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Tom Yeh

Publications and source records attributed to Tom Yeh.

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The Architect: Interactive Visualization of Deep Learning Mathematics Directly in Microsoft Excel

We present The Architect, a system that turns Microsoft Excel into an interactive view of deep learning mathematics. A user describes a neural network in a compact table. The system then generates a workbook that shows the full forward pass and, when requested, the backward pass and parameter updates. Computed values appear as live spreadsheet formulas, while user-controlled values such as inputs, weights, labels, and hyperparameters remain editable. Excel reactively updates the dependent computations through its recalculation engine. Most deep learning tools hide the numerical details behind library calls. Many visualization tools show architecture diagrams or training summaries, but they do not expose the full arithmetic of the model. The Architect focuses on that missing middle layer. It makes matrices, activations, losses, gradients, and updates visible as inspectable spreadsheet regions, with editable controls for values users naturally manipulate. The system also produces aligned PyTorch snippets, which helps users connect formulas to implementation. This report describes the motivation, design, implementation, and use cases of The Architect. We show how the system supports introductory arithmetic tracing, learning-rate exploration, diagnosis of dying ReLU, and inspection of vanishing gradients. The main idea is simple: spreadsheets already support formulas, direct editing, reactive recomputation, and tabular layout. These properties make them a useful medium for understanding how small educational and diagnostic neural networks compute.

cs.HC

ALPACA: A Reinforcement Learning Environment for Medication Repurposing and Treatment Optimization in Alzheimer's Disease

Evaluating personalized, sequential treatment strategies for Alzheimer's disease (AD) using clinical trials is often impractical due to long disease horizons and substantial inter-patient heterogeneity. To address these constraints, we present the Alzheimer's Learning Platform for Adaptive Care Agents (ALPACA), an open-source, Gym-compatible reinforcement learning (RL) environment for systematically exploring personalized treatment strategies using existing therapies. ALPACA is powered by the Continuous Action-conditioned State Transitions (CAST) model trained on longitudinal trajectories from the Alzheimer's Disease Neuroimaging Initiative (ADNI), enabling medication-conditioned simulation of disease progression under alternative treatment decisions. We show that CAST autoregressively generates realistic medication-conditioned trajectories and that RL policies trained in ALPACA outperform no-treatment and behavior-cloned clinician baselines on memory-related outcomes. Interpretability analyses further indicated that the learned policies relied on clinically meaningful patient features when selecting actions. Overall, ALPACA provides a reusable in silico testbed for studying individualized sequential treatment decision-making for AD.

cs.AI

Young children's anthropomorphism of an AI chatbot: Brain activation and the role of parent co-presence

Artificial Intelligence (AI) chatbots powered by a large language model (LLM) are entering young children's learning and play, yet little is known about how young children construe these agents or how such construals relate to engagement. We examined anthropomorphism of a social AI chatbot during collaborative storytelling and asked how children's attributions related to their behavior and prefrontal activation. Children at ages 5-6 (N = 23) completed three storytelling sessions: interacting with (1) an AI chatbot only, (2) a parent only, and (3) the AI and a parent together. After the sessions, children completed an interview assessing anthropomorphism toward both the AI chatbot and the parent. Behavioral engagement was indexed by the conversational turn count (CTC) ratio, and concurrent fNIRS measured oxygenated hemoglobin in bilateral vmPFC and dmPFC regions. Children reported higher anthropomorphism for parents than for the AI chatbot overall, although AI ratings were relatively high for perceptive abilities and epistemic states. Anthropomorphism was not associated with CTC. In the right dmPFC, higher perceptive scores were associated with greater activation during the AI-only condition and with lower activation during the AI+Parent condition. Exploratory analyses indicated that higher dmPFC activation during the AI-only condition correlated with higher end-of-session "scared" mood ratings. Findings suggest that stronger perceptive anthropomorphism can be associated with greater brain activation related to interpreting the AI's mental states, whereas parent co-presence may help some children interpret and regulate novel AI interactions. These results may have design implications for encouraging parent-AI co-use in early childhood.

cs.HC

Relief or displacement? How teachers are negotiating generative AI's role in their professional practice

As generative AI (genAI) rapidly enters classrooms, accompanied by district-level policy rollouts and industry-led teacher trainings, it is important to rethink the canonical ``adopt and train'' playbook. Decades of educational technology research show that tools promising personalization and access often deepen inequities due to uneven resources, training, and institutional support. Against this backdrop, we conducted semi-structured interviews with 22 teachers from a large U.S. school district that was an early adopter of genAI. Our findings reveal the motivations driving adoption, the factors underlying resistance, and the boundaries teachers negotiate to align genAI use with their values. We further contribute by unpacking the sociotechnical dynamics -- including district policies, professional norms, and relational commitments -- that shape how teachers navigate the promises and risks of these tools.

cs.HC

Democratizing Chatbot Debugging: A Computational Framework for Evaluating and Explaining Inappropriate Chatbot Responses

Evaluating and understanding the inappropriateness of chatbot behaviors can be challenging, particularly for chatbot designers without technical backgrounds. To democratize the debugging process of chatbot misbehaviors for non-technical designers, we propose a framework that leverages dialogue act (DA) modeling to automate the evaluation and explanation of chatbot response inappropriateness. The framework first produces characterizations of context-aware DAs based on discourse analysis theory and real-world human-chatbot transcripts. It then automatically extracts features to identify the appropriateness level of a response and can explain the causes of the inappropriate response by examining the DA mismatch between the response and its conversational context. Using interview chatbots as a testbed, our framework achieves comparable classification accuracy with higher explainability and fewer computational resources than the deep learning baseline, making it the first step in utilizing DAs for chatbot response appropriateness evaluation and explanation.

