Demo Data from VLDB 2026 / reviewers in the wild / expert
Huong Pham
dblp:73/939
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2025
0009-0003-5328-5345ORCID · corroborated
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
1 paper |
Collaborative and social computing · 38% Human-robot interaction · 38% Ubiquitous computing and smart environments · 12% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-robot interaction › social robot › social robot behavior
icebreaking |
0.9 | 1 | 2025 | Unraveling Strangers' Interaction: An Analytical Framework for Understanding the Ice-Breaking Process with a Socio-Spatial Interface · ACM Trans. Comput. Hum. Interact. 2025 |
Collaborative and social computing › social interaction › public space interaction
stranger interaction |
0.9 | 1 | 2025 | Unraveling Strangers' Interaction: An Analytical Framework for Understanding the Ice-Breaking Process with a Socio-Spatial Interface · ACM Trans. Comput. Hum. Interact. 2025 |
Immersive interaction
mixed reality |
0.3 | 1 | 2025 | Unraveling Strangers' Interaction: An Analytical Framework for Understanding the Ice-Breaking Process with a Socio-Spatial Interface · ACM Trans. Comput. Hum. Interact. 2025 |
Methods — techniques the papers use, named apart from their topics
field study · 0.9behavioral framework · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Unraveling Strangers' Interaction: An Analytical Framework for Understanding the Ice-Breaking Process with a Socio-Spatial InterfaceabstractCentral to the human experience is establishing a connection with individuals who are unfamiliar with one another—strangers. We describe results from a field study that deployed SocialStools , a socio-spatial interface with mixed-reality experience, to support ice-breaking between strangers in a public space. Synthesizing existing social psychology theories, we propose a human behavior framework with distinct, interconnected behavioral components, and then apply this framework as an instrument to analyze the “ice-breaking” process amongst 81 strangers assigned to 27 groups using SocialStools . Our analysis identifies recurring behavioral patterns that demonstrate the fluid and emergent nature of interpersonal spatial adjustments, emphasizing the dynamic aspects of proxemics. Our contributions are the results of our empirical field study with a socio-spatial interface that advances our understanding of how strangers interact when uninstructed, and a theory-based, behavioral framework—an analytical instrument to examine the dynamic experience of ice-breaking. Ge (Serena) Guo, Hsin-Ming Chao, Huong Pham, Gilly Leshed, Keith E. Green |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2023 | Co-designing Magic Machines for Everyday Mindfulness with PractitionersabstractMany digital technologies have been invented to support mindfulness, the practice of bringing attention to the present moment without judgment. While most technologies focus on mindfulness meditation training for novices, in this paper, we explore designing technology to support everyday mindfulness activities for people with varying levels of experience. Through 9 magic machine workshops, 30 mindfulness practitioners explored and reflected on their personal experiences of everyday mindfulness, and generated designs that support their daily practice. Our findings identified six categories of designs conceptualized by our participants: everyday objects, physical spaces, wearables, metaphorical art, companions, and toys. We further analyze the practitioners’ thought processes and considerations for designs that support everyday mindfulness, such as eliciting and regulating emotion and associating mindfulness with routine daily activities. Finally, we discuss the implications of designing individualized mindfulness products and the potential of using co-design magic machine workshops to explore a practical design space. Jingjin Li, Nayeon Kwon, Huong Pham, Ryun Shim, Gilly Leshed |
Conference on Designing Interactive Systems | 3 |