Expanding on a 2017 paper by Siler that introduced tiered coalition formation games, I have introduced a variant game and examined the stabilizability of both the original game and its variant. My thesis will contain further theoretical stability findings and the results and interpretation of a simulation based upon real data from video game matchups.
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Knowledge Distillation from Single-Task Teachers to Multi-Task Student for End-to-End Autonomous Driving
PDF ↗In the domain of end-to-end autonomous driving, conventional sensor fusion techniques exhibit inadequacies, particularly when facing challenging scenarios with numerous dynamic agents. Imitation learning hampers the performance by the expert and encounters issues with out-of-distribution challenges. To overcome these limitations, we propose a transformer-based algorithm designed to fuse diverse representations from RGB-D cameras through knowledge distillation. This approach leverages insights from multi-task teachers to enhance the learning capabilities of single-task students, particularly in a Reinforcement Learning (RL) setting. Our model consists of two primary modules: the perception module, responsible for encoding observation data acquired from RGB-D cameras and performing tasks such as semantic segmentation, semantic depth cloud mapping (SDC), ego vehicle speed estimation, and traffic light state recognition. Subsequently, the control module decodes these features, incorporating additional data, including a rough simulator for static and dynamic environments, to anticipate waypoints within a latent feature space. Vehicular controls (e.g., steering, throttle, and brake) are obtained directly from measurement features and environmental states using the RL agent and are further refined by a PID algorithm that dynamically follows waypoints. The model undergoes rigorous evaluation and comparative analysis on the CARLA simulator across various scenarios, encompassing normal to adversarial conditions. Our code is available at https://github.com/pagand/e2etransfuser/ to facilitate future studies.
Causal inference in relational data should account for the non-IID nature of the data and the interference phenomenon, which occurs when a unit's outcome is influenced by the treatments or outcomes of others. Existing solutions to causal inference under interference consider either homogeneous influence from peers or specific heterogeneous influence contexts (e.g., local neighborhood structure). This thesis investigates causal reasoning in relational data and the automated discovery of heterogeneous causal effects under arbitrary heterogeneous peer influence contexts and effect modification.
The Model AI Assignments session seeks to gather and dis- seminate the best assignment designs of the Artificial In- telligence (AI) Education community. Recognizing that as- signments form the core of student learning experience, we here present abstracts of five AI assignments from the 2024 session that are easily adoptable, playfully engaging, and flexible for a variety of instructor needs. Assignment spec- ifications and supporting resources may be found at http://modelai.gettysburg.edu.
Revitalizing Bahnaric Language through Neural Machine Translation: Challenges, Strategies, and Promising Outcomes
PDF ↗The Bahnar, a minority ethnic group in Vietnam with ancient roots, hold a language of deep cultural and historical significance. The government is prioritizing the preservation and dissemination of Bahnar language through online availability and cross-generational communication. Recent AI advances, including Neural Machine Translation (NMT), have transformed translation with improved accuracy and fluency, fostering language revitalization through learning, communication, and documentation. In particular, NMT enhances accessibility for Bahnar language speakers, making information and content more available. However, translating Vietnamese to Bahnar language faces practical hurdles due to resource limitations, particularly in the case of Bahnar language as an extremely low-resource language. These challenges encompass data scarcity, vocabulary constraints, and a lack of fine-tuning data. To address these, we propose transfer learning from selected pre-trained models to optimize translation quality and computational efficiency, capitalizing on linguistic similarities between Vietnamese and Bahnar language. Concurrently, we apply tailored augmentation strategies to adapt machine translation for the Vietnamese-Bahnar language context. Our approach is validated through superior results on bilingual Vietnamese-Bahnar language datasets when compared to baseline models. By tackling translation challenges, we help revitalize Bahnar language, ensuring information flows freely and the language thrives.
Sign language is a visual and gestural communication system used by deaf and hearing-impaired people. Despite numerous deep learning methods proposed for automatic interpretation, a gap persists in developing applications that effectively utilize these models for assisting sign language studies and inclusion. We introduce LERMO (https://lermo.app/), a web game merging machine learning and gamification to enhance sign language fingerspelling. Inspired by Wordle™, LERMO offers an interactive word-guessing game where users can play using a video camera. We create a new dataset of labeled landmark fingerspelling and design our model to ensure optimal speed and efficiency to run on a web browser. We survey approximately 40 users, which find LERMO user-friendly and innovative. From those, 95% believe LERMO could be used to enhance fingerspelling skills.
