Demo Data from VLDB 2026 / reviewers in the wild / expert
Sooyeon Choi
dblp:420/7596
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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 |
Haptics and multimodal interaction · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
cybersickness |
0.9 | 1 | 2025 | Do Vibrotactile-Rendered Virtual Walking Sensations Reduce VR Cybersickness? · ISMAR 2025 |
Virtual and augmented reality › cybersickness
cybersickness mitigation |
0.9 | 1 | 2025 | Do Vibrotactile-Rendered Virtual Walking Sensations Reduce VR Cybersickness? · ISMAR 2025 |
Haptics and multimodal interaction › haptic feedback
vibrotactile feedback |
0.9 | 1 | 2025 | Do Vibrotactile-Rendered Virtual Walking Sensations Reduce VR Cybersickness? · ISMAR 2025 |
Virtual and augmented reality › locomotion
virtual walking |
0.3 | 1 | 2025 | Do Vibrotactile-Rendered Virtual Walking Sensations Reduce VR Cybersickness? · ISMAR 2025 |
Methods — techniques the papers use, named apart from their topics
user study · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Supporting Dance Motor Skill Training in Multisensory VR ExperienceabstractAcquiring motor skills, such as dance, is considered a difficult task, as novice learners frequently encounter challenges in promptly comprehending and adjusting their movements in learning contexts. In this study, we present a virtual environment training system that incorporates haptic feedback and generative AI to support novices’ learning of body movements in dance. The system guides the user through haptic feedback in VR, generated from dance sequence data captured from professional choreographers. User studies with novice participants were conducted to 1) establish effective feedback for guidance and 2) evaluate the user’s training experiences using the system. We also conducted comprehensive interviews with participants and experts to confirm the design strategies and seek insights regarding the perception and utilization of virtual environments, along with haptic and visual feedback in dance learning processes. Based on the outcomes, we established the design guidelines for virtual environment training systems that facilitate learning bodily movement regulation, including in dance education. Sooyeon Choi, Jaewan Lim, Yongjae Yoo |
DIS | 1 |
| 2025 | Do Vibrotactile-Rendered Virtual Walking Sensations Reduce VR Cybersickness?abstractCybersickness is a major obstacle to immersive VR experiences, and various strategies have been proposed to overcome it. In particular, providing artificial sensory stimuli is considered a prominent approach, which improves presence and real-virtual congruence, thereby helping the situation. In this study, we evaluated the effectiveness of artificial sensory stimuli in inducing virtual walking sensations in mitigating cybersickness. We conducted two experiments involving a total of 80 participants: (1) a static user experiment ($\mathrm{N}=40$), in which participants used controller-based steering without physical movement, and (2) a dynamic user experiment ($\mathrm{N}=40$), in which participants walked on an omnidirectional treadmill, enabling virtual movement similar to real walking. In both experiments, participants were divided into two groups based on the presence or absence of vibrotactile feedback. We collected heart rate and subjective discomfort data during exposure to a VR environment and then evaluated cybersickness and presence. Across both experiments, the results indicated that virtual walking sensations induced through vibrotactile feedback significantly reduced cybersickness without negatively affecting the perceived task load or presence. Additionally, in the dynamic user locomotion experiment, a greater reduction in cybersickness was observed when vibrotactile feedback was present. These findings suggest that even if the real-virtual sensations are synchronized, vibrotactile feedback may induce cognitive distraction that further mitigates cybersickness. Jaewan Lim, Sooyeon Choi, Jimin Ryu, Taeyoon Lee, Yongjae Yoo |
ISMAR | 2 |