Informational videos serve as a crucial source for explaining conceptual and procedural knowledge to novices and experts alike. When producing informational videos, editors edit videos by overlaying text/images or trimming footage to enhance the video quality and make it more engaging. However, video editing can be difficult and time-consuming, especially for novice video editors who often struggle with expressing and implementing their editing ideas. To address this challenge, we first explored how multimodality$-$natural language (NL) and sketching, which are natural modalities humans use for expression$-$can be utilized to support video editors in expressing video editing ideas. We gathered 176 multimodal expressions of editing commands from 10 video editors, which revealed the patterns of use of NL and sketching in describing edit intents. Based on the findings, we present ExpressEdit, a system that enables editing videos via NL text and sketching on the video frame. Powered by LLM and vision models, the system interprets (1) temporal, (2) spatial, and (3) operational references in an NL command and spatial references from sketching. The system implements the interpreted edits, which then the user can iterate on. An observational study (N=10) showed that ExpressEdit enhanced the ability of novice video editors to express and implement their edit ideas. The system allowed participants to perform edits more efficiently and generate more ideas by generating edits based on user's multimodal edit commands and supporting iterations on the editing commands. This work offers insights into the design of future multimodal interfaces and AI-based pipelines for video editing.
With the rapid growth of scholarly archives, researchers subscribe to "paper alert" systems that periodically provide them with recommendations of recently published papers that are similar to previously collected papers. However, researchers sometimes struggle to make sense of nuanced connections between recommended papers and their own research context, as existing systems only present paper titles and abstracts. To help researchers spot these connections, we present PaperWeaver, an enriched paper alerts system that provides contextualized text descriptions of recommended papers based on user-collected papers. PaperWeaver employs a computational method based on Large Language Models (LLMs) to infer users' research interests from their collected papers, extract context-specific aspects of papers, and compare recommended and collected papers on these aspects. Our user study (N=15) showed that participants using PaperWeaver were able to better understand the relevance of recommended papers and triage them more confidently when compared to a baseline that presented the related work sections from recommended papers.
This paper introduces the Poker Hand History (PHH) file format, designed to standardize the recording of poker hands across different game variants. Despite poker's widespread popularity in the mainstream culture as a mind sport and its prominence in the field of artificial intelligence (AI) research as a benchmark for imperfect information AI agents, it lacks a consistent format that humans can use to document poker hands across different variants that can also easily be parsed by machines. To address this gap in the literature, we propose the PHH format which provides a concise human-readable machine-friendly representation of hand history that comprehensively captures various details of the hand, ranging from initial game parameters and actions to contextual parameters including but not limited to the venue, players, and time control information. In the supplementary, we provide over 10,000 hands covering 11 different variants in the PHH format. Building on our previous work on PokerKit, a premier poker hand simulation tool, we demonstrate the usages of our open-source Python implementation of the PHH parser. The source code of the parser is available on GitHub: https://github.com/uoftcprg/pokerkit
In convolutional neural networks (CNNs), padding plays a pivotal role in preserving spatial dimensions throughout the layers. Traditional padding techniques do not explicitly distinguish between the actual image content and the padded regions, potentially causing CNNs to incorrectly interpret the boundary pixels or regions that resemble boundaries. This ambiguity can lead to suboptimal feature extraction. To address this, we propose PadChannel, a novel padding method that encodes padding statuses as an additional input channel, enabling CNNs to easily distinguish genuine pixels from padded ones. By incorporating PadChannel into several prominent CNN architectures, we observed small performance improvements and notable reductions in the variances on the ImageNet-1K image classification task at marginal increases in the computational cost. The source code is available at https://github.com/AussieSeaweed/pad-channel
Automated essay scoring (AES) provides a useful tool for students and instructors in writing classes by generating essay scores in real-time. However, previous AES models do not provide more specific rubric-based scores nor feedback on how to improve the essays, which can be even more important than the overall scores for learning. We present FABRIC, a pipeline to help students and instructors in English writing classes by automatically generating 1) the overall scores, 2) specific rubric-based scores, and 3) detailed feedback on how to improve the essays. Under the guidance of English education experts, we chose the rubrics for the specific scores as content, organization, and language. The first component of the FABRIC pipeline is DREsS, a real-world Dataset for Rubric-based Essay Scoring (DREsS). The second component is CASE, a Corruption-based Augmentation Strategy for Essays, with which we can improve the accuracy of the baseline model by 45.44%. The third component is EssayCoT, the Essay Chain-of-Thought prompting strategy which uses scores predicted from the AES model to generate better feedback. We evaluate the effectiveness of the new dataset DREsS and the augmentation strategy CASE quantitatively and show significant improvements over the models trained with existing datasets. We evaluate the feedback generated by EssayCoT with English education experts to show significant improvements in the helpfulness of the feedback across all rubrics. Lastly, we evaluate the FABRIC pipeline with students in a college English writing class who rated the generated scores and feedback with an average of 6 on the Likert scale from 1 to 7.
