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Steph Buongiorno

dblp:384/9485 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2026
—ORCID · none

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 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 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.

Artificial intelligence
1 paper
Knowledge representation and reasoning · 67% Trustworthy machine learning · 33%

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

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Knowledge representation and reasoning
commonsense reasoning
1.012026
Common to Whom? Regional Cultural Commonsense and LLM Bias in India · ACL (1) 2026
Knowledge, reasoning and agents › Knowledge representation and reasoning › commonsense reasoning
cultural commonsense
1.012026
Common to Whom? Regional Cultural Commonsense and LLM Bias in India · ACL (1) 2026
Machine learning › Trustworthy machine learning
fairness
1.012026
Common to Whom? Regional Cultural Commonsense and LLM Bias in India · ACL (1) 2026

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

large language model · 1.0
YearPublicationVenuePosition
2026 Common to Whom? Regional Cultural Commonsense and LLM Bias in India
abstract
Sangmitra Madhusudan, Trush Shashank More, Steph Buongiorno, Renata Dividino, Jad Kabbara, Ali Emami. Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2026.
Sangmitra Madhusudan, Trush Shashank More, Steph Buongiorno, Renata Queiroz Dividino, Jad Kabbara, Ali Emami
ACL (1)3
2024 Leveraging Gaming to Enhance Knowledge Graphs for Explainable Generative AI Applications
abstract
External knowledge graphs (KGs) can be used to augment large language models (LLMs), while simultaneously providing an explainable knowledge base of facts that can be inspected by a human. This approach may be particularly valuable in domains where explainability is critical, like human trafficking data analysis. However, creating KGs can pose challenges. KGs parsed from documents may comprise explicit connections (those directly stated by a document) but miss implicit connections (those obvious to a human although not directly stated). To address these challenges, this preliminary research introduces the GAME-KG framework, standing for “Gaming for Augmenting Metadata and Enhancing Knowledge Graphs.” GAME-KG is a federated approach to modifying explicit as well as implicit connections in KGs by using crowdsourced feedback collected through video games. GAME-KG is shown through two demonstrations: a Unity test scenario from Dark Shadows, a video game that collects feedback on KGs parsed from US Department of Justice (DOJ) Press Releases on human trafficking, and a following experiment where OpenAI’s GPT-4 is prompted to answer questions based on a modified and unmodified KG. Initial results suggest that GAME-KG can be an effective framework for enhancing KGs while simultaneously providing an explainable set of structured facts verified by humans.
Steph Buongiorno, Corey Clark
CoG1