cs.HC

Empower Children in Nigeria to Design the Future of Artificial Intelligence (AI) through Writing

This paper presents a new approach to engaging children in Nigeria to share their views of AI. This approach is centered on an inclusive writing contest for children in a secondary school in Abuja to write about AI to compete for prizes and share their writings with others. A preliminary analysis of the first 11 articles we received exhibits diverse gender and ethnic representation that conveys cultural values and perspectives distinct from those of the children in the western countries. This finding suggests future work to conduct in-depth cross-cultural analysis of the articles and to replicate similar writing contests to engage children in other underrepresented countries.

cs.HC

Designing Effective Interview Chatbots: Automatic Chatbot Profiling and Design Suggestion Generation for Chatbot Debugging

Recent studies show the effectiveness of interview chatbots for information elicitation. However, designing an effective interview chatbot is non-trivial. Few tools exist to help designers design, evaluate, and improve an interview chatbot iteratively. Based on a formative study and literature reviews, we propose a computational framework for quantifying the performance of interview chatbots. Incorporating the framework, we have developed iChatProfile, an assistive chatbot design tool that can automatically generate a profile of an interview chatbot with quantified performance metrics and offer design suggestions for improving the chatbot based on such metrics. To validate the effectiveness of iChatProfile, we designed and conducted a between-subject study that compared the performance of 10 interview chatbots designed with or without using iChatProfile. Based on the live chats between the 10 chatbots and 1349 users, our results show that iChatProfile helped the designers build significantly more effective interview chatbots, improving both interview quality and user experience.

cs.HC

ShapeBots: Shape-changing Swarm Robots

We introduce shape-changing swarm robots. A swarm of self-transformable robots can both individually and collectively change their configuration to display information, actuate objects, act as tangible controllers, visualize data, and provide physical affordances. ShapeBots is a concept prototype of shape-changing swarm robots. Each robot can change its shape by leveraging small linear actuators that are thin (2.5 cm) and highly extendable (up to 20cm) in both horizontal and vertical directions. The modular design of each actuator enables various shapes and geometries of self-transformation. We illustrate potential application scenarios and discuss how this type of interface opens up possibilities for the future of ubiquitous and distributed shape-changing interfaces.

cs.RO

Evaluating Voice Skills by Design Guidelines Using an Automatic Voice Crawler

Currently, adaptive voice applications supported by voice assistants (VA) are very popular (i.e., Alexa skills and Google Home Actions). Under this circumstance, how to design and evaluate these voice interactions well is very important. In our study, we developed a voice crawler to collect responses from 100 most popular Alexa skills under 10 different categories and evaluated these responses to find out how they comply with 8 selected design guidelines published by Amazon. Our findings show that basic commands support are the most followed ones while those related to personalised interaction are relatively less. There also exists variation in design guidelines compliance across different skill categories. Based on our findings and real skill examples, we offer suggestions for new guidelines to complement the existing ones and propose agendas for future HCI research to improve voice applications' user experiences.

cs.HC

Tabby: Explorable Design for 3D Printing Textures

This paper presents Tabby, an interactive and explorable design tool for 3D printing textures. Tabby allows texture design with direct manipulation in the following workflow: 1) select a target surface, 2) sketch and manipulate a texture with 2D drawings, and then 3) generate 3D printing textures onto an arbitrary curved surface. To enable efficient texture creation, Tabby leverages an auto-completion approach which automates the tedious, repetitive process of applying texture, while allowing flexible customization. Our user evaluation study with seven participants confirms that Tabby can effectively support the design exploration of different patterns for both novice and experienced users.

cs.HC

FluxMarker: Enhancing Tactile Graphics with Dynamic Tactile Markers

For people with visual impairments, tactile graphics are an important means to learn and explore information. However, raised line tactile graphics created with traditional materials such as embossing are static. While available refreshable displays can dynamically change the content, they are still too expensive for many users, and are limited in size. These factors limit wide-spread adoption and the representation of large graphics or data sets. In this paper, we present FluxMaker, an inexpensive scalable system that renders dynamic information on top of static tactile graphics with movable tactile markers. These dynamic tactile markers can be easily reconfigured and used to annotate static raised line tactile graphics, including maps, graphs, and diagrams. We developed a hardware prototype that actuates magnetic tactile markers driven by low-cost and scalable electromagnetic coil arrays, which can be fabricated with standard printed circuit board manufacturing. We evaluate our prototype with six participants with visual impairments and found positive results across four application areas: location finding or navigating on tactile maps, data analysis, and physicalization, feature identification for tactile graphics, and drawing support. The user study confirms advantages in application domains such as education and data exploration.

cs.HC

Autocomplete Textures for 3D Printing

Texture is an essential property of physical objects that affects aesthetics, usability, and functionality. However, designing and applying textures to 3D objects with existing tools remains difficult and time-consuming; it requires proficient 3D modeling skills. To address this, we investigated an auto-completion approach for efficient texture creation that automates the tedious, repetitive process of applying texture while allowing flexible customization. We developed techniques for users to select a target surface, sketch and manipulate a texture with 2D drawings, and then generate 3D printable textures onto an arbitrary curved surface. In a controlled experiment our tool sped texture creation by 80% over conventional tools, a performance gain that is higher with more complex target surfaces. This result confirms that auto-completion is powerful for creating 3D textures.

cs.HC