Unfamiliar decisions -- decisions where people lack adequate domain knowledge or expertise -- specifically increase the complexity and uncertainty of the process of searching for, understanding, and making decisions with online information. Through our formative study (n=14), we observed users' challenges in accessing diverse perspectives, identifying relevant information, and deciding the right moment to make the final decision. We present ChoiceMates, a system that enables conversations with a dynamic set of LLM-powered agents for a holistic domain understanding and efficient discovery and management of information to make decisions. Agents, as opinionated personas, flexibly join the conversation, not only providing responses but also conversing among themselves to elicit each agent's preferences. Our between-subjects study (n=36) comparing ChoiceMates to conventional web search and single-agent showed that ChoiceMates was more helpful in discovering, diving deeper, and managing information compared to Web with higher confidence. We also describe how participants utilized multi-agent conversations in their decision-making process.
By simply composing prompts, developers can prototype novel generative applications with Large Language Models (LLMs). To refine prototypes into products, however, developers must iteratively revise prompts by evaluating outputs to diagnose weaknesses. Formative interviews (N=8) revealed that developers invest significant effort in manually evaluating outputs as they assess context-specific and subjective criteria. We present EvalLM, an interactive system for iteratively refining prompts by evaluating multiple outputs on user-defined criteria. By describing criteria in natural language, users can employ the system's LLM-based evaluator to get an overview of where prompts excel or fail, and improve these based on the evaluator's feedback. A comparative study (N=12) showed that EvalLM, when compared to manual evaluation, helped participants compose more diverse criteria, examine twice as many outputs, and reach satisfactory prompts with 59% fewer revisions. Beyond prompts, our work can be extended to augment model evaluation and alignment in specific application contexts.
English datasets predominantly reflect the perspectives of certain nationalities, which can lead to cultural biases in models and datasets. This is particularly problematic in tasks heavily influenced by subjectivity, such as hate speech detection. To delve into how individuals from different countries perceive hate speech, we introduce CReHate, a cross-cultural re-annotation of the sampled SBIC dataset. This dataset includes annotations from five distinct countries: Australia, Singapore, South Africa, the United Kingdom, and the United States. Our thorough statistical analysis highlights significant differences based on nationality, with only 59.4% of the samples achieving consensus among all countries. We also introduce a culturally sensitive hate speech classifier via transfer learning, adept at capturing perspectives of different nationalities. These findings underscore the need to re-evaluate certain aspects of NLP research, especially with regard to the nuanced nature of hate speech in the English language.
PokerKit is an open-source Python library designed to overcome the restrictions of existing poker game simulation and hand evaluation tools, which typically support only a handful of poker variants and lack flexibility in game state control. In contrast, PokerKit significantly expands this scope by supporting an extensive array of poker variants and it provides a flexible architecture for users to define their custom games. This paper details the design and implementation of PokerKit, including its intuitive programmatic API, multi-variant game support, and a unified hand evaluation suite across different hand types. The flexibility of PokerKit allows for applications in diverse areas, such as poker AI development, tool creation, and online poker casino implementation. PokerKit's reliability has been established through static type checking, extensive doctests, and unit tests, achieving 97\% code coverage. The introduction of PokerKit represents a significant contribution to the field of computer poker, fostering future research and advanced AI development for a wide variety of poker games.