Huy Anh Nguyen

dblp:76/6294 · DBLP profile ↗
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34ranked-venue papers
15as first author
19since 2021 · last 2024
—ORCID · conflict

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

Applied, interdisciplinary, general and emerging computing · 27 · 12 first-author · 17 since 2021Human-computer interaction and ubiquitous computing · 19 · 10 first-author · 13 since 2021Artificial intelligence and machine learning · 6 · 1 first-author · 4 since 2021Systems, architecture and hardware · 5 · 3 since 2021Computer networks · 2 · 1 first-authorSecurity and privacy · 1Databases, data management, data science and information retrieval · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2024 An Automatic Question Usability Evaluation Toolkit
Steven Moore, Eamon Costello, Huy Anh Nguyen, John C. Stamper
AIED (2)3
2024 Understanding Gender Effects in Game-Based Learning: The Role of Self-Explanation
J. Elizabeth Richey, Huy Anh Nguyen, Mahboobeh Mehrvarz, Nicole Else-Quest, Ivon Arroyo, Ryan Baker 0001, Hayden Stec, Jessica Hammer, Bruce M. McLaren
AIED (1)2
2024 HOIST-Former: Hand-Held Objects Identification, Segmentation, and Tracking in the Wild
abstract
We address the challenging task of identifying, segmenting, and tracking hand-held objects, which is crucial for applications such as human action segmentation and per-formance evaluation. This task is particularly challenging due to heavy occlusion, rapid motion, and the transitory nature of objects being hand-held, where an object may be held, released, and subsequently picked up again. To tackle these challenges, we have developed a novel transformer-based architecture called HOIST-Former. HOIST-Former is adept at spatially and temporally segmenting hands and objects by iteratively pooling features from each other, ensuring that the processes of identification, segmentation, and tracking of hand-held objects depend on the hands' positions and their contextual appearance. We further refine HOIST-Former with a contact loss that focuses on areas where hands are in contact with objects. Moreover, we also contribute an in-the-wild video dataset called HOIST, which comprises 4,125 videos complete with bounding boxes, segmentation masks, and tracking IDs for hand-held objects. Through experiments on the HOIST dataset and two ad-ditional public datasets, we demonstrate the efficacy of HOIST-Former in segmenting and tracking hand-held objects. Project page: https://supreethn.github.io/research/hoistformer/index.html
Supreeth Narasimhaswamy, Huy Anh Nguyen, Lihan Huang, Minh Hoai
CVPR2
2024 Examining the Trade-Offs Between Simplified and Realistic Coding Environments in an Introductory Python Programming Class
Huy Anh Nguyen, Christopher Bogart, Jaromír Savelka, Adam Zhang, Majd F. Sakr
EC-TEL (1)1
2024 Investigating Racial and Ethnic Differences in Learning with a Digital Game and Tutor for Decimal Numbers
Xiaolin Ni, Huy Anh Nguyen, Nicole Else-Quest, Alessandro Pagano, Bruce M. McLaren
EC-TEL (1)2
2023 Gender Differences in Learning Game Preferences: Results Using a Multi-dimensional Gender Framework
Huy Anh Nguyen, Nicole Else-Quest, J. Elizabeth Richey, Jessica Hammer, Sarah Di, Bruce M. McLaren
AIED1
2023 Examining the Learning Benefits of Different Types of Prompted Self-explanation in a Decimal Learning Game
Huy Anh Nguyen, Xinying Hou, Hayden Stec, Sarah Di, John C. Stamper, Bruce M. McLaren
AIED1
2023 Assessing the Quality of Multiple-Choice Questions Using GPT-4 and Rule-Based Methods
Steven Moore, Huy Anh Nguyen, Tianying Chen 0001, John C. Stamper
EC-TEL2
2023 Evaluating ChatGPT's Decimal Skills and Feedback Generation in a Digital Learning Game
Huy Anh Nguyen, Hayden Stec, Xinying Hou, Sarah Di, Bruce M. McLaren
EC-TEL1
2023 Tracking Knowledge for Learning Japanese as a 2nd Language
Tomoko Okimoto, Matthew W. Johnson 0001, Huy Anh Nguyen, Steven Moore, Michael Eagle, John C. Stamper
ICCE3
2023 Crowdsourcing the Evaluation of Multiple-Choice Questions Using Item-Writing Flaws and Bloom's Taxonomy
abstract
Multiple-choice questions, which are widely used in educational assessments, have the potential to negatively impact student learning and skew analytics when they contain item-writing flaws. Existing methods for evaluating multiple-choice questions in educational contexts tend to focus primarily on machine readability metrics, such as grammar, syntax, and formatting, without considering the intended use of the questions within course materials and their pedagogical implications. In this study, we present the results of crowdsourcing the evaluation of multiple-choice questions based on 15 common item-writing flaws. Through analysis of 80 crowdsourced evaluations on questions from the domains of calculus and chemistry, we found that crowdworkers were able to accurately evaluate the questions, matching 75% of the expert evaluations across multiple questions. They were able to correctly distinguish between two levels of Bloom's Taxonomy for the calculus questions, but were less accurate for chemistry questions. We discuss how to scale this question evaluation process and the implications it has across other domains. This work demonstrates how crowdworkers can be leveraged in the quality evaluation of educational questions, regardless of prior experience or domain knowledge.
