Demo Data from SIGIR 2026 / reviewers in the wild / expert
Shuo Zhou 0002
dblp:96/539-2
· DBLP profile ↗
2ranked-venue papers
0as first author
1since 2021 · last 2024
0000-0001-7514-3522ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 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 |
Immersive interaction · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 2 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › virtual reality
360° video |
0.3 | 1 | 2018 | Sense of Presence, Attitude Change, Perspective-Taking and Usability in First-Person Split-Sphere 360° Video · CHI 2018 |
Immersive interaction › embodiment › virtual embodiment
avatar embodiment |
0.2 | 1 | 2024 | Effects of first vs. third-person perspective and self- versus other-avatars on user movements in virtual reality · Int. J. Hum. Comput. Stud. 2024 |
Methods — techniques the papers use, named apart from their topics
user study · 0.7randomized experiment · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Effects of first vs. third-person perspective and self- versus other-avatars on user movements in virtual reality
Andrea Stevenson Won, Shuo Zhou 0002 |
Int. J. Hum. Comput. Stud. | 2 |
| 2018 | Sense of Presence, Attitude Change, Perspective-Taking and Usability in First-Person Split-Sphere 360° VideoabstractThis paper examines the sense of presence, attitude change, perspective-taking, and usability of a split-sphere, first-person perspective 360 degree video about gender inequality, in which people can choose to watch the narrative from the male or female character's perspective. Sixty-seven participants were randomly assigned to watch (1) the video in 360 degree split-view in a head-mounted display, (2) the same film as 180 degree in a HMD, or (3) a flat control version of the video on a laptop. The 360 degree split-sphere increased the viewers' feeling of personal responsibility for resolving gender inequality, desire to rewatch the video, fear of missing out, and feeling of missing the full story. The 180 degree video created the strongest sense of presence, embodiment, and understanding of the character. However, people with greater egocentric projection onto the male character felt less responsible for resolving gender inequality, particularly in the 360 degree split-view. Tanja Aitamurto, Shuo Zhou 0002, Sukolsak Sakshuwong, Jorge Saldivar, Yasamin Sadeghi, Amy Tran |
CHI | 2 |