Demo Data from SIGIR 2026 / reviewers in the wild / expert
Sawako Nakayama
dblp:419/8690
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Health and well-being technologies · 62% Collaborative and social computing · 38% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › virtual reality
collaborative virtual reality |
0.9 | 1 | 2025 | "I was Truly Able to Express the Image of Myself that I have within": Exploring VR Group Therapy Approaches with the LGBTQIA+ Community · IEEE Trans. Vis. Comput. Graph. 2025 |
Virtual and augmented reality
immersive interaction |
0.9 | 1 | 2025 | "I was Truly Able to Express the Image of Myself that I have within": Exploring VR Group Therapy Approaches with the LGBTQIA+ Community · IEEE Trans. Vis. Comput. Graph. 2025 |
Health and well-being technologies
mental health technology |
0.9 | 1 | 2025 | "I was Truly Able to Express the Image of Myself that I have within": Exploring VR Group Therapy Approaches with the LGBTQIA+ Community · IEEE Trans. Vis. Comput. Graph. 2025 |
Virtual and augmented reality › immersive interaction
avatar embodiment |
0.3 | 1 | 2025 | "I was Truly Able to Express the Image of Myself that I have within": Exploring VR Group Therapy Approaches with the LGBTQIA+ Community · IEEE Trans. Vis. Comput. Graph. 2025 |
Collaborative and social computing › social presence
co-presence |
0.3 | 1 | 2025 | "I was Truly Able to Express the Image of Myself that I have within": Exploring VR Group Therapy Approaches with the LGBTQIA+ Community · IEEE Trans. Vis. Comput. Graph. 2025 |
Collaborative and social computing › collaborative virtual environments
social virtual reality |
0.3 | 1 | 2025 | "I was Truly Able to Express the Image of Myself that I have within": Exploring VR Group Therapy Approaches with the LGBTQIA+ Community · IEEE Trans. Vis. Comput. Graph. 2025 |
Methods — techniques the papers use, named apart from their topics
user study · 1.7co-design · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | "I was Truly Able to Express the Image of Myself that I have within": Exploring VR Group Therapy Approaches with the LGBTQIA+ CommunityabstractMembers of the LGBTQIA+ community are more likely to face mental health challenges. However, stigma and the fear of being outed often prevent them from seeking professional support. To address this, we collaborated with mental health professionals and LGBTQIA+ communities in Japan to develop a multi-user Virtual Reality (VR) platform that facilitates access to group therapy sessions. The system allows users to participate using personalized avatars and customized voices, preserving anonymity while enabling them to present themselves as they wish. We conducted a user study with 21 LGBTQIA+ participants and two qualified counselors to evaluate their experiences with VR-based therapy. Findings revealed that the created avatars enabled participants to express their chosen gender identity and increase confidence, acting as protective intermediaries. However, participants also noted how anonymity could affect trust, and suggested that better representation of body language and the introduction of trust-building activities could help compensate for such ambivalence. Overall, the platform fostered a strong sense of co-presence, and both counselors and LGBTQIA+ members felt that, with some ergonomic adjustment to improve the comfort of the headset during longer sessions, VR platforms could offer substantial opportunities for safe and representative access to mental health services. Kinga Skiers, Danyang Peng, Anish Kundu, Tanner Person, Kenkichi Takase, Tamii Nagoshi, Sawako Nakayama, Yuichiro Yano, Tomoyuki Miyazaki, Kouta Minamizawa, Giulia Barbareschi |
IEEE Trans. Vis. Comput. Graph. | 7 |