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Jina Kang

dblp:90/7503 · DBLP profile ↗
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8ranked-venue papers
3as first author
5since 2021 · last 2025
0000-0002-7043-5427ORCID · corroborated

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

Applied, interdisciplinary, general and emerging computing · 5 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021Security and privacy · 1 · 1 first-authorGraphics, 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
1 paper
Human-AI interaction · 50% Learning and educational technologies · 50%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computing education
learning environment
0.912025
Can LLMs Reliably Simulate Human Learner Actions? A Simulation Authoring Framework for Open-Ended Learning Environments · AAAI 2025
Learning and educational technologies
student modeling
0.912025
Can LLMs Reliably Simulate Human Learner Actions? A Simulation Authoring Framework for Open-Ended Learning Environments · AAAI 2025

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

prompt engineering · 1.7large language model · 1.7
YearPublicationVenuePosition
2025 Can LLMs Reliably Simulate Human Learner Actions? A Simulation Authoring Framework for Open-Ended Learning Environments
abstract
Simulating learner actions helps stress-test open-ended interactive learning environments and prototype new adaptations before deployment. While recent studies show the promise of using large language models (LLMs) for simulating human behavior, such approaches have not gone beyond rudimentary proof-of-concept stages due to key limitations. First, LLMs are highly sensitive to minor prompt variations, raising doubts about their ability to generalize to new scenarios without extensive prompt engineering. Moreover, apparently successful outcomes can often be unreliable, either because domain experts unintentionally guide LLMs to produce expected results, leading to self-fulfilling prophecies; or because the LLM has encountered highly similar scenarios in its training data, meaning that models may not be simulating behavior so much as regurgitating memorized content. To address these challenges, we propose Hyp-Mix, a simulation authoring framework that allows experts to develop and evaluate simulations by combining testable hypotheses about learner behavior. Testing this framework in a physics learning environment, we found that GPT-4 Turbo maintains calibrated behavior even as the underlying learner model changes, providing the first evidence that LLMs can be used to simulate realistic behaviors in open-ended interactive learning environments, a necessary prerequisite for useful LLM behavioral simulation.
Amogh Mannekote, Adam Davies, Jina Kang, Kristy Elizabeth Boyer
AAAI3
2024 Enhancing Multimodal Learning Analytics: A Comparative Study of Facial Features Captured Using Traditional vs 360-Degree Cameras in Collaborative Learning
Robin Jephthah Rajarathinam, Christian Palaguachi, Jina Kang
EDM3
2024 Navigating the Sky Together: Investigating Collaboration Dynamics through Annotation in an Immersive Learning Environment
Yiqiu Zhou, Philo Wang, Jina Kang
EDM3
2022 Characterizing joint attention dynamics during collaborative problem-solving in an immersive astronomy simulation
Yiqiu Zhou, Jina Kang
EDM2
2021 Developing an In-Application Shared View Metric to Capture Collaborative Learning in a Multi-Platform Astronomy Simulation
abstract
There has been recent interest in the design of collaborative learning activities that are distributed across multiple technology devices for students to engage in scientific inquiry. Emerging research has begun to investigate students’ collaborative behaviors across different device types and students’ shared attention by tracking eye gaze, body posture, and their interactions with the digital environment. Using a 3D astronomy simulation that leverages a VR headset and tablet computers, this paper builds on the ideas described in eye-gaze studies by developing and implementing a metric of shared viewing across multiple devices. Preliminary findings suggest that a higher level of shared view could be related to increased conceptual discussion, as well as point to an early-stage pattern of behavior of decreased SV to prompt facilitator intervention to refocus collaborative efforts. We hope this metric will be a promising first step in further understanding and assessing the quality of collaboration across multiple device platforms in a single shared space. This paper provides an in depth look at a highly exploratory stage of a broader research trajectory to establish a robust, effective way to track screen views, including providing resources to teachers when students engage in similar learning environments, and providing insight from log data to understand how students effectively collaborate.
Morgan Diederich, Jina Kang, Robb Lindgren
LAK2
2019 Collaborative Problem-Solving Process in A Science Serious Game: Exploring Group Action Similarity Trajectory
Jina Kang, Dongwook An, Min Liu 0004
EDM1
2015 Visualizing Privacy Risks of Mobile Applications through a Privacy Meter
Jina Kang, Hyoungshick Kim, Yun-Gyung Cheong, Jun-Ho Huh
ISPEC1
2010 Revisiting knowledge transfer: Effects of knowledge characteristics on organizational effort for knowledge transfer
Jina Kang, Mooweon Rhee, Ki H. Kang
Expert Syst. Appl.1