Time series forecasting is an essential area of machine learning with a wide range of real-world applications. Most of the previous forecasting models aim to capture dynamic characteristics from uni-modal numerical historical data. Although extra knowledge can boost the time series forecasting performance, it is hard to collect such information. In addition, how to fuse the multimodal information is non-trivial. In this paper, we first propose a general principle of collecting the corresponding textual information from different data sources with the help of modern large language models (LLM). Then, we propose a prompt-based LLM framework to utilize both the numerical data and the textual information simultaneously, named GPT4MTS. In practice, we propose a GDELT-based multimodal time series dataset for news impact forecasting, which provides a concise and well-structured version of time series dataset with textual information for further research in communication. Through extensive experiments, we demonstrate the effectiveness of our proposed method on forecasting tasks with extra-textual information.
EnColor: Improving Visual Accessibility with a Deep Encoder-Decoder Image Corrector for Color Vision Deficient Individuals
PDF ↗Individuals with color vision deficiencies (CVDs) often face significant challenges in accessing vital information for decision-making. In response, we introduce EnColor—a deep Encoder-decoder Color corrector for images, enabling individuals with CVDs to perceive the contents in originally intended colorization. Our network architecture is designed to effectively capture essential visual features for reconstructing standard images into color-corrected versions. In particular, our training pipeline is integrated with a CVD simulator so as to ensure the fidelity of output throughout the lens of individuals with impaired color vision. For evaluation, we focus primarily on tomato images, considering the profound impact of color vision deficiencies on practical domains like agri-food systems. Our quantitative results demonstrate that the EnColor model achieves over 16.8% improvement over previously introduced algorithms in terms of color retention, supporting our design choices. Furthermore, a survey with 43 participants provides subjective assessments with the highest scores on our method. Additionally, specific visual examples are presented to highlight accurately restored colors. We also publicly share all our codes of EnColor as well as the baseline methods to ensure reproducibility and facilitate more studies in CVD correction.
“Allot?” is “A Lot!” Towards Developing More Generalized Speech Recognition System for Accessible Communication
PDF ↗The proliferation of Automatic Speech Recognition (ASR) systems has revolutionized translation and transcription. However, challenges persist in ensuring inclusive communication for non-native English speakers. This study quantifies the gap between accented and native English speech using Wav2Vec 2.0, a state-of-the-art transformer model. Notably, we found that accented speech exhibits significantly higher word error rates of 30-50%, in contrast to native speakers’ 2-8% (Baevski et al. 2020). Our exploration extends to leveraging accessible online datasets to highlight the potential of enhancing speech recognition by fine-tuning the Wav2Vec 2.0 model. Through experimentation and analysis, we highlight the challenges with training models on accented speech. By refining models and addressing data quality issues, our work presents a pipeline for future investigations aimed at developing an integrated system capable of effectively engaging with a broader range of individuals with diverse backgrounds. Accurate recognition of accented speech is a pivotal step toward democratizing AI-driven communication products.
Artificial intelligence (AI) has rapidly pervaded and reshaped almost all walks of life, but efforts to promote AI literacy in K-12 schools remain limited. There is a knowledge gap in how to prepare teachers to teach AI literacy in inclusive classrooms and how teacher-led classroom implementations can impact students. This paper reports a comparison study to investigate the effectiveness of an AI literacy curriculum when taught by classroom teachers. The experimental group included 89 middle school students who learned an AI literacy curriculum during regular school hours. The comparison group consisted of 69 students who did not learn the curriculum. Both groups completed the same pre and post-test. The results show that students in the experimental group developed a deeper understanding of AI concepts and more positive attitudes toward AI and its impact on future careers after the curriculum than those in the comparison group. This shows that the teacher-led classroom implementation successfully equipped students with a conceptual understanding of AI. Students achieved significant gains in recognizing how AI is relevant to their lives and felt empowered to thrive in the age of AI. Overall this study confirms the potential of preparing K-12 classroom teachers to offer AI education in classrooms in order to reach learners of diverse backgrounds and broaden participation in AI literacy education among young learners.
Artificial Intelligence (AI) is permeating almost every area of society, reshaping how many people, including youth, navigate the world. Despite the increased presence of AI, most people lack a baseline knowledge of how AI works. Moreover, social barriers often hinder equal access to AI courses, perpetuating disparities in participation in the field. To address this, it is crucial to design AI curricula that are effective, inclusive, and relevant, especially to learners from backgrounds that are historically excluded from working in tech. In this paper, we present AI for Wellbeing, a curriculum where students explore conversational AI and the ethical considerations around using it to promote wellbeing. We specifically designed content, educator materials, and educational technologies to meet the interests and needs of students and educators from diverse backgrounds. We piloted AI for Wellbeing in a 5-day virtual workshop with middle school teachers and students. Then, using a mixed-methods approach, we analyzed students' work and teachers' feedback. Our results suggest that the curriculum content and design effectively engaged students, enabling them to implement meaningful AI projects for wellbeing. We hope that the design of this curriculum and insights from our evaluation will inspire future efforts to create culturally relevant K-12 AI curricula.
