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H. Chad Lane

dblp:24/2382 · DBLP profile ↗
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24ranked-venue papers
14as first author
3since 2021 · last 2025
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 19 · 12 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 18 · 12 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 since 2021Artificial intelligence and machine learning · 2 · 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
2 papers
Vision and language · 72% Image recognition and object detection · 22% Trustworthy machine learning · 6%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Vision and language › multimodal evaluation
image description evaluation
0.812024
MineObserver 2.0: A Deep Learning & In-Game Framework for Assessing Natural Language Descriptions of Minecraft Imagery · AAAI 2024
Computing education › pedagogy
game-based learning
0.212024
MineObserver 2.0: A Deep Learning & In-Game Framework for Assessing Natural Language Descriptions of Minecraft Imagery · AAAI 2024
Machine learning › Trustworthy machine learning
interpretability
0.112006
Building Explainable Artificial Intelligence Systems · AAAI 2006

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

natural language processing · 1.5deep learning · 1.5computer vision · 1.5
YearPublicationVenuePosition
2025 BarrelBots: ChatGPT Feedback for Middle School Student Creative Minecraft Artifacts
Samuel Hum, Matt Gadbury, Jeffrey Ginger, Kobe Duda, H. Chad Lane
AIED (3)5
2024 MineObserver 2.0: A Deep Learning & In-Game Framework for Assessing Natural Language Descriptions of Minecraft Imagery
abstract
MineObserver 2.0 is an AI framework that uses Computer Vision and Natural Language Processing for assessing the accuracy of learner-generated descriptions of Minecraft images that include some scientifically relevant content. The system automatically assesses the accuracy of participant observations, written in natural language, made during science learning activities that take place in Minecraft. We demonstrate our system working in real-time and describe a teacher dashboard to showcase observations, both of which advance our previous work. We present the results of a study showing that MineObserver 2.0 improves over its predecessor both in perceived accuracy of the system's generated descriptions as well as in usefulness of the system's feedback. In future work, we intend improve system generated descriptions to give more teacher control and shift the system to perform continuous learning to more rapidly respond to novel observations made by learners.
Jay Mahajan, Samuel Hum, Jack Henhapl, Diya Yunus, Matt Gadbury, Emi Brown, Jeffrey Ginger, H. Chad Lane
AAAI8
2024 Mars, Minecraft, and AI: A Deep Learning Approach to Improve Learning by Building
Samuel Hum, Evan Shipley, Matt Gadbury, H. Chad Lane, Jeffrey Ginger
AIED (2)4
2019 Leveraging Cognitive Science and Artificial Intelligence to Save Lives
Matthew J. Hays, Aaron Richard Glick, H. Chad Lane
AIED (2)3
2019 What if we were twice as close to the sun?: findings from a science summer camp serving underrepresented youth
abstract
Diversity has been a prevalent issue in the American STEM workforce for a number of years. Efforts to increase diversification have resulted in alternate learning spaces such as makerspaces, after school programs, and technology integrated curriculums. Our study, hosted at a non-profit organization serving underrepresented youth, leveraged the video game Minecraft (MC) as a way to engage summer campers in scientific concepts and inquiries over one week. Reoccurring themes from interviews include familial rules on technology use at home, engaging with STEM in a novel way, and a love for building and creating within MC. We discuss our insight into the discoveries and challenges of these types of STEM-oriented program that takes place in informal settings.
Sherry Yi, H. Chad Lane, Ömer Delialioglu
FDG2
2018 Technology-Enhanced Informal Learning: Bringing Advanced Learning Technologies into Museums and Out-of-School Settings
H. Chad Lane
CSEDU (1)1
2017 A Taxonomy of Minecraft Activities for STEM
H. Chad Lane, Brian Guerrero, Neil Comins
ICCE1
2017 Minecraft as a Sandbox for STEM Interest Development: Preliminary Results
H. Chad Lane, Sherry Yi, Brian Guerrero, Neil Comins
ICCE1
2015 Situated Pedagogical Authoring: Authoring Intelligent Tutors from a Student's Perspective
H. Chad Lane, Mark G. Core, Matthew J. Hays, Daniel Auerbach, Milton Rosenberg
AIED1
2013 The Effects of a Pedagogical Agent for Informal Science Education on Learner Behaviors and Self-efficacy
H. Chad Lane, Clara Cahill, Susan Foutz, Daniel Auerbach, Dan Noren, Catherine Lussenhop, William R. Swartout
AIED1
2011 Interactive Events Summary
H. Chad Lane, Brent Martin
AIED1
2011 Intelligent Tutoring Goes to the Museum in the Big City: A Pedagogical Agent for Informal Science Education
H. Chad Lane, Dan Noren, Daniel Auerbach, Mike Birch, William R. Swartout
AIED1
2010 Investigating the Relationship between Presence and Learning in a Serious Game
H. Chad Lane, Matthew J. Hays, Daniel Auerbach, Mark G. Core
Intelligent Tutoring Systems (1)1
2010 Virtual Humans with Secrets: Learning to Detect Verbal Cues to Deception
H. Chad Lane, Mike Schneider, Stephen W. Michael, Justin S. Albrechtsen, Christian A. Meissner
Intelligent Tutoring Systems (2)1
2010 Virtual Museum Guides demonstration
abstract
The Virtual Museum Guides are two virtual humans set in an exhibit at the Museum of Science, Boston, designed to promote interest in Science, Technology, Engineering and Mathematics (STEM). The primary audience is children between ages 7 to 14, in particular females and other groups under-represented in STEM.The Guides are based on and extend the approach used in the SGT Star character and the Gunslinger project. To interact with the characters, an operator presses a push-totalk button and speaks into a microphone. An audio acquisition client then sends audio to the automatic speech recognizer (ASR), which creates hypotheses of the words that were said, and then sends this text to the Language Understanding (LU) module.
