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Diego Zambrano

dblp:247/3945 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2023
—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 · 1Human-computer interaction and ubiquitous computing · 1

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 · 87% Interaction techniques and input · 13%
Artificial intelligence
1 paper
Knowledge representation and reasoning · 77% Information extraction and text analysis · 23%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Knowledge representation and reasoning › normative reasoning
legal reasoning
0.712023
LegalBench: A Collaboratively Built Benchmark for Measuring Legal Reasoning in Large Language Models · NeurIPS 2023
Learning and educational technologies › medical education
anatomy education
0.412019
An Educational Augmented Reality Application for Elementary School Students Focusing on the Human Skeletal System · VR 2019
Learning and educational technologies › immersive learning
augmented reality learning
0.412019
An Educational Augmented Reality Application for Elementary School Students Focusing on the Human Skeletal System · VR 2019
Natural language and speech › Information extraction and text analysis › document understanding
legal text analysis
0.212023
LegalBench: A Collaboratively Built Benchmark for Measuring Legal Reasoning in Large Language Models · NeurIPS 2023

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

large language model evaluation · 0.7tablet-based AR · 0.4
YearPublicationVenuePosition
2023 LegalBench: A Collaboratively Built Benchmark for Measuring Legal Reasoning in Large Language Models
abstract
The advent of large language models (LLMs) and their adoption by the legal community has given rise to the question: what types of legal reasoning can LLMs perform? To enable greater study of this question, we present LegalBench: a collaboratively constructed legal reasoning benchmark consisting of 162 tasks covering six different types of legal reasoning. LegalBench was built through an interdisciplinary process, in which we collected tasks designed and hand-crafted by legal professionals. Because these subject matter experts took a leading role in construction, tasks either measure legal reasoning capabilities that are practically useful, or measure reasoning skills that lawyers find interesting. To enable cross-disciplinary conversations about LLMs in the law, we additionally show how popular legal frameworks for describing legal reasoning—which distinguish between its many forms—correspond to LegalBench tasks, thus giving lawyers and LLM developers a common vocabulary. This paper describes LegalBench, presents an empirical evaluation of 20 open-source and commercial LLMs, and illustrates the types of research explorations LegalBench enables.
Neel Guha, Julian Nyarko, Daniel E. Ho, Christopher Ré, Adam Chilton, Aditya Kuppa, Alex Chohlas-Wood, Austin Peters, Brandon Waldon, Daniel N. Rockmore, Diego Zambrano, Dmitry Talisman, Enam Hoque, Faiz Surani, Frank Fagan, Galit Sarfaty, Gregory M. Dickinson, Haggai Porat, Jason Hegland, Jessica Wu, Joe Nudell, Joel Niklaus, John J. Nay, Jonathan H. Choi, Kevin Tobia, Margaret Hagan, Megan Ma, Michael A. Livermore, Nikon Rasumov-Rahe, Nils Holzenberger, Noam Kolt, Peter Henderson 0002, Sean Rehaag, Sharad Goel, Spencer Williams, Sunny Gandhi, Tom Zur, Varun Iyer, Zehua Li 0001
NeurIPS11
2019 An Educational Augmented Reality Application for Elementary School Students Focusing on the Human Skeletal System
abstract
Augmented Reality (AR) as a new field regarding Human Computing Interaction (HCI) has been gaining momentum in the last few years. Being able to project interactive graphics into real-life environments can be applied in various fields, research and commercial goals. In the field of education, textbooks are still considered to be the primary tool used by students to learn about new topics. Since AR requires interaction and exploration, it brings a ludic component that is hard to replicate using regular textbooks. The application we developed allows elementary school students to interact with a fully three-dimensional human skeleton model, using specialized virtual buttons. Students can understand this complex structure and learn the names of important bones just by using a tablet, a picture and their hands. Results show that the majority of students consider that our AR application helped them visualize and learn more about the human skeletal system. Additionally, the data we gathered shows that there was a 16% increase in correct responses regarding bone names after using our AR application. Our AR application successfully helped the students learn about the human skeletal system by introducing them to AR technologies.
Malek El Kouzi, Abdihakim Mao, Diego Zambrano
VR3