp:359/4416 · DBLP profile ↗
← Back
2ranked-venue papers
0as first author
2since 2021 · last 2023
0009-0005-7939-005XORCID · corroborated

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

Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 77% Learning and educational technologies · 23%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › visual analytics
visual analytics system
0.712023
Gaze Analysis System for Immersive 360° Video for Preservice Teacher Education · ACM Multimedia 2023
Interaction techniques and input › input sensing › tracking
eye tracking in VR
0.712023
Gaze Analysis System for Immersive 360° Video for Preservice Teacher Education · ACM Multimedia 2023
Learning and educational technologies
teacher education
0.212023
Gaze Analysis System for Immersive 360° Video for Preservice Teacher Education · ACM Multimedia 2023

Methods — techniques the papers use, named apart from their topics

point-of-gaze analysis · 1.3head movement analysis · 1.3
YearPublicationVenuePosition
2023 Deep Learning-based Student Learning Behavior Understanding Framework in Real Classroom Scene
abstract
Deep learning techniques have emerged as valuable tools for video analysis and motion detection. Recent advancements in this field have shown promising results. Our objective is to leverage these video understanding techniques to aid teachers in evaluating their teaching quality and enhancing their effectiveness in the classroom. However, existing research on student behavior analysis primarily focuses on recognizing actions pertaining to classroom management, neglecting the identification of “learning behaviors” exhibited by students. To address this limitation, we introduce a novel video dataset specifically designed to capture the nuances of “learning behaviors” displayed by primary-grade students in the mathematics classroom, along with a dedicated student localization dataset focused on detecting the location of individuals. Our approach introduces a framework that utilizes deep learning-based object detection and action recognition techniques trained on our curated datasets to analyze and comprehend student learning behaviors in the classroom. To assess the performance of our approach, we conduct separate tests on our object detection and action recognition models. Sub-sequently, our framework is applied to a collection of recorded 360-degree classroom videos, enabling a thorough evaluation of its capabilities.
Yuxin Yang 0001, Zhengyong Ren, Chris Lenart, Ashton Corsello, Karl W. Kosko, Simon Su, Qiang Guan
ICMLA4
2023 Gaze Analysis System for Immersive 360° Video for Preservice Teacher Education
abstract
Unified systems for multi-sensor devices, particularly eye-tracking in Virtual Reality (VR), are intricate and often require the listening and streaming of multichannel data. In this project, we propose a visual analysis framework for replicating a participant's viewing involvement by interpreting head movements as rotations and point-of-gaze (POG) as on-screen indicators. Our solution suggests an additional layer of system for near-real-time for processing and analyzing this multi-device data to connect with the data and enable both near-real-time or subsequent offline viewing of the entire VR eye-tracking session. Moreover, our method provides a no-batteries-need solution to create traditional eye-tracking visualization techniques. Finally, we apply three prior education technology analysis metrics: higher density gaze for students, shorter fixation time, and less fixation duration variance for students to determine expertise levels in this system. We systematically establish a ubiquitous, multi-device, eye-tracking solution to incorporate this approach. We evaluate the effectiveness of our system through a user study, using both expertise and non- expertise levels, and selectively surveying to ascertain the quality of the replicated experience and we test the system by running a real-world user study with sixty four different participants. We demonstrate the application's significance and potential to integrate prior analysis metrics using the collected data which this data collection and analysis have been approved by IRB.
Chris Lenart, Pegah Ahadian, Yuxin Yang 0001, Simon Suo, Ashton Corsello, Karl W. Kosko, Qiang Guan
ACM Multimedia5