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  1. Free, publicly-accessible full text available June 19, 2024
  2. In this demonstration, we present a holographic projected version of LuminAI, which is an interactive art installation that allows participants to collaborate with an AI dance partner by improvising movements together. By utilizing a mix of a top-down and bottom-up approach, we seek to understand embodied co-creativity in an improvisational dance setting to better develop the design of the modular AI agent to creatively collaborate with a dancer. The purpose of this demonstration is to describe the five-module agent design and investigate how we can design an immersive experience that is design-efficient, portable, light, and duo-user participation. Through this installation in an imitated black box space, audience members and dancers engage in an immersive co-creative dance experience, inspiring discussion on the limitless applications of dance and technology in the realms of learning, training, and creativity. 
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    Free, publicly-accessible full text available July 10, 2024
  3. Fostering young learners’ literacy surrounding AI technologies is becoming increasingly important as AI is becoming integrated in many aspects of our lives and is having far-reaching impacts on society. We have developed Knowledge Net and Creature Features, two activity boxes for family groups to engage with in their homes that communicate AI literacy competencies such as understanding knowledge representations, the steps of machine learning, and AI ethics. Our current work is exploring how to transform these activity boxes into museum exhibits for middle-school age learners, focusing on three key considerations: centering learner interests, generating personally meaningful outputs, and incorporating embodiment and collaboration on a larger scale. Our demonstration will feature the existing Knowledge Net and Creature Features activity boxes alongside early-stage prototypes adapting these activities into larger-scale museum exhibits. This paper contributes an exploration into how to design AI literacy learning interventions for varied informal learning contexts. 
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    Free, publicly-accessible full text available June 19, 2024
  4. Fostering public AI literacy has been a growing area of interest at CHI for several years, and a substantial community is forming around issues such as teaching children how to build and program AI systems, designing learning experiences to broaden public understanding of AI, developing explainable AI systems, understanding how novices make sense of AI, and exploring the relationship between public policy, ethics, and AI literacy. Previous workshops related to AI literacy have been held at other conferences (e.g., SIGCSE, AAAI) that have been mostly focused on bringing together researchers and educators interested in AI education in K-12 classroom environments, an important subfield of this area. Our workshop seeks to cast a wider net that encompasses both HCI research related to introducing AI in K-12 education and also HCI research that is concerned with issues of AI literacy more broadly, including adult education, interactions with AI in the workplace, understanding how users make sense of and learn about AI systems, research on developing explainable AI (XAI) for non-expert users, and public policy issues related to AI literacy. 
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  5. Co-creative proccesses between people can be characterized by rich dialogue that carries each person's ideas into the collaborative space. When people co-create an artifact that is both technical and aesthetic, their dialogue reflects the interplay between these two dimensions. However, the dialogue mechanisms that express this interplay and the extent to which they are related to outcomes, such as peer satisfaction, are not well understood. This paper reports on a study of 68 high school learner dyads' textual dialogues as they create music by writing code together in a digital learning environment for musical remixing. We report on a novel dialogue taxonomy built to capture the technical and aesthetic dimensions of learners' collaborative dialogues. We identified dialogue act n-grams (sequences of length 1, 2, or 3) that are present within the corpus and discovered five significant n-gram predictors for whether a learner felt satisfied with their partner during the collaboration. The learner was more likely to report higher satisfaction with their partner when the learner frequently acknowledges their partner, exchanges positive feedback with their partner, and their partner proposes an idea and elaborates on the idea. In contrast, the learner is more likely to report lower satisfaction with their partner when the learner frequently accepts back-to-back proposals from their partner and when the partner responds to the learner's statements with positive feedback. This work advances understanding of collaborative dialogue within co-creative domains and suggests dialogue strategies that may be helpful to foster co-creativity as learners collaborate to produce a creative artifact. The findings also suggest important areas of focus for intelligent or adaptive systems that aim to support learners during the co-creative process. 
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  6. null (Ed.)
    Computer science educators often use multiple creative computing platforms to motivate and support students learning computer science. Arguably, we understand little about the complementary ways in which the various platforms build on students' prior experiences. This study compares two CS+music platforms used by middle school students in a summer camp to understand the unique affordances of each platform at activating and building upon prior music and computing experiences. We assess interest formation through pre and post student surveys and via interviews on the final day of the camp. The findings suggest that using different approaches to CS+music platform design may help engage students with different levels of prior music and coding experience. 
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  7. null (Ed.)
  8. TunePad is a free, online platform designed with the goal of empowering diverse communities of learners to create and share music through code. We are interested in the idea of music as a pervasive form of literacy with abundant connections to concepts of computer programming. Over the past three years we have developed and refined successive prototypes with over 500 middle school and high school students in a variety of learning spaces including schools, libraries, summer camps, and other out-of-school programs. This paper shares the current TunePad design along with data from three summer camps for middle school students that involved daily work with the platform. Through these camps we saw significant gains in learners’ attitudes around computer programming as measured through pre-post surveys. We also share a theoretical perspective on music and coding as an intersection of literacies that we reflect on through student-created artifacts. 
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