Demo Data from EDBT 2026 / reviewers in the wild / expert
Seyeon Lee
dblp:131/8900
· DBLP profile ↗
7ranked-venue papers
1as first author
5since 2021 · last 2024
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 2 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
4 papers |
Knowledge representation and reasoning · 38% Trustworthy machine learning · 34% Language models and text generation · 16% | |
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 77% Interaction techniques and input · 23% |
Topics — the 9 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Knowledge representation and reasoning
commonsense reasoning |
1.6 | 4 | 2021 | RICA: Evaluating Robust Inference Capabilities Based on Commonsense Axioms · EMNLP (1) 2021 Common Sense Beyond English: Evaluating and Improving Multilingual Language Models for Commonsense Reasoning · ACL/IJCNLP (1) 2021 Birds have four legs?! NumerSense: Probing Numerical Commonsense Knowledge of Pre-Trained Language Models · EMNLP (1) 2020 |
Games and playful interaction › multiplayer games
esports |
0.8 | 1 | 2024 | Characterizing and Quantifying Expert Input Behavior in League of Legends · CHI 2024 |
Natural language and speech › Language models and text generation
multilingual language models |
0.5 | 1 | 2021 | Common Sense Beyond English: Evaluating and Improving Multilingual Language Models for Commonsense Reasoning · ACL/IJCNLP (1) 2021 |
Machine learning › Representation and self-supervised learning
pre-training |
0.5 | 1 | 2021 | Pre-training Text-to-Text Transformers for Concept-centric Common Sense · ICLR 2021 |
Machine learning › Trustworthy machine learning › robustness › model robustness
robust inference |
0.5 | 1 | 2021 | RICA: Evaluating Robust Inference Capabilities Based on Commonsense Axioms · EMNLP (1) 2021 |
Machine learning › Trustworthy machine learning
robustness |
0.5 | 1 | 2021 | RICA: Evaluating Robust Inference Capabilities Based on Commonsense Axioms · EMNLP (1) 2021 |
Machine learning › Trustworthy machine learning › language model interpretability
language model probing |
0.4 | 1 | 2020 | Birds have four legs?! NumerSense: Probing Numerical Commonsense Knowledge of Pre-Trained Language Models · EMNLP (1) 2020 |
Interaction techniques and input › input device
mouse and keyboard input |
0.2 | 1 | 2024 | Characterizing and Quantifying Expert Input Behavior in League of Legends · CHI 2024 |
Natural language and speech › Language models and text generation › evaluation of language models
pretrained language model evaluation |
0.1 | 1 | 2021 | RICA: Evaluating Robust Inference Capabilities Based on Commonsense Axioms · EMNLP (1) 2021 |
Methods — techniques the papers use, named apart from their topics
training study · 0.8log analysis · 0.8interviews · 0.8text-to-text transformer · 0.5perturbation attack · 0.5masked language modeling · 0.4fine-tuning · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Characterizing and Quantifying Expert Input Behavior in League of LegendsabstractTo achieve high performance in esports, players must be able to effectively and efficiently control input devices such as a computer mouse and keyboard (i.e., input skills). Characterizing and quantifying a player’s input skills can provide useful insights, but collecting and analyzing sufficient amounts of data in ecologically valid settings remains a challenge. Targeting the popular esports game, League of Legends, we go beyond the limitations of previous studies and demonstrate a holistic pipeline of input behavior analysis: from quantifying the quality of players’ input behavior (i.e., input skill) to training players based on the analysis. Based on interviews with five top-tier professionals and analysis of input behavior logs from 4,835 matches played freely at home collected from 193 players (including 18 professionals), we confirmed that players with higher ranks in the game implement eight different input skills with higher quality. In a three-week follow-up study using a training aid that visualizes a player’s input skill levels, we found that the analysis provided players with actionable lessons, potentially leading to meaningful changes in their input behavior. Hanbyeol Lee, Seyeon Lee, Rohan Nallapati, Youngjung Uh, Byungjoo Lee |
CHI | 2 |
| 2023 | Growing Up with Cerebral Palsy (CP) and Games: Case Study on the Accessible Gameplay Experiences of the Young Players with CP and Their Families through the Lens of Developmental Task PerspectiveabstractUnderstanding the experiences of players with disabilities is a key research issue in game accessibility. However, less is known about the values that young players experience from games, particularly in relation to their situational context as adolescents and young adults with disabilities. We explore how the values of accessible gaming are created in players’ lives by analyzing interviews with five players with cerebral palsy (CP) (age range 13–25 years) and their parents through the lens of developmental tasks theory. Using thematic analysis, we discovered three themes that illustrated how video games’ roles changed according to their life stages: “Establishing Healthy Self in Family”, “Navigating Peer Culture”, and “Preparing Adult Life”. Our results indicated that young players