Steven Moore, Ellen Fang, Huy Anh Nguyen, John C. Stamper
L@S3
2022 Investigating the Effects of Mindfulness Meditation on a Digital Learning Game for Mathematics
Huy Anh Nguyen, Zsofia K. Takacs, Eniko Orsolya Bereczki, J. Elizabeth Richey, Michael Mogessie Ashenafi, Bruce M. McLaren
AIED (1)1
2022 Round Numbers Can Sharpen Cognition
abstract
Scientists and journalists strive to report numbers with high precision to keep readers well-informed. Our work investigates whether this practice can backfire due to the cognitive costs of processing multi-digit precise numbers. In a pre-registered randomized experiment, we presented readers with several news stories containing numbers in either precise or round versions. We then measured their ability to approximately recall these numbers and make estimates based on what they read. Our results revealed a counter-intuitive effect where reading round numbers helped people better approximate the precise values, while seeing precise numbers made them worse. We also conducted two surveys to elicit individual preferences for the ideal degree of rounding for numbers spanning seven orders of magnitude in various contexts. From the surveys, we found that people tended to prefer more precision when the rounding options contained only digits (e.g., ”2,500,000”) than when they contained modifier terms (e.g., ”2.5 million”). We conclude with a discussion of how these findings can be leveraged to enhance numeracy in digital content consumption.
Huy Anh Nguyen, Jake M. Hofman, Daniel G. Goldstein
CHI1
2022 Assessing the Quality of Student-Generated Short Answer Questions Using GPT-3
Steven Moore, Huy Anh Nguyen, Norman L. Bier, Tanvi Domadia, John C. Stamper
EC-TEL2
2022 Towards Generalized Methods for Automatic Question Generation in Educational Domains
Huy Anh Nguyen, Shravya Bhat, Steven Moore, Norman L. Bier, John C. Stamper
EC-TEL1
2022 Towards Automated Generation and Evaluation of Questions in Educational Domains
Shravya Bhat, Huy Anh Nguyen, Steven Moore, John C. Stamper, Majd F. Sakr, Eric Nyberg
EDM2
2022 Picturing One's Self: Camera Use in Zoom Classes during the COVID-19 Pandemic
abstract
Starting from the spring of 2020, higher institutions in the US underwent a rapid shift from in-person classes to emergency remote education, in response to the COVID-19 outbreak. Under this circumstance, a variety of video conferencing tools (e.g., Zoom) have been adopted for distance education, which pose a set of new challenges arising from synchronous online classes. Among these, one significant issue was students' unwillingness to open cameras, resulting in a lack of non-verbal cues that instructors could rely on to gauge students' understanding and adjust their teachings. Towards addressing this issue, our qualitative study aims at investigating the rationales behind students' camera avoidance. Through a series of semi-structured interviews on undergraduate students in the U.S, we identified prominent factors -- namely the class size, lecture style, level of interactivity and privacy concerns -- that influenced students' motivation for opening their cameras. At the same time, we uncovered several difficulties, such as heightened self-awareness, feeling of minority and academic perspective, that discouraged students from opening camera, with more substantial impacts on international students. We conclude with actionable insights into the design of online classes, video-conferencing platforms and camera technology that can promote camera usage, thereby contributing to scalable and inclusive interventions for facilitating the transition into remote education.
