41 research outputs found
Child-computer interaction, ubiquitous technologies, and big data
In this forum we celebrate research that helps to successfully bring the benefits of computing technologies to children,
older adults, people with disabilities, and other populations that are often ignored in the design of mass-marketed products.
The childrenâs technology landscape is changing quickly. The ubiquity of interactive technologies means children can access them just about anytime, anywhere. At the same time, these technologies constantly collect data from and about children, bringing them into the age of big data, voluntarily or not. These developments have the potential to significantly change childrenâs relationship to technology and the long-term impact of technology use. To discuss these changes, the child-computer-interaction community held a special interest group (SIG) meeting during the CHI 2018 conference
Crowdsourcing the Perception of Machine Teaching
Teachable interfaces can empower end-users to attune machine learning systems
to their idiosyncratic characteristics and environment by explicitly providing
pertinent training examples. While facilitating control, their effectiveness
can be hindered by the lack of expertise or misconceptions. We investigate how
users may conceptualize, experience, and reflect on their engagement in machine
teaching by deploying a mobile teachable testbed in Amazon Mechanical Turk.
Using a performance-based payment scheme, Mechanical Turkers (N = 100) are
called to train, test, and re-train a robust recognition model in real-time
with a few snapshots taken in their environment. We find that participants
incorporate diversity in their examples drawing from parallels to how humans
recognize objects independent of size, viewpoint, location, and illumination.
Many of their misconceptions relate to consistency and model capabilities for
reasoning. With limited variation and edge cases in testing, the majority of
them do not change strategies on a second training attempt.Comment: 10 pages, 8 figures, 5 tables, CHI2020 conferenc
A study of childrenâs search query formulation habits
The strategies children use for digital information search in educational settings are rarely explored. Open questions remain on such fundamental issues as to which information-seeking strategies children employ, how they construct queries, and if the strategies that are taught are effective when using modern search engines. We conducted an observation study with school children to gain insights into these questions. As a result of this study, we identified query-creation and query-reformulation strategies that children use
Institutional interactions and economic growth: The joint effects of property rights, veto players and democratic capital
We investigate the possible interaction effects that the extent of property rights protection and separation of powers in a political system have on economic growth. Using analysis of panel data from more than countries over the period 1970-2010 we find that the growth effects of property rights increase when political power is divided among more veto players. When distinguishing between institutional veto players (political institutions) and partisan veto players (fractionalization among political parties), we further find that the growth effects of property rights are driven mainly by checks on the chief executive (in bicameral systems) and primarily found in countries with large stocks of democratic capital
Machine Learning Education for Artists, Musicians, and Other Creative Practitioners
This article aims to lay a foundation for the research and practice of machine learning education for creative practitioners. It begins by arguing that it is important to teach machine learning to creative practitioners and to conduct research about this teaching, drawing on related work in creative machine learning, creative computing education, and machine learning education. It then draws on research about design processes in engineering and creative practice to motivate a set of learning objectives for students who wish to design new creative artifacts with machine learning. The article then draws on education research and knowledge of creative computing practices to propose a set of teaching strategies that can be used to support creative computing students in achieving these objectives. Explanations of these strategies are accompanied by concrete descriptions of how they have been employed to develop new lectures and activities, and to design new experiential learning and scaffolding technologies, for teaching some of the first courses in the world focused on teaching machine learning to creative practitioners. The article subsequently draws on data collected from these coursesâan online course as well as undergraduate and masters-level courses taught at a universityâto begin to understand how this curriculum supported student learning, to understand learnersâ challenges and mistakes, and to inform future teaching and research
Childrenâs learning in focus:creating value through diversity and transdisciplinary work in design, digital fabrication, and making with children
Abstract
Educators and researchers with varied backgrounds and expertise share a common vision of helping children expand their horizons and capabilities through learning design, digital fabrication, and making skills. We highlight the collaborative and transdisciplinary nature of these endeavors, underlining the perspective of value co-creation where value needs to be realized for all stakeholders. We encourage all to utilize this lens to continue to advance the field and benefit children as they learn and create