Demo Data from SIGIR 2026 / reviewers in the wild / expert
Sanghun Son
dblp:126/1846
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2013
—ORCID · none
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 |
Games and playful interaction · 44% Collaborative and social computing · 44% Human-robot interaction · 13% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction
exergames |
0.2 | 1 | 2013 | ExerSync: facilitating interpersonal synchrony in social exergames · CSCW 2013 |
Collaborative and social computing › social interaction › interpersonal coordination
interpersonal synchrony |
0.2 | 1 | 2013 | ExerSync: facilitating interpersonal synchrony in social exergames · CSCW 2013 |
Human-robot interaction › social human-robot interaction
social rapport |
0.0 | 1 | 2013 | ExerSync: facilitating interpersonal synchrony in social exergames · CSCW 2013 |
Methods — techniques the papers use, named apart from their topics
prototype system · 0.2comparative evaluation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | ExerSync: facilitating interpersonal synchrony in social exergamesabstractSocial 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 |
CSCW | 5 |