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James E. Corter

dblp:48/3840 · DBLP profile ↗
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26ranked-venue papers
4as first author
4since 2021 · last 2026
0000-0002-5415-8669ORCID · verified

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

Artificial intelligence and machine learning · 24 · 3 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 17 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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.

Interdisciplinary, comprehensive, and emerging computing
2 papers
Computing education · 100%
Databases, data mining, and information retrieval
1 paper
Information retrieval · 100%
Artificial intelligence
1 paper
Language models and text generation · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Natural language and speech › Language models and text generation › text generation › text response generation
feedback generation
1.012026
Graph RAG for Automated Short Answer Grading with Feedback: Bridging Pedagogical Needs and Technical Capabilities · AAAI 2026
Computing education
automated assessment
1.012026
Graph RAG for Automated Short Answer Grading with Feedback: Bridging Pedagogical Needs and Technical Capabilities · AAAI 2026
Computing education › automated assessment
short-answer scoring
1.012026
Graph RAG for Automated Short Answer Grading with Feedback: Bridging Pedagogical Needs and Technical Capabilities · AAAI 2026
Information retrieval › retrieval-augmented generation
graph-based retrieval-augmented generation
1.012026
Graph RAG for Automated Short Answer Grading with Feedback: Bridging Pedagogical Needs and Technical Capabilities · AAAI 2026
Information retrieval
retrieval-augmented generation
1.012026
Graph RAG for Automated Short Answer Grading with Feedback: Bridging Pedagogical Needs and Technical Capabilities · AAAI 2026

