Demo Data from SIGIR 2026 / reviewers in the wild / expert
Byunglim Park
dblp:29/7458
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-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
2 papers |
Games and playful interaction · 83% Health and well-being technologies · 12% Collaborative and social computing · 5% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction
exergames |
0.2 | 2 | 2012 | Transforming solitary exercises into social exergames · CSCW 2012 Swan boat: pervasive social game to enhance treadmill running · ACM Multimedia 2009 |
Games and playful interaction › exergames
social exergames |
0.1 | 1 | 2012 | Transforming solitary exercises into social exergames · CSCW 2012 |
Games and playful interaction
pervasive games |
0.1 | 1 | 2009 | Swan boat: pervasive social game to enhance treadmill running · ACM Multimedia 2009 |
Health and well-being technologies › physical activity
exercise |
0.0 | 1 | 2012 | Transforming solitary exercises into social exergames · CSCW 2012 |
Collaborative and social computing
social interaction |
0.0 | 1 | 2009 | Swan boat: pervasive social game to enhance treadmill running · ACM Multimedia 2009 |
Methods — techniques the papers use, named apart from their topics
user study · 0.1game design · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | Transforming solitary exercises into social exergamesabstractThis paper discusses an approach for transforming solitary exercises into social exergames. We frame our discussion by highlighting the relation between the original exercises and game interactions, and by analyzing an example exergame which is successfully transformed from its original solitary exercise. We present a user study of the exergame that evaluates the need for holistic transformation strategies from solitary exercises into social exergames. Taiwoo Park, Chungkuk Yoo, Sungwon Peter Choe, Byunglim Park, Junehwa Song |
CSCW | 4 |
| 2009 | Swan boat: pervasive social game to enhance treadmill runningabstractWe designed and implemented a pervasive game called Swan Boat that targets the bland and tedious nature of running on a treadmill, making it fun through social interaction and immersive game play. We developed Swan Boat on top of PSD, a platform for pervasive games, and using the Interactive Treadmill hardware. We conducted a user study to evaluate our game. Miru Ahn, Sungwon Peter Choe, Sungjun Kwon, Byunglim Park, Taiwoo Park, Sooho Cho, Jaesang Park, Yunseok Rhee, Junehwa Song |
ACM Multimedia | 4 |