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Sanghun Son

dblp:126/1846 · DBLP profile ↗
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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

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

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

prototype system · 0.2comparative evaluation · 0.2
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
CSCW5