Demo Data from SIGIR 2026 / reviewers in the wild / expert
Chan Woo Park
dblp:189/7908
· DBLP profile ↗
3ranked-venue papers
0as first author
2since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Artificial intelligence and machine learning · 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 |
Health and well-being technologies · 26% Human-robot interaction · 26% Accessibility and assistive technology · 25% |
Topics — the 3 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-robot interaction › assistive robotics › socially assistive robotics
autism spectrum disorder |
0.9 | 1 | 2025 | Lessons from Real-World Settings: What Makes It Uniquely Difficult to Design Cognitive Training Programs for Children with Autism Spectrum Disorder and Other Developmental Disabilities · CHI 2025 |
Health and well-being technologies › cognitive support
cognitive training |
0.9 | 1 | 2025 | Lessons from Real-World Settings: What Makes It Uniquely Difficult to Design Cognitive Training Programs for Children with Autism Spectrum Disorder and Other Developmental Disabilities · CHI 2025 |
Accessibility and assistive technology › sign language technologies
sign language learning |
0.6 | 1 | 2022 | We Play and Learn Rhythmically: Gesture-based Rhythm Game for Children with Intellectual Developmental Disabilities to Learn Manual Sign · CHI 2022 |
Methods — techniques the papers use, named apart from their topics
interviews · 1.4field observation · 0.9case study · 0.9video annotation · 0.6empirical study · 0.6co-design · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Lessons from Real-World Settings: What Makes It Uniquely Difficult to Design Cognitive Training Programs for Children with Autism Spectrum Disorder and Other Developmental DisabilitiesabstractDespite the prevalence of autism spectrum disorder (ASD) and other developmental disabilities (DD) worldwide, children with ASD and DD face tremendous difficulties receiving support due to physical, financial, and psychological barriers to onsite health and education clinics. As a result, researchers and practitioners have designed software solutions aimed at providing accessible support to meet users’ needs. However, we have limited knowledge of whether these solutions indeed work in real-world settings. To address this gap, we conducted a case study on a cognitive training program called Dubupang, designed by Dubu Inc. From in-depth interviews with multiple stakeholders and field observations of children with ASD and DD, we identify Dubu Inc.’s internal development processes, the critical design issues that emerged through a series of field trials (e.g., instructional design and feedback), and the key implications (e.g., importance of caregivers’ strategic human interventions) for design that better supports both children with ASD and DD and their caregivers. Hyanghee Park, Sol Bee Jung, Young Hee Byun, Daehwan Ahn, Chan Woo Park, Sunjoo Byun, Yun Huang 0003 |
CHI | 5 |
| 2022 | We Play and Learn Rhythmically: Gesture-based Rhythm Game for Children with Intellectual Developmental Disabilities to Learn Manual SignabstractManual sign systems have been introduced to improve the communication of children with intellectual developmental disabilities (IDD). Due to the lack of learning support tools, teachers face many practical challenges in teaching manual sign to children, such as low attention span and the need for persistent intervention. To address these issues, we collaborated with teachers to develop the Sondam Rhythm Game, a gesture-based rhythm game that assists in teaching manual sign language, and ran a four-week empirical study with five teachers and eight children with IDD. Based on video annotation and post-hoc interviews, our game-based learning approach has the potential to be effective at teaching manual sign to children with IDD. Our approach improved children attention span and motivation while also increasing the number of voluntary gestures made without the need for prompting. Other practical issues and learning challenges were also uncovered to improve teaching paradigms for children with IDD. Youjin Choi, JooYeong Kim, Chan Woo Park, Jeongyoun Kim, Ji Hyun Yi, Jin-Hyuk Hong |
CHI | 3 |
| 2016 | Evolutionary dual rule-based fuzzy path planner for omnidirectional mobile robotabstractFuzzy navigator has been widely used in path planning for mobile robots because of its fast response. In this paper, evolutionary dual rule-based fuzzy path planner is proposed as a nobel path planner for omnidirectional mobile robots. The newly proposed fuzzy path planner utilizes a multiobjective evolutionary algorithm, which can take user's preference into account in path planning, for optimization of the path through scaling parameters used in fuzzification and defuzzification. The performance of evolutionary dual rule-based fuzzy path planner is evaulated through comparison of created paths and estimated Pareto-optimal fronts from dual multiobjective particle swarm optimization and dual multiobjective qauntum-inspired evolutionary algorithm. To show the validity of our path planner, path planning for omnidiretional mobile robot is simulated in MATLAB. Through the use of quantum-inspired evolutionary algorithm in Webots simulator, each unit movement of the omnidirectional mobile robot is optimized so that the non-holonomic motion of the mobile robot can be modified. The proposed evolutionary dual rule-based fuzzy path planner demonstrates the effectiveness through computer simulation for the omnidirectional mobile robot navigating in an environment with obstacles. Chansol Hong, Chan Woo Park |
FUZZ-IEEE | 2 |