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Kinga Skiers

dblp:335/6278 · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2025
0000-0001-7418-5704ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 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.

Human-computer interaction and pervasive computing
2 papers
Health and well-being technologies · 77% Collaborative and social computing · 15% Accessibility and assistive technology · 8%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
1.722025
Portable Silent Room: Exploring VR Design for Anxiety and Emotion Regulation for Neurodivergent Women and Non-Binary Individuals · IEEE Trans. Vis. Comput. Graph. 2025
"I was Truly Able to Express the Image of Myself that I have within": Exploring VR Group Therapy Approaches with the LGBTQIA+ Community · IEEE Trans. Vis. Comput. Graph. 2025
Health and well-being technologies
mental health technology
1.722025
Portable Silent Room: Exploring VR Design for Anxiety and Emotion Regulation for Neurodivergent Women and Non-Binary Individuals · IEEE Trans. Vis. Comput. Graph. 2025
"I was Truly Able to Express the Image of Myself that I have within": Exploring VR Group Therapy Approaches with the LGBTQIA+ Community · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality › virtual reality
collaborative virtual reality
0.912025
"I was Truly Able to Express the Image of Myself that I have within": Exploring VR Group Therapy Approaches with the LGBTQIA+ Community · IEEE Trans. Vis. Comput. Graph. 2025
Health and well-being technologies › mental health technology
emotion regulation
0.912025
Portable Silent Room: Exploring VR Design for Anxiety and Emotion Regulation for Neurodivergent Women and Non-Binary Individuals · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality › immersive interaction
avatar embodiment
0.312025
"I was Truly Able to Express the Image of Myself that I have within": Exploring VR Group Therapy Approaches with the LGBTQIA+ Community · IEEE Trans. Vis. Comput. Graph. 2025
Collaborative and social computing › social presence
co-presence
0.312025
"I was Truly Able to Express the Image of Myself that I have within": Exploring VR Group Therapy Approaches with the LGBTQIA+ Community · IEEE Trans. Vis. Comput. Graph. 2025
Accessibility and assistive technology
neurodivergent users
0.312025
Portable Silent Room: Exploring VR Design for Anxiety and Emotion Regulation for Neurodivergent Women and Non-Binary Individuals · IEEE Trans. Vis. Comput. Graph. 2025
Collaborative and social computing › collaborative virtual environments
social virtual reality
0.312025
"I was Truly Able to Express the Image of Myself that I have within": Exploring VR Group Therapy Approaches with the LGBTQIA+ Community · IEEE Trans. Vis. Comput. Graph. 2025

