VLDB 2026 Research / reviewers in the wild / expert
Sungwon In
dblp:355/4554
· DBLP profile ↗
6ranked-venue papers
5as first author
6since 2021 · last 2025
0000-0002-5316-2922ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
4 papers |
Immersive interaction · 42% Ubiquitous computing and smart environments · 22% User interface design and tools · 19% | |
| Computer graphics and multimedia
2 papers |
Visualization and visual analytics · 100% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Bioinformatics and computational biology · 100% |
Topics — the 10 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality |
1.0 | 2 | 2025 | Evaluating Navigation and Comparison Performance of Computational Notebooks on Desktop and in Virtual Reality · CHI 2024 Exploring Organizational Strategies in Immersive Computational Notebooks · ISMAR 2025 |
Visualization and visual analytics
data transformation |
0.8 | 1 | 2024 | This is the Table I Want! Interactive Data Transformation on Desktop and in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2024 |
User interface design and tools › programming environments
computational notebooks |
0.8 | 1 | 2024 | Evaluating Navigation and Comparison Performance of Computational Notebooks on Desktop and in Virtual Reality · CHI 2024 |
Immersive interaction
virtual reality interaction |
0.7 | 1 | 2023 | Multi-Focus Querying of the Human Genome Information on Desktop and in Virtual Reality: an Evaluation · ISMAR 2023 |
Interaction techniques and input › post-WIMP interaction
embodied interaction |
0.3 | 1 | 2025 | Exploring Organizational Strategies in Immersive Computational Notebooks · ISMAR 2025 |
Visualization and visual analytics › visual analytics
immersive analytics |
0.2 | 1 | 2024 | This is the Table I Want! Interactive Data Transformation on Desktop and in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2024 |
Interaction techniques and input
gesture input |
0.2 | 1 | 2024 | This is the Table I Want! Interactive Data Transformation on Desktop and in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2024 |
Interaction techniques and input › spatial interaction
navigation |
0.2 | 1 | 2024 | Evaluating Navigation and Comparison Performance of Computational Notebooks on Desktop and in Virtual Reality · CHI 2024 |
Bioinformatics and computational biology › genomics
genome visualization |
0.2 | 1 | 2023 | Multi-Focus Querying of the Human Genome Information on Desktop and in Virtual Reality: an Evaluation · ISMAR 2023 |
Visualization and visual analytics
information visualization |
0.2 | 1 | 2023 | Multi-Focus Querying of the Human Genome Information on Desktop and in Virtual Reality: an Evaluation · ISMAR 2023 |
Methods — techniques the papers use, named apart from their topics
user study · 4.3spatial structure analysis · 0.9exploratory user study · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Exploring Organizational Strategies in Immersive Computational NotebooksabstractComputational notebooks, which integrate code, documentation, tags, and visualizations into a single document, have become increasingly popular for data analysis tasks. With the advent of immersive technologies, these notebooks have evolved into a new paradigm, enabling more interactive and intuitive ways to perform data analysis. An immersive computational notebook, which integrates computational notebooks within an immersive environment, significantly enhances navigation performance with embodied interactions. However, despite recognizing the significance of organizational strategies in the immersive data science process, the organizational strategies for using immersive notebooks remain largely unexplored. In response, our research aims to deepen our understanding of organizations, especially focusing on spatial structures for computational notebooks, and to examine how various execution orders can be visualized in an immersive context. Through an exploratory user study, we found participants preferred organizing notebooks in half-cylindrical structures and engaged significantly more in non-linear analysis. Notably, as the scale of the notebooks increased (i.e., more code cells), users increasingly adopted multiple, concurrent non-linear analytical approaches. Sungwon In, Ayush Roy, Eric Krokos, Kirsten Whitley, Chris North 0001, Yalong Yang 0001 |
ISMAR | 1 |
| 2025 | Investigating Seamless Transitions Between Immersive Computational Notebooks and Embodied Data InteractionsabstractA growing interest in Immersive Analytics (IA) has led to the extension of computational notebooks (e.g., Jupyter Notebook) into an immersive environment to enhance analytical workflows. However, existing solutions rely on the WIMP (windows, icons, menus, pointer) metaphor, which remains impractical for complex data exploration. Although embodied interaction offers a more intuitive alternative, immersive computational notebooks and embodied data exploration systems are implemented as standalone tools. This separation requires analysts to invest considerable effort to transition from one environment to an entirely different one during analytical workflows. To address this, we introduce ICoN, a prototype that facilitates a seamless transition between computational notebooks and embodied data explorations within a unified, fully immersive environment. Our findings reveal that unification improves transition efficiency and intuitiveness during analytical workflows, highlighting its potential for seamless data analysis. Sungwon In, Eric Krokos, Kirsten Whitley, Chris North 0001, Yalong Yang 0001 |