In an age where Large Language Models (LLMs) expedite the generation of text, the skills for critically evaluating and creating meaningful text using these models are often lacking. To help classroom teachers address this, we introduce Prompty, a specialized teaching tool co-designed to facilitate both critical and effective use of LLMs. Prompty serves multiple learning goals: it allows students to critically evaluate text generated by LLMs, aids in their writing practice, and provides a deeper understanding of how LLMs function—all within a student-friendly environment secured by essential guardrails. Prompty was co-designed in collaboration with high school teachers as part of CRAFT, an initiative by Stanford University to promote AI literacy. It was pilot-tested in a high school English class to serve as an AI writing assistant, focusing on the critical evaluation of machine-generated text. This trial yielded preliminary evidence that attests to the tool's effectiveness in fulfilling its educational goals. The findings from the pilot study indicate that easy-to-use tools like Prompty have great potential. These tools can be adapted to fit the goals of individual teachers. They can help in achieving subject-specific learning goals while serving as an effective way to teach AI concepts in high school.
Generative artificial intelligence (AI) is swiftly cementing its role as an indispensable tool for students transitioning from K-12 to higher education and professional spheres. Yet, harnessing its full potential requires more than mere familiarity. Students must be equipped with the skills to engage with AI both productively and ethically. Left unchecked, AI usage can pose risks, especially if students lack proper guidance or understanding of their actions. Moreover, effective interaction with AI necessitates skills in prompt engineering to yield desired outcomes. Sidekick Academy is a digital online platform where students can safely experiment with and learn about AI. This article delves into the genesis of Sidekick Academy, offering a glimpse into its lessons on how to use AI and complex debate on ethical use. It also sheds light on the academy's "sandbox" - a secure space for students to explore AI without jeopardizing their safety or privacy.
Unplugged K-12 AI Learning: Exploring Representation and Reasoning with a Facial Recognition Game
PDF ↗With the growing prevalence of AI, the need for K-12 AI education is becoming more crucial, which is prompting active research in developing engaging and age-appropriate AI learning activities. Efforts are underway, such as those by the AI4K12 initiative, to establish guidelines for organizing K- 12 AI education; however, effective instructional resources are needed by educators. In this paper, we describe our work to design, develop, and implement an unplugged activity centered on facial recognition technology for middle school students. Facial recognition is integrated into a wide range of applications throughout daily life, which makes it a familiar and engaging tool for students and an effective medium for conveying AI concepts. Our unplugged activity, “Guess Whose Face,” is designed as a board game that focuses on Representation and Reasoning from AI4K12’s 5 Big Ideas in AI. The game is crafted to enable students to develop AI competencies naturally through physical interaction. In the game, one student uses tracing paper to extract facial features from a familiar face shown on a card, such as a cartoon character or celebrity, and then other students try to guess the identity of the hidden face. We discuss details of the game, its iterative refinement, and initial findings from piloting the activity during a summer camp for rural middle school students.
Foundations of Autonomous Vehicles: A Curriculum Model for Developing Competencies in Artificial Intelligence and the Internet of Things for Grades 7–10
PDF ↗A few states (e.g., Maryland, Georgia, and Florida) have initiated efforts to incorporate artificial intelligence outcomes in K-12 education but others are still relying on informal spaces for learning and literacy in this area. In this manuscript, we share the curriculum and content of an informal effort focused on students in grades 7-10. We combined artificial intelligence competencies with Internet of Things skills to enable meaningful learning covering all Five Big Ideas in AI. In our one-week summer camp, students experimented with perceptions by working with vision, infrared, and ultrasonic sensors. They learned about representation through work with neural network playgrounds. Students engaged in supervised learning of an image processing model and used the model to control the actions of a robot car. Natural interactions and societal impacts were assessed as students observed the robot car's behavior. Results demonstrate that our curriculum was successful in achieving its objectives. Excluding the robot car kit, the curriculum was created using free platforms and tools. This program could be replicated in informal settings by any educator or collaborator with a computer science background. This paper describes our summer camp curriculum, its components and their implementation, the lessons learned, and potential future enhancements.
