Brian Clark Gauch

I am a Ph.D student in Vanderbilt's EECS program. My current interests are primarily machine learning, particularly manifold-based dimensionality reduction. My advisor is Dr. Richard Alan Peters. I am currently a teaching assistant, and I was formerly a research assistant with Dr. Gautam Biswas with the Teachable Agents Group.

I received my Bachelor's in Computer Science from Washington University in St. Louis in 2014.

Email  /  Google Scholar  /  LinkedIn


Security Games on a Plane
Jiarui Gan, Bo An, Yevgeniy Vorobeychik, and Brian Gauch
AAAI, 2017 (to appear)


Behavior Changes across Time and between Populations in Open-Ended Learning Environments
Brian Gauch, Gautam Biswas
International Conference on Intelligent Tutoring Systems, 2016

Open-ended computer-based learning environments (OELEs) can be powerful learning tools in that they help students develop effective self-regulated learning (SRL) and problem solving skills. In this study, middle school students used the SimSelf OELE to build causal models to learn about climate science. We study their learning and model building approaches by calculating a suite of behavioral metrics derived using coherence analysis (CA) that are used as features on which to group students by their type of learning behavior. We also analyze changes in these metrics over time, and compare these results to results from other studies with a different OELE to see determine generalizable their findings are across different OELE systems.


Studying Student Use of Self-Regulated Learning Tools in an Open-Ended Learning Environment
John Siler Kinnebrew, Brian Gauch, James Segedy, Gautam Biswas
International Conference on Artificial Intelligence in Education, 2016

This paper discusses a design-based research study that we conducted in a middle school science classroom to test the effectiveness of SimSelf, an open-ended learning environment for science learning. In particular, we evaluated two tools intended to help students develop and practice the important regulatory processes of planning and monitoring. Findings showed that students who used the supporting tools as intended demonstrated effective learning of the science topic. Conversely, students who did not use the tools effectively generally achieved minimal success at their learning tasks. Analysis of these results provides a framework for redesigning the environment and highlights areas for additional scaffolding and guidance.

Course Projects

Team Creation for League of Legends
Brian Gauch
CS6352: Human-Computer Interaction, 2015
Website  /  Study Results

League of Legends is a very popular video game played on PCs, in which groups of players form a “team” and two teams of the same size fight. Typically teams consist of 5 players. If a player does not yet have a team, it is possible to use in-game “matchmaking” to locate both an enemy team to fight, and the rest of a temporary friendly team. It is generally desirable to have a long-term team. However, there are a number of constraints that make it difficult to form a good team. Naturally, the team should speak the same language and be able to get along. Ideally, all the members of a team are online and willing to play League of Legends at the same time, and all members are roughly the same skill level. There are also some constraints and preferences specific to League of Legends. Because this problem is non-trivial, players have some difficulty self-organizing. Thus, this project developed a website that matches players into long-term teams using features like skill level and preferred game times.


CS2212 - Discrete Structures - Spring 2016

CS2212 - Discrete Structures - Fall 2016

CS1101 - Programming and Problem Solving - Summer 2016

Appreciate the aesthetic? Wait 'til you see the original.