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

prompt engineering · 3.0large language model · 3.0knowledge graph retrieval · 3.0survey · 0.1randomized study · 0.1
YearPublicationVenuePosition
2026 Graph RAG for Automated Short Answer Grading with Feedback: Bridging Pedagogical Needs and Technical Capabilities
abstract
Automated short answer grading with feedback (ASAG-F) systems currently face challenges in transparency, pedagogical alignment, and cost-effectiveness that limit their real-world deployment. We introduce GraphRAG, a knowledge graph-based retrieval-augmented generation framework that addresses these limitations by grounding all large language model (LLM)-generated feedback and scores in instructor-curated atomic facts, ensuring traceability and verifiability. Using the Short Answer Feedback (SAF) dataset with 31 topics, we evaluate GraphRAG on unseen-question and unseen-answer splits. Our systematic evaluation demonstrates that GraphRAG achieves grading accuracy comparable to vector-based RAG and generally superior to a fine-tuned LLM baseline model while providing more transparent source attribution. Additional findings include: (1) Instructing the LLM to discretize continuous scores to match pedagogical rubrics, such as the 0.25 increments common in SAF, improves grading accuracy; (2) LLM-generated feedback exhibits length-dependent quality variations when unconstrained; prompt-based length control substantially enhances feedback quality and its stability, achieving optimal balance of instructional richness and conciseness; (3) Performance scaling analysis reveals that basic models like GPT-4o-mini offer cost-effective performance, while premium models like Claude-Opus-4 show diminishing returns. These results demonstrate that GraphRAG offers a robust, explainable, pedagogy-aligned, and cost-effective solution for large-scale educational applications, enabling transparent automated grading with effective pedagogical feedback and practical deployment costs.
James E. Corter
AAAI2
2025 Extracting Latent Dimensions from Multidimensional Response Timing Data
James E. Corter
CogSci2
2024 Visual Similarity Modeling of Chinese Characters Across Natives, Second Language Learners, and Novices
Zhuqian Zhou, James E. Corter
CogSci2
2022 Learning Through Collaboration: Designing Collaborative Activities to Promote Individual Learning
Katherine S. Moore, James E. Corter
CogSci2
2020 Describing and Comprehending Change in Quantitative Information
James E. Corter
CogSci2
2020 Can Group Knowledge Diversity be Created On-the-Fly?: Effects of Collaboration Task Design on Performance and Transfer
Katherine Hibbard, James E. Corter
CogSci2
2019 The Effect of Chronic Regulatory Focus on Sampling Behavior and Risky Decisions
Lujain Al Alamy, James E. Corter
CogSci2
2019 Effects of Induced Affective States on Decisions under Risk with Mixed Domain Problems
James E. Corter
CogSci2
2019 Making The Implicit Explicit: Effects of Verbalization in Decisions from Experience
Yaoli Mao, James E. Corter
CogSci2
2018 Euler Box Diagrams to Represent Independent and Non-independent Events
James E. Corter
Diagrams1
2016 Categorization of Probability Word Problem: Effects of Prior Statistical Training and Semantic Schema
Chenmu Xing, James E. Corter, Doris Zahner
CogSci2
2016 People, Place, and Time: Inferences from Diagrams
Barbara Tversky, James E. Corter, Yuko Tanaka, Jeffrey V. Nickerson
Diagrams3
2016 Diagrams Affect Choice of Strategy in Probability Problem Solving
Chenmu Xing, James E. Corter, Doris Zahner
Diagrams2
2014 Learning or Framing?: Effects of Outcome Feedback on Repeated Decisions from Description
Yu-Jia Chen, James E. Corter
CogSci2
2014 Solving Normal-Distribution Probability Problems with and without Diagrams
James E. Corter, Chenmu Xing
CogSci1
2014 Effects of Problem Schema on Successful Maximizing in Repeated Choices
James E. Corter
CogSci2
2014 Effects of Temporal and Causal Schemas on Probability Problem Solving
S. Sonia Gugga, James E. Corter
CogSci2
2013 People, Place, and Time: Inferences from Diagrams
Barbara Tversky, James E. Corter, Yuko Tanaka, Jeffrey V. Nickerson
CogSci2
2012 Structure, Space and Time: Some Ways That Diagrams Affect Inferences in a Planning Task
David L. Mason, James E. Corter, Barbara Tversky, Jeffrey V. Nickerson
Diagrams2
2012 Representing Category and Continuum: Visualizing Thought
Barbara Tversky, James E. Corter, Lixiu Yu, David L. Mason, Jeffrey V. Nickerson
Diagrams2
2012 Evaluation of the learning effectiveness of game-based and hands-on gear train laboratories
abstract
Recently, academic institutions have started to explore the potential of commercially available multiplayer computer game engines for the development of virtual environments for instructional purposes. This trend is motivated by the fact that many students are highly accustomed to and knowledgeable about playing electronic and computer games. Computer games share a number of potential characteristics with effective instructional tools and therefore have a great potential for positively affecting learning. Achieving a sense of immersion by the students and interactive collaboration among them are two of the main goals being pursued in exploring new types of educational laboratories as alternatives or complements to traditional hands-on experiments. A scripted scenario for a game-based gear train laboratory exercise was implemented in `ME 358 Mechanisms and Machine Dynamics', a junior-level course for mechanical engineering majors at Stevens Institute of Technology (SIT). This paper discusses the learning assessment conducted in that implementation. The results are presented for two assessment studies comparing versions of game-based gear train experiments to workbook-based gear train experiments with a `hands-on' laboratory experience. The results suggest that the students learned the concepts addressed by the laboratory content better in the game-based condition and that they had a realistic understanding and appreciation of the practical advantages of game-based gear train experiments over more traditional learning experiences. In addition, a questionnaire was administered to the students and then analyzed in order to obtain further insights into the students' opinions about and attitudes toward the game-based laboratory approach.
El-Sayed Aziz, James E. Corter, Yizhe Chang, Sven K. Esche, Constantin Chassapis
FIE2
2011 Identifying causal pathways with and without diagrams
James E. Corter, David L. Mason, Barbara Tversky, Jeffrey V. Nickerson
CogSci1
2011 Visualizing thought: Mapping category and continuum
Barbara Tversky, James E. Corter, Lixiu Yu, David L. Mason, Jeffrey V. Nickerson
CogSci2
2011 The Social-Pragmatics of Category Learning
John Voiklis, James E. Corter
CogSci2
2008 Transforming Descriptions and Diagrams to Sketches in Information System Design
Barbara Tversky, James E. Corter, Jeffrey V. Nickerson, Doris Zahner, Yun Jin Rho
Diagrams2
2007 Constructing reality: A study of remote, hands-on, and simulated laboratories
abstract
Laboratories play a crucial role in the education of future scientists and engineers, yet there is disagreement among science and engineering educators about whether and which types of technology-enabled labs should be used. This debate could be advanced by large-scale randomized studies addressing the critical issue of whether remotely operated or simulation-based labs are as effective as the traditional hands-on lab format. The present article describes the results of a large-scale (N = 306) study comparing learning outcomes and student preferences for several different lab formats in an undergraduate engineering course. The lab formats that were evaluated included traditional hands-on labs, remotely operated labs, and simulations. Learning outcomes were assessed by a test of the specific concepts taught in each lab. These knowledge scores were as high or higher (depending on topic) after performing remote and simulated laboratories versus performing hands-on laboratories. In their responses to survey items, many students saw advantages to technology-enabled lab formats in terms of such attributes as convenience and reliability, but still expressed preference for hands-on labs. Also, differences in lab formats led to changes in group functions across the plan-experiment-analyze process: For example, students did less face-to-face work when engaged in remote or simulated laboratories, as opposed to hands-on laboratories.
James E. Corter, Jeffrey V. Nickerson, Sven K. Esche, Constantin Chassapis, Seongah Im
ACM Trans. Comput. Hum. Interact.1