Na Li 0042, Guillermo Romera Rodriguez, Yuqiao Xu, Parth Bhatt, Huy Anh Nguyen, Alex Serpi, Chun-Hua Tsai, John M. Carroll 0001
L@S5
2021 Exploring Metrics for the Analysis of Code Submissions in an Introductory Data Science Course
abstract
While data science education has gained increased recognition in both academic institutions and industry, there has been a lack of research on automated coding assessment for novice students. Our work presents a first step in this direction, by leveraging the coding metrics from traditional software engineering (Halstead Volume and Cyclomatic Complexity) in combination with those that reflect a data science project’s learning objectives (number of library calls and number of common library calls with the solution code). Through these metrics, we examined the code submissions of 97 students across two semesters of an introductory data science course. Our results indicated that the metrics can identify cases where students had overly complicated codes and would benefit from scaffolding feedback. The number of library calls, in particular, was also a significant predictor of changes in submission score and submission runtime, which highlights the distinctive nature of data science programming. We conclude with suggestions for extending our analyses towards more actionable intervention strategies, for example by tracking the fine-grained submission grading outputs throughout a student’s submission history, to better model and support them in their data science learning process.
Huy Anh Nguyen, Michelle Lim, Steven Moore, Eric Nyberg, Majd F. Sakr, John C. Stamper
LAK1
2021 Examining the Effects of Student Participation and Performance on the Quality of Learnersourcing Multiple-Choice Questions
abstract
While generating multiple-choice questions has been shown to promote deep learning, students often fail to realize this benefit and do not willingly participate in this activity. Additionally, the quality of the student-generated questions may be influenced by both their level of engagement and familiarity with the learning materials. Towards better understanding how students can generate high quality questions, we designed and deployed a multiple-choice question generation activity in seven college-level online chemistry courses. From these courses, we collected data on student interactions and their contribution to the question-generation task. A total of 201 students enrolled in the courses and 57 of them elected to generate a multiple-choice question. Our results indicated that students were able to contribute quality questions, with 67% of them being evaluated by experts as acceptable for use. We further identified several student behaviors in the online courses that are correlated to their participation in the task and the quality of their contribution. Our findings can help teachers and students better understand the benefits of student-generated questions and effectively implement future learnersourcing activities.
Steven Moore, Huy Anh Nguyen, John C. Stamper
L@S2
2020 Exploring How Gender and Enjoyment Impact Learning in a Digital Learning Game
Xinying Hou, Huy Anh Nguyen, J. Elizabeth Richey, Bruce M. McLaren
AIED (1)2
2020 Evaluating Crowdsourcing and Topic Modeling in Generating Knowledge Components from Explanations
Steven Moore, Huy Anh Nguyen, John C. Stamper
AIED (1)2
2020 Improving Students' Problem-Solving Flexibility in Non-routine Mathematics
Huy Anh Nguyen, John C. Stamper, Bruce M. McLaren
AIED (2)1
2020 Moving beyond Test Scores: Analyzing the Effectiveness of a Digital Learning Game through Learning Analytics
Huy Anh Nguyen, Xinying Hou, John C. Stamper, Bruce M. McLaren
EDM1
2020 Design and Implementation of a Pre-Surgical Investigation System by VR+AR+MR Techniques
abstract
Virtual-Reality (VR), Augmented-Reality (AR) and Mixed-Reality (MR) are finding new applications in clinical investigations. This study uses VR, AR, and MR techniques for pre-surgery applications on three platforms: Windows PC, Apple iPad, and Mobile. Using the proposed technique, which involves the use of virtual reality, augmented reality, and mixed reality technologies, a physician can visualize the problem and discuss options with a patient while the patient's anatomy is being studied. The combination of endoscopic visualization can be used for surgical planning, training, medical diagnosis, and postoperative examination.
Ching-Hwa Cheng, Huy Anh Nguyen, Tang-Chieh Liu
ISCAS2
2020 Towards Crowdsourcing the Identification of Knowledge Components
abstract
Assigning a set of hypothesized knowledge components (KCs) to assessment items within an ed-tech system enables us to better estimate student learning. However, creating and assigning these KCs is a time-consuming process that often requires domain expertise. In this study, we present the results of crowdsourcing KCs for problems in the domain of mathematics and English writing, as a first step in leveraging the crowd to expedite this task. Crowdworkers were presented with a problem and asked to provide the underlying skills required to solve it. Additionally, we investigated the effect of priming crowdworkers with related content before having them generate these KCs. We then analyzed their contributions through qualitative coding and found that across both the math and writing domains roughly 33% of the crowdsourced KCs directly matched those generated by domain experts for the same problems.
