Demo Data from EDBT 2026 / reviewers in the wild / expert
Jenna Hong
dblp:292/5677
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2021
—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 since 2021Human-computer interaction and ubiquitous computing · 1 · 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.
| Human-computer interaction and pervasive computing
2 papers |
Learning and educational technologies · 56% Interaction techniques and input · 44% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computing education · 100% | |
| Artificial intelligence
2 papers |
Face, body and person analysis · 50% Generative modeling · 50% |
Topics — the 3 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computing education
AI education |
0.5 | 1 | 2021 | Exploring Generative Models with Middle School Students · CHI 2021 |
Learning and educational technologies
computing education |
0.5 | 1 | 2021 | PoseBlocks: A Toolkit for Creating (and Dancing) with AI · AAAI 2021 |
Machine learning › Generative modeling
generative adversarial network |
0.1 | 1 | 2021 | Exploring Generative Models with Middle School Students · CHI 2021 |
Methods — techniques the papers use, named apart from their topics
workshop study · 1.5learning trajectory design · 1.5transfer learning · 1.0teachable machine · 1.0block-based programming · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | PoseBlocks: A Toolkit for Creating (and Dancing) with AIabstractBody-tracking artificial intelligence (AI) systems like Kinect games, Snapchat Augmented Reality (AR) Lenses, and Instagram AR Filters are some of the most engaging ways students experience AI in their everyday lives. Additionally, many students have existing interests in physical hobbies like sports and dance. In this paper, we present PoseBlocks; a suite of block-based programming tools which enable students to build compelling body-interactive AI projects in any web browser, integrating camera/microphone inputs and body-sensing user interactions. To accomplish this, we provide a custom block-based programming environment building on the open source Scratch project, introducing new AI-model-powered blocks supporting body, hand, and face tracking, emotion recognition, and the ability to integrate custom image/pose/audio models from the online transfer learning tool Teachable Machine. We introduce editor functionality such as a project video recorder, pre-computed video loops, and integration with curriculum materials. We discuss deploying this toolkit with an accompanying curriculum in a series of synchronous online pilots with 46 students, aged 9-14. In analyzing class projects and discussions, we find that students learned to design, train, and integrate machine learning models in projects of their own devising while exploring ethical considerations such as stakeholder values and algorithmic bias in their interactive AI systems. Brian Jordan, Nisha Devasia, Jenna Hong, Randi Williams, Cynthia Breazeal |
AAAI | 3 |
| 2021 | Exploring Generative Models with Middle School StudentsabstractApplications of generative models such as Generative Adversarial Networks (GANs) have made their way to social media platforms that children frequently interact with. While GANs are associated with ethical implications pertaining to children, such as the generation of Deepfakes, there are negligible efforts to educate middle school children about generative AI. In this work, we present a generative models learning trajectory (LT), educational materials, and interactive activities for young learners with a focus on GANs, creation and application of machine-generated media, and its ethical implications. The activities were deployed in four online workshops with 72 students (grades 5-9). We found that these materials enabled children to gain an understanding of what generative models are, their technical components and potential applications, and benefits and harms, while reflecting on their ethical implications. Learning from our findings, we propose an improved learning trajectory for complex socio-technical systems. Safinah Arshad Ali, Daniella DiPaola, Irene Lee, Jenna Hong, Cynthia Breazeal |
CHI | 4 |