Demo Data from SIGIR 2026 / reviewers in the wild / expert
Ethan Cheung
dblp:58/7596
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0002-2089-2144ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 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 |
Immersive interaction · 39% Health and well-being technologies · 30% Design research and methods · 30% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies
dementia care |
0.9 | 1 | 2025 | Creating with Care: Co-Designing Immersive Experiences through Art-Making with People Living with Dementia · CHI 2025 |
Immersive interaction › virtual reality experience › immersion
immersive experience |
0.9 | 1 | 2025 | Creating with Care: Co-Designing Immersive Experiences through Art-Making with People Living with Dementia · CHI 2025 |
Design research and methods
participatory design |
0.9 | 1 | 2025 | Creating with Care: Co-Designing Immersive Experiences through Art-Making with People Living with Dementia · CHI 2025 |
Immersive interaction
virtual reality |
0.3 | 1 | 2025 | Creating with Care: Co-Designing Immersive Experiences through Art-Making with People Living with Dementia · CHI 2025 |
Methods — techniques the papers use, named apart from their topics
co-design · 0.9art-making · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Creating with Care: Co-Designing Immersive Experiences through Art-Making with People Living with DementiaabstractThis paper explores the integration of co-design and art-making in developing technologies that support personhood in dementia care. While technologies for dementia care have advanced, there remains a gap in creating solutions that are directly informed by the experiences of people living with dementia and support their individuality. In collaboration with the specialist arts organisation Bright Shadow CIO, our work involves engaging people living with dementia in the design process. Over five weeks of co-design sessions, 44 participants worked alongside artists to craft four physical boxes that represent “meaningful places.” The physical boxes were then transformed into VR environments, allowing participants to immerse themselves in and interact with their creations from a first-person perspective. Our findings demonstrate that VR alone is insufficient in dementia care. For VR to be meaningful, it must be be part of a broader intervention that includes trust-building, sensory engagement, and creative involvement. Within this process, art-making serves as both a method and medium, providing a means of self-expression and connection to identity. Our findings challenge conventional approaches to dementia-focused VR, advocating for a shift toward inclusive and care-driven technology design. Sophia Ppali, Ethan Cheung, Alexandra Covaci, Wan-Jou She, Chee Siang Ang |
CHI | 2 |
| 2025 | Care Beyond Borders: Investigating Virtual Reality Deployment Opportunities & Challenges Through the Lens of Dementia CareabstractOne factor leading to compromised Quality of Life (QoL) for people with dementia in long-term care settings is the significant barriers they face in accessing experiences beyond their physical premises. Although, in recent years, research within HCI has investigated the use of Virtual Reality (VR) in providing enriched experiences for people with dementia, few studies have looked into the practical issues relating to integrating and deploying VR into care settings and how in-depth understanding of such issues can inspire VR design for dementia care. Considering the perspective of key stakeholders, we demonstrate VR’s potential to create a rich conversation space with family members, preserve the identity and personhood of people with dementia through VR, and consider organisational issues of VR deployment in care settings. As such, this paper contributes to the HCI research community with future design directions to enhance the deployment and adoption of VR in dementia care settings. Hiba H. Jawharieh, Luma Tabbaa, Chee Siang Ang, Ethan Cheung, Alexandra Covaci |
Int. J. Hum. Comput. Interact. | 4 |