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Ellen Jiang

dblp:272/5235 · DBLP profile ↗
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2ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-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.

Computer graphics and multimedia
1 paper
Visual content generation and editing · 100%
Human-computer interaction and pervasive computing
1 paper
Human-AI interaction · 77% User interface design and tools · 23%
Software engineering, system software, and programming languages
1 paper
Program synthesis and code generation · 100%

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

TopicWeightPapersLastEvidence papers
Program synthesis and code generation
natural language programming
0.612022
Discovering the Syntax and Strategies of Natural Language Programming with Generative Language Models · CHI 2022
Visual content generation and editing
3d content creation
0.412020
ShapeAssembly: learning to generate programs for 3D shape structure synthesis · ACM Trans. Graph. 2020
Visual content generation and editing
3d shape generation
0.412020
ShapeAssembly: learning to generate programs for 3D shape structure synthesis · ACM Trans. Graph. 2020

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

user study · 1.1prompting · 1.1large generative language model · 1.1hierarchical sequence VAE · 0.4differentiable program interpreter · 0.4deep generative model · 0.4
YearPublicationVenuePosition
2022 Discovering the Syntax and Strategies of Natural Language Programming with Generative Language Models
abstract
In this paper, we present a natural language code synthesis tool, GenLine, backed by 1) a large generative language model and 2) a set of task-specific prompts that create or change code. To understand the user experience of natural language code synthesis with these new types of models, we conducted a user study in which participants applied GenLine to two programming tasks. Our results indicate that while natural language code synthesis can sometimes provide a magical experience, participants still faced challenges. In particular, participants felt that they needed to learn the model’s “syntax,” despite their input being natural language. Participants also struggled to form an accurate mental model of the types of requests the model can reliably translate and developed a set of strategies to debug model input. From these findings, we discuss design implications for future natural language code synthesis tools built using large generative language models.
Ellen Jiang, Edwin Toh, Alejandra Molina, Kristen Olson, Claire Kayacik, Aaron Donsbach, Carrie J. Cai, Michael Terry
CHI1
2020 ShapeAssembly: learning to generate programs for 3D shape structure synthesis
abstract
Manually authoring 3D shapes is difficult and time consuming; generative models of 3D shapes offer compelling alternatives. Procedural representations are one such possibility: they offer high-quality and editable results but are difficult to author and often produce outputs with limited diversity. On the other extreme are deep generative models: given enough data, they can learn to generate any class of shape but their outputs have artifacts and the representation is not editable. In this paper, we take a step towards achieving the best of both worlds for novel 3D shape synthesis. First, we propose ShapeAssembly, a domain-specific "assembly-language" for 3D shape structures. ShapeAssembly programs construct shape structures by declaring cuboid part proxies and attaching them to one another, in a hierarchical and symmetrical fashion. ShapeAssembly functions are parameterized with continuous free variables, so that one program structure is able to capture a family of related shapes. We show how to extract ShapeAssembly programs from existing shape structures in the PartNet dataset. Then, we train a deep generative model, a hierarchical sequence VAE, that learns to write novel ShapeAssembly programs. Our approach leverages the strengths of each representation: the program captures the subset of shape variability that is interpretable and editable, and the deep generative model captures variability and correlations across shape collections that is hard to express procedurally. We evaluate our approach by comparing the shapes output by our generated programs to those from other recent shape structure synthesis models. We find that our generated shapes are more plausible and physically-valid than those of other methods. Additionally, we assess the latent spaces of these models, and find that ours is better structured and produces smoother interpolations. As an application, we use our generative model and differentiable program interpreter to infer and fit shape programs to unstructured geometry, such as point clouds.
R. Kenny Jones, Theresa Barton, Xianghao Xu, Kai Wang 0002, Ellen Jiang, Paul Guerrero 0001, Niloy J. Mitra, Daniel Ritchie 0001
ACM Trans. Graph.5