Demo Data from SIGIR 2026 / reviewers in the wild / expert
Sojung Bahng
dblp:230/6790
· DBLP profile ↗
3ranked-venue papers
3as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author
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 · 77% Design research and methods · 23% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › virtual reality
virtual reality storytelling |
0.4 | 1 | 2020 | Reflexive VR Storytelling Design Beyond Immersion: Facilitating Self-Reflection on Death and Loneliness · CHI 2020 |
Methods — techniques the papers use, named apart from their topics
interview study · 0.4distancing effects · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Reflexive VR Storytelling Design Beyond Immersion: Facilitating Self-Reflection on Death and LonelinessabstractThis research examines the reflexive dimensions of cinematic virtual reality (CVR) storytelling. We created Anonymous, an interactive CVR piece that employs a reflexive storytelling method. This method is based on distancing effects and is used to elicit audience awareness and self-reflection about loneliness and death. To understand the audience's experiences, we conducted in-depth interviews to study which design factors and elements prompted reflexive thoughts and feelings. Our findings highlight how the audience experience was impacted by four reflexive dimensions: abstract and minimal aesthetics, everyday materials and textures, the restriction of control, and multiple, disembodied points of view. We use our findings to discuss how these dimensions can inform the design of VR storytelling experiences that provoke self and social reflection. Sojung Bahng, Ryan Kelly 0001, Jon McCormack |
CHI | 1 |
| 2020 | Sleeping Eyes: Experiencing Narcolepsy Through the Duality of Virtual EmbodimentabstractThe aim of this art-based research is to explore the duality of embodiment and presence in virtual reality (VR) through a narrative about the South Korean narcoleptic artist, Sungeun Lee. Narcolepsy is a neurological disorder where a person falls asleep unexpectedly. A narcoleptic struggles with a blurred and unsure sense of self, as well as confusion between reality and dreaming. We used VR to simulate his traumatized dream world and symptoms of narcolepsy. However, we also investigated the fundamental duality of embodiment/disembodiment in the virtual space and its parallels in the dream world. A non-linear narrative and generative poetic aesthetics driven by biometric feedback were applied to represent a surreal and uncertain sense of self. Gesture-based navigable interaction was used to connect people with their physical bodies, the virtual environment, and Sungeun's experiences. Sojung Bahng, Nina Rajcic, Jon McCormack, Sungeun Lee |
TEI | 1 |
| 2018 | Cinematic VR as a Reflexive Tool for Critical Empathy
Sojung Bahng |
ICIDS | 1 |