Demo Data from SIGIR 2026 / reviewers in the wild / expert
Leo Cui
dblp:374/9369
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2024
0009-0009-8269-423XORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 1 · 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
1 paper |
Collaborative and social computing · 61% Immersive interaction · 30% Health and well-being technologies · 9% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing › social interaction › group dynamics
conflict resolution |
0.8 | 1 | 2024 | A Change of Scenery: Transformative Insights from Retrospective VR Embodied Perspective-Taking of Conflict With a Close Other · CHI 2024 |
Collaborative and social computing
interpersonal relationships |
0.8 | 1 | 2024 | A Change of Scenery: Transformative Insights from Retrospective VR Embodied Perspective-Taking of Conflict With a Close Other · CHI 2024 |
Immersive interaction
virtual reality |
0.8 | 1 | 2024 | A Change of Scenery: Transformative Insights from Retrospective VR Embodied Perspective-Taking of Conflict With a Close Other · CHI 2024 |
Methods — techniques the papers use, named apart from their topics
randomized comparison · 0.8mixed-methods evaluation · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | A Change of Scenery: Transformative Insights from Retrospective VR Embodied Perspective-Taking of Conflict With a Close OtherabstractClose relationships are irreplaceable social resources, yet prone to high-risk conflict. Building on findings from the fields of HCI, virtual reality, and behavioral therapy, we evaluate the unexplored potential of retrospective VR-embodied perspective-taking to fundamentally influence conflict resolution in close others. We develop a biographically-accurate Retrospective Embodied Perspective-Taking system (REPT) and conduct a mixed-methods evaluation of its influence on close others’ reflection and communication, compared to video-based reflection methods currently used in therapy (treatment as usual, or TAU). Our key findings provide evidence that REPT was able to significantly improve communication skills and positive sentiment of both partners during conflict, over TAU. The qualitative data also indicated that REPT surpassed basic perspective-taking by exclusively stimulating users to embody and reflect on both their own and their partner’s experiences at the same level. In light of these findings, we provide implications and an agenda for social embodiment in HCI design: conceptualizing the use of ‘embodied social cognition,’ and envisioning socially-embodied experiences as an interactive context. Seraphina Yong, Leo Cui, Evan A. Suma, Svetlana Yarosh |
CHI | 2 |