Generative AI tools introduce new and accessible forms of media creation for youth. They also raise ethical concerns about the generation of fake media, data protection, privacy and ownership of AI-generated art. Since generative AI is already being used in products used by youth, it is critical that they understand how these tools work and how they can be used or misused. In this work, we facilitated students’ generative AI learning through expression of their imagined future identities. We designed a learning workshop - Dreaming with AI - where students learned about the inner workings of generative AI tools, used text-to-image generation algorithms to create their imaged future dreams, reflected on the potential benefits and harms of generative AI tools and voiced their opinions about policies for the use of these tools in classrooms. In this paper, we present the learning activities and experiences of 34 high school students who engaged in our workshops. Students reached creative learning objectives by using prompt engineering to create their future dreams, gained technical knowledge by learning the abilities, limitations, text-visual mappings and applications of generative AI, and identified most potential societal benefits and harms of generative AI.
A Picture Is Worth a Thousand Words: Co-designing Text-to-Image Generation Learning Materials for K-12 with Educators
PDF ↗Text-to-image generation (TTIG) technologies are Artificial Intelligence (AI) algorithms that use natural language algorithms in combination with visual generative algorithms. TTIG tools have gained popularity in recent months, garnering interest from non-AI experts, including educators and K-12 students. While they have exciting creative potential when used by K-12 learners and educators for creative learning, they are also accompanied by serious ethical implications, such as data privacy, spreading misinformation, and algorithmic bias. Given the potential learning applications, social implications, and ethical concerns, we designed 6-hour learning materials to teach K-12 teachers from diverse subject expertise about the technical implementation, classroom applications, and ethical implications of TTIG algorithms. We piloted the learning materials titled “Demystify text-to-image generative tools for K-12 educators" with 30 teachers across two workshops with the goal of preparing them to teach about and use TTIG tools in their classrooms. We found that teachers demonstrated a technical, applied and ethical understanding of TTIG algorithms and successfully designed prototypes of teaching materials for their classrooms.
Students’ Perceptions and Preferences of Generative Artificial Intelligence Feedback for Programming
PDF ↗The rapid evolution of artificial intelligence (AI), specifically large language models (LLMs), has opened opportunities for various educational applications. This paper explored the feasibility of utilizing ChatGPT, one of the most popular LLMs, for automating feedback for Java programming assignments in an introductory computer science (CS1) class. Specifically, this study focused on three questions: 1) To what extent do students view LLM-generated feedback as formative? 2) How do students see the comparative affordances of feedback prompts that include their code, vs. those that exclude it? 3) What enhancements do students suggest for improving LLM-generated feedback? To address these questions, we generated automated feedback using the ChatGPT API for four lab assignments in a CS1 class. The survey results revealed that students perceived the feedback as aligning well with formative feedback guidelines established by Shute. Additionally, students showed a clear preference for feedback generated by including the students' code as part of the LLM prompt, and our thematic study indicated that the preference was mainly attributed to the specificity, clarity, and corrective nature of the feedback. Moreover, this study found that students generally expected specific and corrective feedback with sufficient code examples, but had diverged opinions on the tone of the feedback. This study demonstrated that ChatGPT could generate Java programming assignment feedback that students perceived as formative. It also offered insights into the specific improvements that would make the ChatGPT-generated feedback useful for students.
Understanding student behavior in educational settings is critical in improving both the quality of pedagogy and the level of student engagement. While various AI-based models exist for classroom analysis, they tend to specialize in limited tasks and lack generalizability across diverse educational environments. Additionally, these models often fall short in ensuring student privacy and in providing actionable insights accessible to educators. To bridge this gap, we introduce a unified, end-to-end framework by leveraging temporal action detection techniques and advanced large language models for a more nuanced student behavior analysis. Our proposed framework provides an end-to-end pipeline that starts with raw classroom video footage and culminates in the autonomous generation of pedagogical reports. It offers a comprehensive and scalable solution for student behavior analysis. Experimental validation confirms the capability of our framework to accurately identify student behaviors and to produce pedagogically meaningful insights, thereby setting the stage for future AI-assisted educational assessments.
Learnersourcing offers great potential for scalable education through student content creation. However, predicting student performance on learnersourced questions, which is essential for personalizing the learning experience, is challenging due to the inherent noise in student-generated data. Moreover, while conventional graph-based methods can capture the complex network of student and question interactions, they often fall short under cold start conditions where limited student engagement with questions yields sparse data. To address both challenges, we introduce an innovative strategy that synergizes the potential of integrating Signed Graph Neural Networks (SGNNs) and Large Language Model (LLM) embeddings. Our methodology employs a signed bipartite graph to comprehensively model student answers, complemented by a contrastive learning framework that enhances noise resilience. Furthermore, LLM's contribution lies in generating foundational question embeddings, proving especially advantageous in addressing cold start scenarios characterized by limited graph data. Validation across five real-world datasets sourced from the PeerWise platform underscores our approach's effectiveness. Our method outperforms baselines, showcasing enhanced predictive accuracy and robustness.