with CP made active decisions in their life and developed supportive relationships from playing accessible games. The changes in their desired developmental task and social contexts influenced the values they found in games. We discuss video games as a sociocultural resource that assists young players with CP to attain the developmental tasks they desire and achieve social inclusion. We conclude with design insights for creating more inclusive gameplay experiences for young players with CP. Karam Eum, Seyeon Lee, Young Yim Doh |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2021 | Common Sense Beyond English: Evaluating and Improving Multilingual Language Models for Commonsense ReasoningabstractBill Yuchen Lin, Seyeon Lee, Xiaoyang Qiao, Xiang Ren. Proceedings of the 59th Annual Meeting of the Association for Computational Linguistics and the 11th International Joint Conference on Natural Language Processing (Volume 1: Long Papers). 2021. Bill Y. Lin, Seyeon Lee, Xiaoyang Qiao, Xiang Ren 0001 |
ACL/IJCNLP (1) | 2 |
| 2021 | RICA: Evaluating Robust Inference Capabilities Based on Commonsense AxiomsabstractPre-trained language models (PTLMs) have achieved impressive performance on commonsense inference benchmarks, but their ability to employ commonsense to make robust inferences, which is crucial for effective communications with humans, is debated.In the pursuit of advancing fluid human-AI communication, we propose a new challenge, RICA: Robust Inference using Commonsense Axioms, that evaluates robust commonsense inference despite textual perturbations.To generate data for this challenge, we develop a systematic and scalable procedure using commonsense knowledge bases and probe PTLMs across two different evaluation settings.Extensive experiments on our generated probe sets with more than 10k statements show that PTLMs perform no better than random guessing on the zero-shot setting, are heavily impacted by statistical biases, and are not robust to perturbation attacks.We also find that fine-tuning on similar statements offer limited gains, as PTLMs still fail to generalize to unseen inferences.Our new large-scale benchmark exposes a significant gap between PTLMs and human-level language understanding and offers a new challenge for PTLMs to demonstrate commonsense. 1 Logical TemplateRel(A,B,r) à Comp(Prop(A,p), Prop(B,p)) Rahul Khanna, Seyeon Lee, Bill Y. Lin, Daniel Ho, Jay Pujara, Xiang Ren 0001 |
EMNLP (1) | 3 |
| 2021 | Pre-training Text-to-Text Transformers for Concept-centric Common Sense
Wangchunshu Zhou, Ravi Kiran Selvam, Seyeon Lee, Xiang Ren 0001 |
ICLR | 4 |
| 2020 | Birds have four legs?! NumerSense: Probing Numerical Commonsense Knowledge of Pre-Trained Language ModelsabstractRecent works show that pre-trained language models (PTLMs), such as BERT, possess certain commonsense and factual knowledge.They suggest that it is promising to use PTLMs as "neural knowledge bases" via predicting masked words.Surprisingly, we find that this may not work for numerical commonsense knowledge (e.g., a bird usually has two legs).In this paper, we investigate whether and to what extent we can induce numerical commonsense knowledge from PTLMs as well as the robustness of this process.To study this, we introduce a novel probing task with a diagnostic dataset, NUMERSENSE 1 , containing 13.6k masked-word-prediction probes (10.5k for fine-tuning and 3.1k for testing).Our analysis reveals that: (1) BERT and its stronger variant RoBERTa perform poorly on the diagnostic dataset prior to any fine-tuning; (2) finetuning with distant supervision brings some improvement; (3) the best supervised model still performs poorly as compared to human performance (54.06% vs 96.3% in accuracy). Bill Y. Lin, Seyeon Lee, Rahul Khanna, Xiang Ren 0001 |
EMNLP (1) | 2 |
| 2020 | Life Review Using a Life Metaphoric Game to Promote Intergenerational CommunicationabstractThis study explores whether a life metaphoric game can effectively facilitate communication between senior participants and young adult partners during a life review activity. Life review provides older adults with opportunities to organize their past experiences, rediscover the meaning of life, and prepare for their future life and eventual death. We held workshops in which 33 senior participants (ages 51-85) co-played a commercial game, titled "Long Journey of Life," paired with young adult partners (ages 19-23). The young partners asked senior participants about their associated memories during the life review activity. Through inductive thematic analysis, we found seven communication themes during the life review activity: reminiscence, future and death preparation, life advice, appreciation and evaluation, small talks involving self-disclosure, interpretation of metaphors, and explanation of game control methods. We investigated the relationships between communication themes and game design elements that promote conversation. In addition, we identified how participants' responses to the game differ depending on the player's characteristics and generation. Game design suggestions for an effective intergenerational life review using digital games were offered. Seyeon Lee, Hyunyoung Oh, Chungkon Shi, Young Yim Doh |
Proc. ACM Hum. Comput. Interact. | 1 |