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Nowadays, computer simulations have reached amazing graphic results, providing awesome visual descriptions explaining the evolution of very complex physics phenomena, implementing the laws of Nature. Sometimes, without a scientific guide,…
The range of video annotation software currently available is set within commercially specialized professions, distributed via outdated sources or through online video hosting services. As video content becomes an increasingly significant…
With the recent drastic advancements in text-to-video diffusion models, controlling their generations has drawn interest. A popular way for control is through bounding boxes or layouts. However, enforcing adherence to these control inputs…
Learning functional neuroanatomy requires forming mental representations of 3D structure, but forming such representations from 2D textbook diagrams can be challenging. We address this challenge in the UW Virtual Brain Project by developing…
We present Playable Environments - a new representation for interactive video generation and manipulation in space and time. With a single image at inference time, our novel framework allows the user to move objects in 3D while generating a…
Creating effective educational materials generally requires expensive and time-consuming studies of student learning outcomes. To overcome this barrier, one idea is to build computational models of student learning and use them to optimize…
Learning robust and effective representations of visual data is a fundamental task in computer vision. Traditionally, this is achieved by training models with labeled data which can be expensive to obtain. Self-supervised learning attempts…
Much of the delivery of University education is now by synchronous or asynchronous video. For students, one of the challenges is managing the sheer volume of such video material as video presentations of taught material are difficult to…
Educational media mining is the process of converting raw media data from educational systems to useful information that can be used to design learning systems, answer research questions and allow personalized learning experiences.…
Art education plays a significant role in K-2 learners' physical and cognitive development. However, teachers struggle to translate in-person activities to remote settings and to give necessary feedback to help learners develop fine motor…
This article proposes and discusses qualitatively the use of a didactic board game in Science Education for high school students. The game contemplates in an interdisciplinary way the areas of Physics, Biology, Chemistry and Astronomy and…
Both text and video data are abundant on the internet and support large-scale self-supervised learning through next token or frame prediction. However, they have not been equally leveraged: language models have had significant real-world…
This paper explores the potential developments of self-directed learning in the metaverse in response to Education 4.0 and the Fourth Industrial Revolution. It highlights the importance of education keeping up with technological…
Robotics sets have been successfully used in elementary and secondary schools in conformance with the 'learning through play' philosophy fostered by LEGO Education, while utilizing the Constructionism didactic approach. Learners discover…
Learning assessments are subject of discussions that envolve theoretical and practical approaches. To measure learning in physics by high school students, either qualitatively or quantitatively, is a process in which it should be possible…
The explosion of visual content available online underscores the requirement for an accurate machine assessor to robustly evaluate scores across diverse types of visual contents. While recent studies have demonstrated the exceptional…
We present a new method for segmenting, and a new user interface for indexing and visualizing, the semantic content of extended instructional videos. Using various visual filters, key frames are first assigned a media type (board, class,…
Visualization plays a relevant role for discovering patterns in big sets of data. In fact, the most common way to help a human with a pattern interpretation is through a graphic. In 2D/3D virtual environments for procedural training the…
The integration of artificial intelligence (AI) into science education is transforming the design and function of learning materials, offering new affordances for personalization, authenticity, and accessibility. This chapter examines how…
We introduce animated stickers, a video diffusion model which generates an animation conditioned on a text prompt and static sticker image. Our model is built on top of the state-of-the-art Emu text-to-image model, with the addition of…