Methods — techniques the papers use, named apart from their topics

user study · 1.7survey · 1.7prototype evaluation · 1.7ideation workshop · 1.7co-design · 1.7
YearPublicationVenuePosition
2025 Bioresponsive avatars: Perceiving emotions through virtual avatar representation in empathic social VR
abstract
Social virtual reality (VR) is the experience of a shared virtual space populated by virtual representations of each individual, allowing them to communicate, collaborate and interact with each other not unlike the real world. Conventional avatars generally mirror factors like an individual’s appearance, speech, movement, and so on, yet a VR can offer many more possibilities to represent a person beyond what reality can offer. One such representation is that of emotions and empathy. To that regard, we propose Bioresponsive Avatars, an avatar system that predicts user emotional states and represents them visually via their avatar appearance. To achieve this, we first conducted an avatar design workshop to understand how user’s imagine emotional states to appear on an avatar. Then, we performed an in-the-wild demonstration of a social VR prototype where dyadic users are presented with affective topics to communicate while their avatars adapt based on their predicted emotions. • Developed bioresponsive avatars to map emotions into Valence–Arousal model. • Implemented a real-time avatar using physiological sensing and ML in social VR. • Conducted an in-the-wild study with 55 participants, noting patterns of empathy in VR.
Danyang Peng, Zicheng Xia, Tinghui Li 0001, Yixin Wang 0012, Mark Armstrong, Kinga Skiers, Anish Kundu, Kouta Minamizawa, Yun Suen Pai
Comput. Graph.6
2025 "I was Truly Able to Express the Image of Myself that I have within": Exploring VR Group Therapy Approaches with the LGBTQIA+ Community
abstract
Members of the LGBTQIA+ community are more likely to face mental health challenges. However, stigma and the fear of being outed often prevent them from seeking professional support. To address this, we collaborated with mental health professionals and LGBTQIA+ communities in Japan to develop a multi-user Virtual Reality (VR) platform that facilitates access to group therapy sessions. The system allows users to participate using personalized avatars and customized voices, preserving anonymity while enabling them to present themselves as they wish. We conducted a user study with 21 LGBTQIA+ participants and two qualified counselors to evaluate their experiences with VR-based therapy. Findings revealed that the created avatars enabled participants to express their chosen gender identity and increase confidence, acting as protective intermediaries. However, participants also noted how anonymity could affect trust, and suggested that better representation of body language and the introduction of trust-building activities could help compensate for such ambivalence. Overall, the platform fostered a strong sense of co-presence, and both counselors and LGBTQIA+ members felt that, with some ergonomic adjustment to improve the comfort of the headset during longer sessions, VR platforms could offer substantial opportunities for safe and representative access to mental health services.
Kinga Skiers, Danyang Peng, Anish Kundu, Tanner Person, Kenkichi Takase, Tamii Nagoshi, Sawako Nakayama, Yuichiro Yano, Tomoyuki Miyazaki, Kouta Minamizawa, Giulia Barbareschi
IEEE Trans. Vis. Comput. Graph.1
2025 Portable Silent Room: Exploring VR Design for Anxiety and Emotion Regulation for Neurodivergent Women and Non-Binary Individuals
abstract
Neurodivergent individuals, particularly those with Autism and Attention Deficit Hyperactivity Disorder (ADHD), frequently experience anxiety, panic attacks, meltdowns, and emotional dysregulation due to societal pressures and inadequate accommodations. These challenges are especially pronounced for neurodivergent women and non-binary individuals navigating intersecting barriers of neurological differences and gender expectations. This research investigates virtual reality (VR) as a portable safe space for emotional regulation, addressing challenges of sensory overload and motion sickness while enhancing relaxation capabilities. Our mixed-methods approach included an online survey (N=223) and an ideation workshop (N=32), which provided key design elements for creating effective calming VR environments. Based on these findings, we developed and iteratively tested VR prototypes with neurodivergent women and non-binary participants (N=12), leading to a final version offering enhanced adaptability to individual sensory needs. This final prototype underwent a comprehensive evaluation with 25 neurodivergent participants to assess its effectiveness as a regulatory tool. This research contributes to the development of inclusive, adaptive VR environments that function as personalized "portable silent rooms" offering neurodivergent individuals on-demand access to sensory regulation regardless of physical location.
Kinga Skiers, Yun Suen Pai, Marina Nakagawa, Kouta Minamizawa, Giulia Barbareschi
IEEE Trans. Vis. Comput. Graph.1
2024 SealMates: Improving Communication in Video Conferencing using a Collective Behavior-Driven Avatar
abstract
The limited nonverbal cues and spatially distributed nature of remote communication make it challenging for unacquainted members to be expressive during social interactions over video conferencing. Though it enables seeing others' facial expressions, the visual feedback can instead lead to unexpected self-focus, resulting in users missing cues for others to engage in the conversation equally. To support expressive communication and equal participation among unacquainted counterparts, we propose SealMates, a behavior-driven avatar in which the avatar infers the engagement level of the group based on collective gaze and speech patterns and then moves across interlocutors' windows in the video conferencing. By conducting a controlled experiment with 15 groups of triads, we found the avatar's movement encouraged people to experience more self-disclosure and made them perceive everyone was equally engaged in the conversation than when there was no behavior-driven avatar. We discuss how a behavior-driven avatar influences distributed members' perceptions and the implications of avatar-mediated communication for future platforms.
Mark Armstrong, Chi-Lan Yang, Kinga Skiers, Mengzhen Lim, Tamil Selvan Gunasekaran, Ziyue Wang 0006, Takuji Narumi, Kouta Minamizawa, Yun Suen Pai
Proc. ACM Hum. Comput. Interact.3