Demo Data from SIGIR 2026 / reviewers in the wild / expert
Jo Dugstad Wake
dblp:09/7708
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2019
0000-0002-2515-7720ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 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
1 paper |
Immersive interaction · 44% Health and well-being technologies · 44% Design research and methods · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies › mental health › mental healthcare › psychotherapy
exposure therapy |
0.4 | 1 | 2019 | Participatory Design of VR Scenarios for Exposure Therapy · CHI 2019 |
Immersive interaction
virtual reality |
0.4 | 1 | 2019 | Participatory Design of VR Scenarios for Exposure Therapy · CHI 2019 |
Design research and methods
participatory design |
0.1 | 1 | 2019 | Participatory Design of VR Scenarios for Exposure Therapy · CHI 2019 |
Methods — techniques the papers use, named apart from their topics
participatory design · 0.4360° video · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Participatory Design of VR Scenarios for Exposure TherapyabstractVirtual reality (VR) applications for exposure therapy predominantly use computer-generated imagery to create controlled environments in which users can be exposed to their fears. Creating 3D animations, however, is demanding and time-consuming. This paper presents a participatory approach for prototyping VR scenarios that are enabled by 360° video and grounded in lived experiences. We organized a participatory workshop with adolescents to prototype such scenarios, consisting of iterative phases of ideation, storyboarding, live-action plays recorded by a 360° camera, and group evaluation. Through an analysis of the participants' interactions, we outline how they worked to design prototypes that depict situations relevant to those with a fear of public speaking. Our analysis also explores how participants used their experiences and reflections as resources for design. Six clinical psychologists evaluated the prototypes from the workshop and concluded they were viable therapeutic tools, emphasizing the immersive, realistic experience they presented. We argue that our approach makes the design of VR scenarios more accessible. Eivind Flobak, Jo Dugstad Wake, Joakim Vindenes, Smiti Kahlon, Tine Nordgreen, Frode Guribye |
CHI | 2 |