The Machine Learning Machine: A Tangible User Interface for Teaching Machine Learning

Publikation: Bidrag til bog/antologi/rapport/proceedingKonferencebidrag i proceedingsForskningpeer review

Standard

The Machine Learning Machine: A Tangible User Interface for Teaching Machine Learning. / Kaspersen, Magnus Høholt; Bilstrup, Karl-Emil Kjær; Petersen, Marianne Graves.

ACM International Conference on Tangible, Embedded and Embodied Interaction. 2021.

Publikation: Bidrag til bog/antologi/rapport/proceedingKonferencebidrag i proceedingsForskningpeer review

Harvard

Kaspersen, MH, Bilstrup, K-EK & Petersen, MG 2021, The Machine Learning Machine: A Tangible User Interface for Teaching Machine Learning. i ACM International Conference on Tangible, Embedded and Embodied Interaction.

APA

Kaspersen, M. H., Bilstrup, K-E. K., & Petersen, M. G. (Accepteret/In press). The Machine Learning Machine: A Tangible User Interface for Teaching Machine Learning. I ACM International Conference on Tangible, Embedded and Embodied Interaction

CBE

Kaspersen MH, Bilstrup K-EK, Petersen MG. 2021. The Machine Learning Machine: A Tangible User Interface for Teaching Machine Learning. I ACM International Conference on Tangible, Embedded and Embodied Interaction.

MLA

Vancouver

Kaspersen MH, Bilstrup K-EK, Petersen MG. The Machine Learning Machine: A Tangible User Interface for Teaching Machine Learning. I ACM International Conference on Tangible, Embedded and Embodied Interaction. 2021

Author

Bibtex

@inproceedings{18c1c0a2a2014691bf5842e508aa4446,
title = "The Machine Learning Machine: A Tangible User Interface for Teaching Machine Learning",
abstract = "Machine Learning (ML) is often used invisibly in everyday applications with little opportunity for consumers to investigate how it works. In this paper, we expand recent efforts to unfold what students should know about ML and how to design tools and activities allowing them to engage with ML. To do so, we explore how to make processes and aspects of ML tangible through the design of the Machine Learning Machine (MLM); a tangible user interface which enables students to create their own data-sets using pen and paper and to iteratively build and test ML models using this data. Based on insights from the design process and a preliminary pilot study with the MLM, we discuss how a tangible approach to engaging with ML can spur curiosity in students and how the iterative process of improving ML models can encourage students to reflect on the relation between data, model and predictions.",
keywords = "CEED, cctd",
author = "Kaspersen, {Magnus H{\o}holt} and Bilstrup, {Karl-Emil Kj{\ae}r} and Petersen, {Marianne Graves}",
year = "2021",
language = "Dansk",
booktitle = "ACM International Conference on Tangible, Embedded and Embodied Interaction",

}

RIS

TY - GEN

T1 - The Machine Learning Machine: A Tangible User Interface for Teaching Machine Learning

AU - Kaspersen, Magnus Høholt

AU - Bilstrup, Karl-Emil Kjær

AU - Petersen, Marianne Graves

PY - 2021

Y1 - 2021

N2 - Machine Learning (ML) is often used invisibly in everyday applications with little opportunity for consumers to investigate how it works. In this paper, we expand recent efforts to unfold what students should know about ML and how to design tools and activities allowing them to engage with ML. To do so, we explore how to make processes and aspects of ML tangible through the design of the Machine Learning Machine (MLM); a tangible user interface which enables students to create their own data-sets using pen and paper and to iteratively build and test ML models using this data. Based on insights from the design process and a preliminary pilot study with the MLM, we discuss how a tangible approach to engaging with ML can spur curiosity in students and how the iterative process of improving ML models can encourage students to reflect on the relation between data, model and predictions.

AB - Machine Learning (ML) is often used invisibly in everyday applications with little opportunity for consumers to investigate how it works. In this paper, we expand recent efforts to unfold what students should know about ML and how to design tools and activities allowing them to engage with ML. To do so, we explore how to make processes and aspects of ML tangible through the design of the Machine Learning Machine (MLM); a tangible user interface which enables students to create their own data-sets using pen and paper and to iteratively build and test ML models using this data. Based on insights from the design process and a preliminary pilot study with the MLM, we discuss how a tangible approach to engaging with ML can spur curiosity in students and how the iterative process of improving ML models can encourage students to reflect on the relation between data, model and predictions.

KW - CEED

KW - cctd

M3 - Konferencebidrag i proceedings

BT - ACM International Conference on Tangible, Embedded and Embodied Interaction

ER -