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Ki-Dong Baek

dblp:321/7466 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2026
0009-0002-2510-9101ORCID · reported

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 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
Haptics and multimodal interaction · 62% Collaborative and social computing · 38%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
remote collaboration
0.312026
Feel the Sync: The Effects of Shared Haptic Feedback on Short-Cycle Repetitive Turn-Taking Collaboration of Remote Users in Virtual Reality · CHI 2026
Collaborative and social computing › collaborative virtual environments › social virtual reality
virtual reality collaboration
0.312026
Feel the Sync: The Effects of Shared Haptic Feedback on Short-Cycle Repetitive Turn-Taking Collaboration of Remote Users in Virtual Reality · CHI 2026
YearPublicationVenuePosition
2026 Feel the Sync: The Effects of Shared Haptic Feedback on Short-Cycle Repetitive Turn-Taking Collaboration of Remote Users in Virtual Reality
Hyuckjin Jang, Bowon Kim, Ki-Dong Baek, Cheeyoung Ahn, Jeongmi Lee
CHI3
2025 The Influence of the Valence and Evaluation Type of Social Feedback on Game Streamers' Emotion, Attention, and Performance
abstract
For social interaction on streaming platforms, chat feedback is a primary means for real-time engagement and expression of opinions. Given that social media is prone to stress by promoting social comparison, this study investigated how the valence and evaluation type of chat feedback influences streamers’ emotions, attention, and performance. In an online game-streaming context, participants engaged in a shooting game while receiving real-time chat feedback of different valence (negative, positive) and evaluation types (comparative, general). The results revealed that receiving negative feedback led to experiencing higher anxiety and lower self-efficacy and social support. Furthermore, comparative feedback negatively affected game performance and attracted more attention to the feedback. Interestingly, the tendency of comparative feedback to capture more attention was stronger when the valence was negative. These findings contribute to understanding the influence of social feedback on emotions and behavior and provide valuable insights for improving the user experience and performance.
Ki-Dong Baek, Eugene Hwang, Jeongmi Lee
Int. J. Hum. Comput. Interact.1