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Andrea M. Park

dblp:428/9731 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2026
0000-0003-2761-2587ORCID · reported

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

Human-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
1 paper
Immersive interaction · 77% Health and well-being technologies · 23%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › augmented reality
augmented reality feedback
1.012026
Embedded vs. Situated: An Evaluation of AR Facial Training Feedback · CHI 2026

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

within-subjects study · 1.0qualitative analysis · 1.0
YearPublicationVenuePosition
2026 Embedded vs. Situated: An Evaluation of AR Facial Training Feedback
abstract
While augmented reality (AR) research demonstrates benefits of embedded visualizations for gross motor training, its applicability to facial exercises remains under-explored. Providing effective real-time feedback for facial muscle training presents unique design challenges, given the complexity of facial musculature. We developed three AR feedback approaches varying in spatial relationship to the user: situated (screen-fixed), proxy-embedded (on a mannequin), and fully embedded (overlaid on the user’s face). In a within-subjects study (N=24), we measured exercise accuracy, cognitive load, and user preference during facial training tasks. The embedded feedback reduced cognitive load and received higher preference ratings, while the situated feedback enabled more precise corrections and higher accuracy. Qualitative analysis revealed a key design tension: embedded feedback improved experience but created self-consciousness and interpretive difficulty. We distill these insights into design considerations addressing the trade-offs for facial training systems, with implications for rehabilitation, performance training, and motor skill acquisition.
Avinash Ajit Nargund, Andrea M. Park, Tobias Höllerer, Misha Sra
CHI2