Steven Moore, Huy Anh Nguyen, John C. Stamper
L@S2
2019 How Does Order of Gameplay Impact Learning and Enjoyment in a Digital Learning Game?
Yeyu Wang, Huy Anh Nguyen, Erik Harpstead, John C. Stamper, Bruce M. McLaren
AIED (1)2
2019 Towards Modeling Students' Problem-solving Skills in Non-routine Mathematics Problems
Huy Anh Nguyen, John C. Stamper, Bruce M. McLaren
EDM1
2019 Using Knowledge Component Modeling to Increase Domain Understanding in a Digital Learning Game
Huy Anh Nguyen, Yeyu Wang, John C. Stamper, Bruce M. McLaren
EDM1
2019 Exploring the Subtleties of Agency and Indirect Control in Digital Learning Games
abstract
How do the features of a learning environment's user interface impact learners' agency and, further, their learning? We explored this question in the context of Decimal Point, a digital learning game designed to support middle school students in learning decimals. Previous studies of the game showed that giving students the ability to choose the order and number of mini-games to play did not significantly impact their learning outcomes compared to a condition without choice. In this paper we explore whether some elements of the game's interface may have inadvertently exerted indirect control over students' choice, leading to the previous effects. We conducted a classroom study using a new version of the game that varied whether students saw a visual path connecting mini-games on the game map to modulate the level of indirect control students would experience with an implied ordering. Ultimately, we found that students in the no-line condition exercised significantly more agency but did not learn any less than the line condition. These results suggest that indirect control can be a subtle but powerful way to direct student attention in digital learning games.
Erik Harpstead, J. Elizabeth Richey, Huy Anh Nguyen, Bruce M. McLaren
LAK3
2018 Student Agency and Game-Based Learning: A Study Comparing Low and High Agency
Huy Anh Nguyen, Erik Harpstead, Yeyu Wang, Bruce M. McLaren
AIED (1)1
2013 A Lightweight Gait Authentication on Mobile Phone Regardless of Installation Error
Thang Hoang, Deokjai Choi 0001, Viet Vo, Huy Anh Nguyen, Thuc Dinh Nguyen
SEC4
2010 On quality of monitoring for multi-channel wireless infrastructure networks
abstract
Passive monitoring utilizing distributed wireless sniffers is an effective technique to monitor activities in wireless infrastructure networks for fault diagnosis, resource management and critical path analysis. In this paper, we introduce a quality of monitoring (QoM) metric defined by the expected number of active users monitored, and investigate the problem of maximizing QoM by judiciously assigning sniffers to channels based on knowledge of user activities in a multi-channel wireless network. Two capture models are considered. The first one, called the user-centric model assumes frame-level capturing capability of sniffers such that the activities of different users can be distinguished. The second one, called the sniffer-centric model only utilizes binary channel information (active or not) at a sniffer. For the user-centric model, we show that the implied optimization problem is NP-hard, but a constant approximation ratio can be attained via polynomial complexity algorithms. For the sniffer-centric model, we devise a stochastic inference scheme that transforms the problem into the user-centric domain, where we are able to apply our polynomial approximation algorithms. The effectiveness of our proposed scheme and algorithms is further evaluated using both synthetic data as well as real-world traces from an operational WLAN.
Arun Chhetri, Huy Anh Nguyen, Gabriel Scalosub
MobiHoc2
2009 How to Maximize User Satisfaction Degree in Multi-service IP Networks
abstract
Bandwidth allocation is a fundamental problem in communication networks. With current network moving towards the future Internet model, the problem is further intensified as network traffic demanding far from exceeds network bandwidth capability. Maintaining a certain user satisfaction degree therefore becomes a challenge research topic. In this paper, we deal with the problem by proposing BASMIN, a novel bandwidth allocation scheme that aims to maximize network userpsilas happiness. We also defined a new metric for evaluating network user satisfaction degree: network worth. A three-step evaluation process is then conducted to compare BASMIN efficiency with other three popular bandwidth allocation schemes. Throughout the tests, we experienced BASMIN's advantages over the others; we even found out that one of the most widely used bandwidth allocation schemes, in fact, is not effective at all.
Huy Anh Nguyen, Tam V. Nguyen 0002, Deokjai Choi 0001
ACIIDS1
2008 Application of Data Mining to Network Intrusion Detection: Classifier Selection Model
Huy Anh Nguyen, Deokjai Choi 0001
APNOMS1