William R. Swartout, David R. Traum, Ron Artstein, Dan Noren, Paul E. Debevec, Kerry Bronnenkant, Josh Williams, Anton Leuski, Shri Narayanan, Diane Piepol, H. Chad Lane, Jacquelyn Ford Morie, Priti Aggarwal, Matt Liewer, Jen-Yuan Chiang, Jillian Gerten, Selina Chu, Kyle White
SLT11
2009 The Second Workshop on Culturally Aware Tutoring Systems
abstract
The role of culture in learning is an underexplored area of research. Learners come with a variety of cultural backgrounds, belief systems, and perspectives. Research in education has shown that teaching methodologies and instructional design cannot always be universally applied as their impact can greatly vary from one culture to another. In other words, pedagogical strategies that are effective for one cultural group may not be effective with a different one. Researchers in the Artificial Intelligence in Education (AIED) community are beginning to address these issues by incorporating models of culture into their systems with goal of either adapting to learners' varying cultural backgrounds or by culturally-appropriate underlying teaching methodologies into their systems. Developing AIED systems with cultural discernment capabilities therefore – among other possibilities – may reduce misunderstanding and confusion that is derived from learner behaviour as well as allow for customized learning according to cultural needs. A greater cultural focus can also increase the flexibility of the systems we build and promote their acceptance and wider spread use.
Emmanuel G. Blanchard, H. Chad Lane, Daniele Allard
AIED2
2009 Feedback Specificity and the Learning of Intercultural Communication Skills
abstract
The role of explicit feedback in learning has been studied from a variety of perspectives and in many contexts. In this paper, we examine the impact of the specificity of feedback delivered by an intelligent tutoring system in a game-based environment for cultural learning. We compared two versions: one that provided only “bottom-out” hints and feedback versus one that provided only conceptual messages. We measured during-training performance, in-game transfer, and long-term retention. Consistent with our hypotheses, specific feedback utterances produced inferior learning on the in-game transfer task when compared to conceptual utterances. No differences were found on a web-based post-test. We discuss possible explanations for these findings, particularly as they relate to the learning of loosely defined skills and serious games.
Matthew J. Hays, H. Chad Lane, Daniel Auerbach, Mark G. Core, Dave Gomboc, Milton Rosenberg
AIED2
2009 Intelligent Educational Games
H. Chad Lane, Amy Ogan, Valerie J. Shute
AIED1
2007 Narrative Learning Environments
Mark O. Riedl, Isabel Machado Alexandre 0001, Brian Magerko, Ana Paiva 0001, H. Chad Lane
AIED5
2006 Building Explainable Artificial Intelligence Systems
Mark G. Core, H. Chad Lane, Michael van Lent, Dave Gomboc, Steve Solomon, Milton Rosenberg
AAAI2
2006 Reflective Tutoring for Immersive Simulation
H. Chad Lane, Mark G. Core, Dave Gomboc, Steve Solomon, Michael van Lent, Milton Rosenberg
Intelligent Tutoring Systems1
2005 Explainable Artificial Intelligence for Training and Tutoring
H. Chad Lane, Mark G. Core, Michael van Lent, Steve Solomon, Dave Gomboc
AIED1
2005 Intention-based scoring: an approach to measuring success at solving the composition problem
abstract
Traditional methods of evaluating student programs are not always appropriate for assessment of different instructional interventions. They tend to focus on the final product rather than on the process that led to it. This paper presents intention-based scoring (IBS), an approach to measuring programming ability that looks at intermediate programs produced over the course of an implementation rather than just the one at the end. The intent is to assess a student's ability to produce algorithmically correct code on the first attempt at achieving each program goal. In other words, the goal is to answer question "How close was the student to being initially correct?" but not to speak to a student's debugging skills or ability to ultimately produce a working program. To produce an IBS, it is necessary to inspect a student's online protocol, which is simply the collection of all programs submitted to a compiler. IBS involves a three-phase process of (1) identification of the subset of all programs in a protocol that represent the initial attempts at achieving programming goals, (2) bug identification, and (3) rubric-based scoring. We conclude with an example application of IBS in the evaluation of a tutoring system for beginning programmers and also show how an IBS can be broken down by the underlying bug categories to reveal more subtle differences.
H. Chad Lane, Kurt VanLehn
SIGCSE1
2003 Coached program planning: dialogue-based support for novice program design
abstract
Coached program planning is a dialogue-based style of tutoring aimed at helping novices during the early stages of program writing. The intent is to help novices understand and solve problems in their own words through the construction of natural-language style pseudocode as the first step in solving a programming problem. We have designed an environment supporting coached program planning and have used it in a human-to-human, computer-mediated evaluation of 16 novice programmers enrolled in a pre-CS1 programming course at the University of Pittsburgh. The results show that students who underwent coached program planning, compared to those who did not, were more prolific with comments in their programs, committed fewer structural mistakes, and exhibited less erratic programming behavior during their implementation. The dialogues collected from this experiment followed a clear 4-step pattern. Starting with this observation, we are developing a dialogue-based intelligent tutoring system called the Pseudocode Tutor to support coached program planning.
H. Chad Lane, Kurt VanLehn
SIGCSE1