Demo Data from EDBT 2026 / reviewers in the wild / expert
Yasamin Sadeghi
dblp:217/9463
· DBLP profile ↗
3ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
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
3 papers |
Immersive interaction · 91% Collaborative and social computing · 9% | |
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 100% |
Topics — the 4 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › virtual reality experience
360° video viewing |
0.5 | 1 | 2021 | From FOMO to JOMO: Examining the Fear and Joy of Missing Out and Presence in a 360° Video Viewing Experience · CHI 2021 |
Immersive interaction › virtual reality
cinematic virtual reality |
0.4 | 1 | 2019 | Motivation to Select Point of View in Cinematic Virtual Reality · VR 2019 |
Immersive interaction › virtual reality
360° video |
0.3 | 1 | 2018 | Sense of Presence, Attitude Change, Perspective-Taking and Usability in First-Person Split-Sphere 360° Video · CHI 2018 |
Virtual and augmented reality › immersive video
cinematic VR |
0.1 | 1 | 2021 | From FOMO to JOMO: Examining the Fear and Joy of Missing Out and Presence in a 360° Video Viewing Experience · CHI 2021 |
Methods — techniques the papers use, named apart from their topics
user study · 1.0repeated measures · 1.0mixed methods · 1.0randomized experiment · 0.7head tracking · 0.4eye tracking · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | From FOMO to JOMO: Examining the Fear and Joy of Missing Out and Presence in a 360° Video Viewing ExperienceabstractCinematic Virtual Reality (CVR), or 360° video, engages users in immersive viewing experiences. However, as users watch one part of the 360° view, they will necessarily miss out on events happening in other parts of the sphere. Consequently, fear of missing out (FOMO) is unavoidable. However, users can also experience the joy of missing out (JOMO). In a repeated measures, mixed methods design, we examined the fear and joy of missing out (FOMO and JOMO) and sense of presence in two repeat viewings of a 360° film using a head-mounted display. We found that users experienced both FOMO and JOMO. FOMO was caused by the users’ awareness of parallel events in the spherical view, but users also experienced JOMO. FOMO did not compromise viewers’ sense of presence, and FOMO also decreased in the second viewing session, while JOMO remained constant. The findings suggest that FOMO and JOMO can be two integral qualities in an immersive video viewing experience and that FOMO may not be as negative a factor as previously thought. Tanja Aitamurto, Andrea Stevenson Won, Sukolsak Sakshuwong, Byungdoo Kim, Yasamin Sadeghi, Krysten Stein, Peter G. Royal, Catherine Kircos |
CHI | 5 |
| 2019 | Motivation to Select Point of View in Cinematic Virtual RealityabstractThis paper examines the effects of participants' preferred point of view of two protagonists, and their motivation for this preference, on two viewings of a cinematic 360-degree video filmed from the first person perspective. Before watching the film, which dramatized gender bias in a STEM workplace, participants were asked to state whether they preferred to view the film from the point of view (POV) of a male protagonist, a female protagonist, or make no selection. They were then asked why they held this preference. Their answers were predictive. Participants' tracked head movements, and the events participants recalled from the film, differed according to their pre-stated preference and motivation. Andrea Stevenson Won, Tanja Aitamurto, Byungdoo Kim, Sukolsak Sakshuwong, Catherine Kircos, Yasamin Sadeghi |
VR | 6 |
| 2018 | Sense of Presence, Attitude Change, Perspective-Taking and Usability in First-Person Split-Sphere 360° VideoabstractThis paper examines the sense of presence, attitude change, perspective-taking, and usability of a split-sphere, first-person perspective 360 degree video about gender inequality, in which people can choose to watch the narrative from the male or female character's perspective. Sixty-seven participants were randomly assigned to watch (1) the video in 360 degree split-view in a head-mounted display, (2) the same film as 180 degree in a HMD, or (3) a flat control version of the video on a laptop. The 360 degree split-sphere increased the viewers' feeling of personal responsibility for resolving gender inequality, desire to rewatch the video, fear of missing out, and feeling of missing the full story. The 180 degree video created the strongest sense of presence, embodiment, and understanding of the character. However, people with greater egocentric projection onto the male character felt less responsible for resolving gender inequality, particularly in the 360 degree split-view. Tanja Aitamurto, Shuo Zhou 0002, Sukolsak Sakshuwong, Jorge Saldivar, Yasamin Sadeghi, Amy Tran |
CHI | 5 |