Demo Data from SIGIR 2026 / reviewers in the wild / expert
Anna Cechony
dblp:217/9157
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2018
—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 |
Immersive interaction · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
narrative engagement |
0.3 | 1 | 2018 | Am I a Bunny?: The Impact of High and Low Immersion Platforms and Viewers' Perceptions of Role on Presence, Narrative Engagement, and Empathy during an Animated 360° Video · CHI 2018 |
Immersive interaction
virtual reality |
0.3 | 1 | 2018 | Am I a Bunny?: The Impact of High and Low Immersion Platforms and Viewers' Perceptions of Role on Presence, Narrative Engagement, and Empathy during an Animated 360° Video · CHI 2018 |
Virtual and augmented reality › immersive video
360-degree video |
0.1 | 1 | 2018 | Am I a Bunny?: The Impact of High and Low Immersion Platforms and Viewers' Perceptions of Role on Presence, Narrative Engagement, and Empathy during an Animated 360° Video · CHI 2018 |
Methods — techniques the papers use, named apart from their topics
quantitative study · 0.7qualitative study · 0.7interviews · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Am I a Bunny?: The Impact of High and Low Immersion Platforms and Viewers' Perceptions of Role on Presence, Narrative Engagement, and Empathy during an Animated 360° VideoabstractThis study used both quantitative and qualitative data to assess whether a High Immersion viewing platform (virtual reality headset) elicits stronger feelings of narrative engagement and empathy compared to a Low Immersion platform (smartphone) when viewing an animated 360° video. In line with prior research, participants (N = 65) reported greater feelings of presence in the High Immersion condition compared to Low Immersion. However, immersive condition was not significantly related to narrative engagement or empathy. Interview responses revealed that participants' perceptions of their role in the film experience (i.e., Character, Observer, or Other/Not Sure) varied and were significantly related to narrative engagement. Participants who saw themselves as a Character (versus Observer) reported higher narrative engagement and empathy. Findings suggest that although a more immersive viewing platform can enhance presence during a 360° video experience, a clear understanding of viewer role is both difficult to achieve and critical to story comprehension and empathy. Samantha W. Bindman, Lisa M. Castaneda, Mike Scanlon, Anna Cechony |
CHI | 4 |