VLDB 2026 Research / reviewers in the wild / expert
Aram Min
dblp:374/9109
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2024
0000-0002-6651-5133ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 1 · 1 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
narrative engagement |
0.2 | 1 | 2024 | Comfortable Mobility vs. Attractive Scenery: The Key to Augmenting Narrative Worlds in Outdoor Locative Augmented Reality Storytelling · CHI 2024 |
Immersive interaction › virtual reality › presence
spatial presence |
0.2 | 1 | 2024 | Comfortable Mobility vs. Attractive Scenery: The Key to Augmenting Narrative Worlds in Outdoor Locative Augmented Reality Storytelling · CHI 2024 |
Methods — techniques the papers use, named apart from their topics
user study · 1.5correlation and causation analysis · 1.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Comfortable Mobility vs. Attractive Scenery: The Key to Augmenting Narrative Worlds in Outdoor Locative Augmented Reality StorytellingabstractWe investigate how path context, encompassing both comfort and attractiveness, shapes user experiences in outdoor locative storytelling using Augmented Reality (AR). Addressing a research gap that predominantly concentrates on indoor settings or narrative backdrops, our user-focused research delves into the interplay between perceived path context and locative AR storytelling on routes with diverse walkability levels. We examine the correlation and causation between narrative engagement, spatial presence, perceived workload, and perceived path context. Our findings show that on paths with reasonable path walkability, attractive elements positively influence the narrative experience. However, even in environments with assured narrative walkability, inappropriate safety elements can divert user attention to mobility, hindering the integration of real-world features into the narrative. These results carry significant implications for path creation in outdoor locative AR storytelling, underscoring the importance of ensuring comfort and maintaining a balance between comfort and attractiveness to enrich the outdoor AR storytelling experience. Hyerim Park, Aram Min, Hyunjin Lee 0005, Maryam Shakeri, Ikbeom Jeon, Woontack Woo |
CHI | 2 |