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In the invited talk at KDAH 2018 workshop (CIKM 2018 conference) I have presented two projects carried out in our HCI lab and target to child: the first one is related to the evaluation in the wild of of a storytelling app for kids based on…
We propose to compose dynamic tree structures that place the objects in an image into a visual context, helping visual reasoning tasks such as scene graph generation and visual Q&A. Our visual context tree model, dubbed VCTree, has two key…
Collaborative robots are expected to be able to work alongside humans and in some cases directly replace existing human workers, thus effectively responding to rapid assembly line changes. Current methods for programming contact-rich tasks,…
Generative AI creates new opportunities for programming education, but many existing systems remain overly directive, producing lengthy explanations and premature solutions that can overwhelm K-12 novices. In this paper, we present a…
Computer Aided Design systems provide tools for building and manipulating models of solid objects. Some also provide access to programming languages so that parametrised designs can be expressed. There is a sharp distinction, therefore,…
Learning miniaturization science remains challenging due to the non-intuitive behavior of microscale objects and complex assembly approaches. Traditional approaches for creating microsystems require expensive equipment, facilities, and…
Generative AI is reshaping product design practices through "vibe coding," where product team members express intent in natural language and AI translates it into functional prototypes and code. Despite rapid adoption, little research has…
As artificial intelligence (AI) becomes increasingly central to various fields, there is a growing need to equip K-12 students with AI literacy skills that extend beyond computer science. This paper explores the integration of a…
A vexing problem in artificial intelligence is reasoning about events that occur in complex, changing visual stimuli such as in video analysis or game play. Inspired by a rich tradition of visual reasoning and memory in cognitive psychology…
Computational thinking is increasingly introduced at primary school level, usually with some form of programming activity. In particular, educational robots provide an opportunity for engaging students with programming through hands-on…
A new generation of educational mathematics software is being shaped in ThEdu and other academic communities on the side of computer mathematics. Respective concepts and technologies have been clarified to an extent, which calls for…
Ubiquitous computing encapsulates the idea for technology to be interwoven into the fabric of everyday life. As computing blends into everyday physical artifacts, powerful opportunities open up for social connection. Prior connected media…
Nonverbal visual symbols and displays play an important role in communication when humans and robots work collaboratively. However, few studies have investigated how different types of non-verbal cues affect objective task performance,…
This study aims to investigate the teachers perceptions on the use of visual aids (e.g., animation videos, pictures, films and projectors) as a motivational tool in enhancing students interest in reading literary texts. To achieve the aim…
Dance teachers rely primarily on verbal instructions and visual demonstrations to convey key dance concepts and movement. These techniques, however, have limitations in supporting students who are blind or have low vision (BLV). This work…
This paper describes the design, implementation and testing of "Danse-doigts", an edutainment therapeutic application for hemiplegic children. The objective of this program is twofold. Firstly, to allow them to train their fine motor skills…
Drawing supports learning by externalizing mental models, but providing timely feedback at scale remains challenging. We present Draw2Learn, a system that explores how AI can act as a supportive teammate during drawing-based learning. The…
Children are the builders of the future and crucial to how the technologies around us develop. They are not voters but are participants in how the public spaces in a city are used. Through a workshop designed around kids of age 9-12, we…
Cerebral Visual Impairment (CVI) is the set to be the leading cause of vision impairment, yet remains underrepresented in assistive technology research. Unlike ocular conditions, CVI affects higher-order visual processing-impacting object…
This study examines the development and deployment of a Generative AI proof-of-concept (POC) designed to support lecturers in a vocational education setting in Singapore. Employing a user-centred, mixed-methods design process, we…