Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Seokyoung Song

dblp:124/3030 · DBLP profile ↗
← Back
2ranked-venue papers
0as first author
0since 2021 · last 2013
0000-0002-5653-7005ORCID · corroborated

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

Computer networks · 1Human-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
2 papers
Games and playful interaction · 37% Collaborative and social computing · 29% Interaction techniques and input · 25%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
exergames
0.212013
ExerSync: facilitating interpersonal synchrony in social exergames · CSCW 2013
Collaborative and social computing › social interaction › interpersonal coordination
interpersonal synchrony
0.212013
ExerSync: facilitating interpersonal synchrony in social exergames · CSCW 2013
Human-robot interaction › social human-robot interaction
social rapport
0.012013
ExerSync: facilitating interpersonal synchrony in social exergames · CSCW 2013
Games and playful interaction › digital gaming
mobile gaming
0.012012
Supporting posture-free gameplay for motion-based mobile games · SenSys 2012

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

prototype system · 0.2comparative evaluation · 0.2motion sensor data conversion · 0.1
YearPublicationVenuePosition
2013 ExerSync: facilitating interpersonal synchrony in social exergames
abstract
Social exergames provide immersive experiences of social interaction via online multiplayer games, ranging from simple group exercises (e.g., virtual cycling/rowing) to more structured multiplayer games (e.g., cooperative boat racing). In exergame design, interpersonal synchrony plays an important role as it enhances social rapport and pro-social behavior. In this paper, we build ExerSync platform that supports various assistive mechanisms for facilitating interpersonal synchrony even with heterogeneous exercise modalities. We consider a rhythm of body movements in repetitive aerobic exercises and explore the design space of incorporating rhythm into exergames. We build a prototype system and comparatively evaluate the effectiveness of various assistive mechanisms. The experiment results show that rhythm significantly lowers the perceived workloads and provides better competence and engagement, but the accuracy of interpersonal synchrony is not dependent on the use of rhythm.
Taiwoo Park, Uichin Lee, Bupjae Lee, Haechan Lee, Sanghun Son, Seokyoung Song, Junehwa Song
CSCW6
2012 Supporting posture-free gameplay for motion-based mobile games
abstract
We demonstrate PosFree, a platform supporting posture-free motion-based mobile games. It allows the developers to support diverse postural gameplay contexts in the motion-based mobile games, without much knowledge on the specific characteristics of motion sensors with respect to posture changes. It detects orientation of mobile devices at runtime and automatically converts motion sensor data as if the devices are manipulated in the standard posture, as well as provides an intuitive user interface to help players understand their postural gameplay contexts. The platform prototype is currently implemented inside the Android Framework, and thereby off-the-shelf motion-based mobile games can utilize the feature of PosFree without modifying their original source codes.
Taiwoo Park, Bupjae Lee, Seokyoung Song, Uichin Lee, Junehwa Song
SenSys3