Demo Data from VLDB 2026 / reviewers in the wild / expert
Jieun Lee 0007
dblp:64/4869-7
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2026
0009-0004-3121-4623ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 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
2 papers |
Immersive interaction · 60% User interface design and tools · 32% Learning and educational technologies · 8% |
Topics — the 2 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
User interface design and tools › authoring tools
3d design tools |
1.0 | 1 | 2026 | VR for Design: Exploring Long-Term Experiences and Workflows of 3D Designing in Virtual Reality · CHI 2026 |
Immersive interaction
virtual reality |
1.0 | 1 | 2026 | VR for Design: Exploring Long-Term Experiences and Workflows of 3D Designing in Virtual Reality · CHI 2026 |
Methods — techniques the papers use, named apart from their topics
questionnaire · 1.0longitudinal study · 1.0diary study · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | VR for Design: Exploring Long-Term Experiences and Workflows of 3D Designing in Virtual RealityabstractVirtual reality (VR) head-mounted displays allow designers to work in embodied ways within virtual environments. Yet despite growing industry interest, little is known about how VR supports or constrains 3D design workflows, leaving questions about its practical value. We explored the experiences and workflows of using head-mounted displays for 3D design through a 12-week study with 55 senior design students. Participants completed questionnaires, produced design projects, and kept journals, which we analyzed. Our results show that VR is viewed as a powerful design tool, where embodiment and spatial interaction underscore design as an immersive experience in its own right. VR excels in freehand design and sketching, but struggles with precision and complexity. However, VR can flexibly fit into broader workflows, where designers move fluently between VR and non-VR tools and activities. We present considerations for integrating VR into design processes, particularly how VR integrates with traditional 3D design tools and activities like sketching. Ville Mäkelä, Daniel Harley, Jieun Lee 0007, Cayley MacArthur |
CHI | 3 |
| 2025 | Integrating Virtual Reality Head-Mounted Displays into Higher Education Classrooms on a Large Scale
Ville Mäkelä, Cayley MacArthur, Jieun Lee 0007, Daniel Harley |
CHI | 3 |