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Brian Jordan

dblp:294/1100 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 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 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.

Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 50% Interaction techniques and input · 50%
Artificial intelligence
1 paper
Face, body and person analysis · 100%

Topics — the 1 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies
computing education
0.512021
PoseBlocks: A Toolkit for Creating (and Dancing) with AI · AAAI 2021

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

transfer learning · 1.0teachable machine · 1.0block-based programming · 1.0
YearPublicationVenuePosition
2021 PoseBlocks: A Toolkit for Creating (and Dancing) with AI
abstract
Body-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
AAAI1