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Olli Hilke

dblp:415/2877 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2026
0009-0007-7526-0084ORCID · verified

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

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

Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%
Artificial intelligence
1 paper
Trustworthy machine learning · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computing education › AI education
AI literacy
1.012026
Breakable Machine: A K-12 Classroom Game for Transformative AI Literacy Through Spoofing and eXplainable AI (XAI) · AAAI 2026
Machine learning › Trustworthy machine learning › interpretability
explainable AI
0.312026
Breakable Machine: A K-12 Classroom Game for Transformative AI Literacy Through Spoofing and eXplainable AI (XAI) · AAAI 2026

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

image classifier · 2.0explainable AI · 2.0
YearPublicationVenuePosition
2026 Breakable Machine: A K-12 Classroom Game for Transformative AI Literacy Through Spoofing and eXplainable AI (XAI)
abstract
This paper presents an eXplainable AI (XAI)-based classroom game “Breakable Machine” for teaching critical, transformative AI literacy through adversarial play and interrogation of AI systems. Designed for learners aged 10–15, the game invites students to spoof an image classifier by manipulating their appearance or environment in order to trigger high-confidence misclassifications. Rather than focusing on building AI models, this activity centers on breaking them—exposing their brittleness, bias, and vulnerability through hands-on, embodied experimentation. The game includes an XAI view to help students visualize feature saliency, revealing how models attend to specific visual cues. A shared classroom leaderboard fosters collaborative inquiry and comparison of strategies, turning the classroom into a site for collective sensemaking. This approach repositions AI education by treating model failure and misclassification not as problems to be debugged, but as pedagogically rich opportunities to interrogate AI as a sociotechnical system. In doing so, the game supports students in developing data agency, ethical awareness, and a critical stance toward AI systems increasingly embedded in everyday life.
Olli Hilke, Nicolas Pope, Juho Kahila, Henriikka Vartiainen, Teemu Roos, Tuomo Parkki, Matti Tedre
AAAI1