Demo Data from EDBT 2026 / reviewers in the wild / expert
Hyejin Im
dblp:179/5192
· DBLP profile ↗
4ranked-venue papers
1as first author
2since 2021 · last 2023
0000-0002-1437-915XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 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
2 papers |
Visualization and visual analytics · 91% Multimedia analysis and retrieval · 9% | |
| Human-computer interaction and pervasive computing
1 paper |
Health and well-being technologies · 77% Usability and user experience research · 23% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics › information visualization
personal data visualization |
0.4 | 1 | 2019 | DataSelfie: Empowering People to Design Personalized Visuals to Represent Their Data · CHI 2019 |
Health and well-being technologies
personal informatics |
0.4 | 1 | 2019 | DataSelfie: Empowering People to Design Personalized Visuals to Represent Their Data · CHI 2019 |
Visualization and visual analytics › data storytelling
narrative visualization |
0.3 | 1 | 2018 | Visualizing Nonlinear Narratives with Story Curves · IEEE Trans. Vis. Comput. Graph. 2018 |
Visualization and visual analytics
temporal data visualization |
0.3 | 1 | 2018 | Visualizing Nonlinear Narratives with Story Curves · IEEE Trans. Vis. Comput. Graph. 2018 |
Usability and user experience research
usability evaluation |
0.1 | 1 | 2019 | DataSelfie: Empowering People to Design Personalized Visuals to Represent Their Data · CHI 2019 |
Methods — techniques the papers use, named apart from their topics
user study · 0.8design analysis · 0.8interactive visualization · 0.3expert feedback · 0.3controlled user study · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Beyond Alternative Text and tables: Comparative Analysis of Visualization Tools and Accessibility MethodsabstractAbstract Modern visualization software and programming libraries have made data visualization construction easier for everyone. However, the extent of accessibility design they support for blind and low‐vision people is relatively unknown. It is also unclear how they can improve chart content accessibility beyond conventional alternative text and data tables. To address these issues, we examined the current accessibility features in popular visualization tools, revealing limited support for the standard accessibility methods and scarce support for chart content exploration. Next, we investigate two promising accessibility approaches that provide off‐the‐shelf solutions for chart content accessibility: structured navigation and conversational interaction. We present a comparative evaluation study and discuss what to consider when incorporating them into visualization tools. Grace Ataguba, Shakila Cherise Joyner, Chuangdian Zhao, Hyejin Im |
Comput. Graph. Forum | 5 |
| 2021 | Draw2Code: Low-Cost Tangible Programming for Creating AR AnimationsabstractComputational thinking is nowadays considered an essential skill in the K-12 educational curriculum. Many tangible computational kits designed for early childhood are either too expensive to benefit a wide range of children or only provide predetermined challenges with limited creative content creation opportunities. In this paper, we investigated low-cost and expressive tangible interfaces that foster computational literacy. We present Draw2Code, a paper-based computational kit for young children to create an interactive AR animation. Children use Draw2Code to make their paper drawing alive as an animated virtual sprite and control it using hand gestures. It exposes children to basic programming concepts through playful and tangible interaction. Results from our initial evaluation with nine child-parent dyads indicate that children ages 5 to 12 successfully used Draw2Code and played with Draw2Code in 33 minutes on average while creating 2 to 5 diverse AR animations based on their ideas. Throughout the session, all children were engaged in computational thinking concepts and practices and learned drawing and gesture-based interactions. Hyejin Im, Chris Rogers |
IDC | 1 |
| 2019 | DataSelfie: Empowering People to Design Personalized Visuals to Represent Their DataabstractMany personal informatics systems allow people to collect and manage personal data and reflect more deeply about themselves. However, these tools rarely offer ways to customize how the data is visualized. In this work, we investigate the question of how to enable people to determine the representation of their data. We analyzed the Dear Data project to gain insights into the design elements of personal visualizations. We developed DataSelfie, a novel system that allows individuals to gather personal data and design custom visuals to represent the collected data. We conducted a user study to evaluate the usability of the system as well as its potential for individual and collaborative sensemaking of the data. Hyejin Im, Nathalie Henry Riche, Alicia Wang, Krzysztof Z. Gajos, Hanspeter Pfister |
CHI | 2 |
| 2018 | Visualizing Nonlinear Narratives with Story CurvesabstractIn this paper, we present story curves, a visualization technique for exploring and communicating nonlinear narratives in movies. A nonlinear narrative is a storytelling device that portrays events of a story out of chronological order, e.g., in reverse order or going back and forth between past and future events. Many acclaimed movies employ unique narrative patterns which in turn have inspired other movies and contributed to the broader analysis of narrative patterns in movies. However, understanding and communicating nonlinear narratives is a difficult task due to complex temporal disruptions in the order of events as well as no explicit records specifying the actual temporal order of the underlying story. Story curves visualize the nonlinear narrative of a movie by showing the order in which events are told in the movie and comparing them to their actual chronological order, resulting in possibly meandering visual patterns in the curve. We also present Story Explorer, an interactive tool that visualizes a story curve together with complementary information such as characters and settings. Story Explorer further provides a script curation interface that allows users to specify the chronological order of events in movies. We used Story Explorer to analyze 10 popular nonlinear movies and describe the spectrum of narrative patterns that we discovered, including some novel patterns not previously described in the literature. Feedback from experts highlights potential use cases in screenplay writing and analysis, education and film production. A controlled user study shows that users with no expertise are able to understand visual patterns of nonlinear narratives using story curves. Benjamin Bach, Hyejin Im, Sasha Schriber, Markus Gross 0001, Hanspeter Pfister |
IEEE Trans. Vis. Comput. Graph. | 3 |