VRST | 1 |
| 2025 | Towards an Embodied Composition Framework for Organizing Immersive Computational NotebooksabstractAs immersive technologies evolve, immersive computational notebooks offer new opportunities for interacting with code, data, and outputs. However, scaling these environments remains a challenge, particularly when analysts manually arrange large numbers of cells to maintain both execution logic and visual coherence. To address this, we introduce an embodied composition framework, facilitating organizational processes in the context of immersive computational notebooks. To evaluate the effectiveness of the embodied composition framework, we conducted a controlled user study comparing manual and embodied composition frameworks in an organizational process. The results show that embodied composition frameworks significantly reduced user effort and decreased completion time. However, the design of the triggering mechanism requires further refinement. Our findings highlight the potential of embodied composition frameworks to enhance the scalability of the organizational process in immersive computational notebooks. Sungwon In, Eric Krokos, Kirsten Whitley, Chris North 0001, Yalong Yang 0001 |
VRST | 1 |
| 2024 | Evaluating Navigation and Comparison Performance of Computational Notebooks on Desktop and in Virtual RealityabstractThe computational notebook serves as a versatile tool for data analysis. However, its conventional user interface falls short of keeping pace with the ever-growing data-related tasks, signaling the need for novel approaches. With the rapid development of interaction techniques and computing environments, there is a growing interest in integrating emerging technologies in data-driven workflows. Virtual reality, in particular, has demonstrated its potential in interactive data visualizations. In this work, we aimed to experiment with adapting computational notebooks into VR and verify the potential benefits VR can bring. We focus on the navigation and comparison aspects as they are primitive components in analysts’ workflow. To further improve comparison, we have designed and implemented a Branching&Merging functionality. We tested computational notebooks on the desktop and in VR, both with and without the added Branching&Merging capability. We found VR significantly facilitated navigation compared to desktop, and the ability to create branches enhanced comparison. Sungwon In, Eric Krokos, Kirsten Whitley, Chris North 0001, Yalong Yang 0001 |
CHI | 1 |
| 2024 | This is the Table I Want! Interactive Data Transformation on Desktop and in Virtual RealityabstractData transformation is an essential step in data science. While experts primarily use programming to transform their data, there is an increasing need to support non-programmers with user interface-based tools. With the rapid development in interaction techniques and computing environments, we report our empirical findings about the effects of interaction techniques and environments on performing data transformation tasks. Specifically, we studied the potential benefits of direct interaction and virtual reality (VR) for data transformation. We compared gesture interaction versus a standard WIMP user interface, each on the desktop and in VR. With the tested data and tasks, we found time performance was similar between desktop and VR. Meanwhile, VR demonstrates preliminary evidence to better support provenance and sense-making throughout the data transformation process. Our exploration of performing data transformation in VR also provides initial affirmation for enabling an iterative and fully immersive data science workflow. Sungwon In, Tica Lin, Chris North 0001, Hanspeter Pfister, Yalong Yang 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2023 | Multi-Focus Querying of the Human Genome Information on Desktop and in Virtual Reality: an EvaluationabstractThe human genome is incredibly information-rich, consisting of approximately 25,000 protein-coding genes spread out over 3.2 billion nucleotide base pairs contained within 24 unique chromosomes. The genome is important in maintaining spatial context, which assists in understanding gene interactions and relationships. However, existing methods of genome visualization that utilize spatial awareness are inefficient and prone to limitations in presenting gene information and spatial context. This study proposed an innovative approach to genome visualization and exploration utilizing virtual reality. To determine the optimal placement of gene information and evaluate its essentiality in a VR environment, we implemented and conducted a user study with three different interaction methods. Two interaction methods were developed in virtual reality to determine if gene information is better suited to be embedded within the chromosome ideogram or separate from the ideogram. The final ideogram interaction method was performed on a desktop and served as a benchmark to evaluate the potential benefits associated with the use of VR. Our study findings reveal a preference for VR, despite longer task completion times. In addition, the placement of gene information within the visualization had a notable impact on the ability of a user to complete tasks. Specifically, gene information embedded within the chromosome ideogram was better suited for single target identification and summarization tasks, while separating gene information from the ideogram better supported region comparison tasks. Gunnar W. Reiske, Sungwon In, Yalong Yang 0001 |
ISMAR | 2 |