Demo Data from SIGIR 2026 / reviewers in the wild / expert
Jaehwan You
dblp:339/7618
· DBLP profile ↗
3ranked-venue papers
3as first author
3since 2021 · last 2025
0000-0002-9635-6508ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
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 |
Collaborative and social computing · 46% Wearable and physiological sensing · 43% Immersive interaction · 11% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing
remote collaboration |
0.9 | 1 | 2025 | Can People's Brains Synchronize during Remote AR Collaboration? · IEEE Trans. Vis. Comput. Graph. 2025 |
Wearable and physiological sensing
inter brain synchrony |
0.8 | 1 | 2024 | Inter Brain Synchrony in Remote AR Education: Can Warming up Activities Positively Impact Educational Quality? · ISMAR 2024 |
Immersive interaction
augmented reality interaction |
0.3 | 1 | 2025 | Can People's Brains Synchronize during Remote AR Collaboration? · IEEE Trans. Vis. Comput. Graph. 2025 |
Wearable and physiological sensing › brain sensing
functional near-infrared spectroscopy |
0.3 | 1 | 2025 | Can People's Brains Synchronize during Remote AR Collaboration? · IEEE Trans. Vis. Comput. Graph. 2025 |
Collaborative and social computing › interpersonal relationships
social closeness |
0.2 | 1 | 2024 | Inter Brain Synchrony in Remote AR Education: Can Warming up Activities Positively Impact Educational Quality? · ISMAR 2024 |
Methods — techniques the papers use, named apart from their topics
tangram puzzle task · 0.9functional near-infrared spectroscopy · 0.9user study · 0.8EEG hyperscanning · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Ten-Scenarios of Tablet-Based Virtual Environment Game for Instrumental Activities of Daily Living in iRBD PatientsabstractThe ability to perform instrumental activities of daily living (IADL) allows individuals to live independently. Several evaluation tools can be used to evaluate IADL. Although questionnaire-based evaluation tools are widely used, they have the issue of potentially being reported differently than the participants' actual abilities. Virtual reality-based IADL (VR-IADL) programs have been proposed for improved assistance and evaluation. However, previous VR-IADL programs had limited scenarios and were difficult to use. To overcome this, we developed a ten-scenario version of a tablet-based VR-IADL program. To test the performance of the tablet-based VR-IADL program, two studies were performed. In Study 1, we recruited 20 healthy adults to develop the VR-IADL scoring system, and in Study 2, 31 patients with idiopathic rapid eye movement sleep behavior disorder were recruited to test its validity. Participants in Study 2 were considered to be at high risk of mild cognitive impairment, dementia, and Parkinson's disease. The results suggest that the VR-IADL score was positively correlated with cognitive tests and these correlations were better than those determined using existing tools. We believe that our tablet-based VR-IADL program is beneficial for older adults at high risk for neurodegenerative diseases. Jaehwan You, Jiwoong Heo, Jun-Sang Sunwoo, Ki-Young Jung, Kwanguk (Kenny) Kim |
IEEE Trans. Games | 1 |
| 2025 | Can People's Brains Synchronize during Remote AR Collaboration?abstractRecent studies have demonstrated that brain synchrony can indicate the quality of social interaction in real-world communication. However, there is a lack of research on measurement of brain synchrony during social interactions in remote AR. In this study, we investigated the brain synchrony of remote augmented reality (AR; Study 1) and face-to-face (FTF; Study 2) interactions. Functional near-infrared spectroscopy was used to measure the brain synchrony during the tangram puzzle task. In a collaboration condition, participants worked together to solve the puzzle. In an individual condition, participants solved the puzzle independently. We recruited 46 participants in Study 1 and 48 participants in Study 2. Study 1 showed there was a significant difference in brain synchrony between the individual and collaboration conditions, and a positive correlation was observed between brain synchrony and the task performance in the collaboration condition. A comparison between Study 1 and 2 suggested that the difference between the collaboration and individual conditions was maintained, and some differences were observed in the brain synchrony between the AR and FTF interactions. These results suggest that measurement of brain synchrony is beneficial for social interaction in remote AR collaborations. The implications of these results on future remote interactions are discussed. Jaehwan You, Myeongul Jung, Kwanguk (Kenny) Kim |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2024 | Inter Brain Synchrony in Remote AR Education: Can Warming up Activities Positively Impact Educational Quality?abstractPrevious education studies suggested that “warming up” activities featuring interpersonal synchrony components help improve educational quality and social closeness between teachers and students. While educators are eager to incorporate augmented reality (AR) into remote educational settings, prior research has not investigated the beneficial impacts of interpersonal synchrony on remote AR education. This study investigates the effects of prior physical synchrony (PS) on learning outcomes, inter brain synchrony (IBS), and social closeness in remote AR education. 41 participants were recruited for learning English vocabulary from a teacher. They conducted a movement learning task using prior PS and physical asynchrony (PA). The results showed that the positive effects of warming up activity on quiz score, IBS, and social closeness were observed in the PS section, but not in the PA section. Moreover, we found a high correlation between quiz score and IBS but not with social closeness. These results suggest that prior PS is a beneficial component of remote AR education and that IBS could be used as an index for evaluating educational quality. The implications of these results for remote AR education are discussed. Jaehwan You, Myeongul Jung, Kwanguk (Kenny) Kim |
ISMAR | 1 |