Wei Sun 0050

dblp:09/5042-50 · DBLP profile ↗
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11ranked-venue papers
4as first author
10since 2021 · last 2026
0000-0002-9613-5190ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 7 · 4 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 From Preference to Performance: Patient-Centered Design of Multimodal Cueing in Parkinson's Disease Gait Training
abstract
Parkinson’s disease (PD) commonly leads to gait disorders that necessitate long-term rehabilitation dependent on specialists and clinic-based interventions. To reduce dependence on clinicians and investigate how wearable technology can provide continuous guidance for rehabilitation training. We distilled key design principles from patient–clinician interviews and co-designed a gait training system. The system employs inertial measurement units (IMUs) to capture kinematic data, then delivers multimodal cueing (visual, auditory, and somatosensory) aligned with walking features. Two user studies (N = 16 PD patients) evaluated the effectiveness of multimodal cueing, examining strategies for information delivery and gait correction. Results indicated that visual and auditory cueing were more effective for process-oriented adjustments, whereas somatosensory stimulation better supported periodic cueing. Moreover, a dissociation between performance outcomes and user preferences was observed. These findings highlight the potential of wearable technology to provide continuous, daily training guidance for PD patients.
Xinjin Li, Houzhen Tuo, Xiaohui Tan, Wei Sun 0050, Feng Tian 0001, Xiaojuan Ma
CHI7
2026 Detecting early cognitive decline from saccades in natural ball game viewing
Wei Qiang, Xucheng Zhang, Yang Li 0058, Xiangmin Fan, Wenjing Bao, Wei Sun 0050, Feng Tian 0001
Virtual Real. Intell. Hardw.7
2025 PANDA: Parkinson's Assistance and Notification Driving Aid
abstract
Parkinson's Disease (PD) significantly impacts driving abilities, often leading to early driving cessation or accidents due to reduced CHI '25, Yokohama, Japan
Tianyang Wen, Xucheng Zhang, Zhirong Wan, Yicheng Zhu, Xiaolan Peng, Jin Huang 0009, Wei Sun 0050, Feng Tian 0001, Franklin Mingzhe Li
CHI9
2025 DoctorPupil: A Virtual Reality System for Parkinson's Diagnosis Through Task-Evoked Pupil Response
abstract
Parkinson's Disease (PD) is one of the most critical neurodegenerative diseases, yet there is no cure for it, and the state-of-the-art treatment is to slow its progression. Thus, the earlier a patient with PD is recognized, the better he can be treated. Our project joins the research effort that aims to support early PD diagnosis by designing a Virtual Reality (VR)-based system to monitor pupil diameter patterns as new biomarkers (e.g., Pupil Light Reflex and Task-evoked Pupil Response) and provide early warning of potential PD onset. A follow-up experiment with 55 participants shows that the accuracy of recognizing early PD from healthy controls could reach 0.8942. Our study shows early results of a promising research direction that leverages VR-based technology to non-intrusively recognize patterns and provide alerts to early PD patients who would otherwise not know their symptoms until much later.
Xucheng Zhang, Zhirong Wan, Xinjin Li, Anfeng Liu, Xiangmin Fan, Wei Sun 0050, Feng Tian 0001, Dakuo Wang
IEEE J. Biomed. Health Informatics7
2025 BoundaryScreen: Summoning the Home Screen in VR via Walking Outward
abstract
A safety boundary wall in VR is a virtual barrier that defines a safe area, allowing users to navigate and interact without safety concerns. However, existing implementations neglect to utilize the safety boundary wall's large surface for displaying interactive information. In this work, we propose the BoundaryScreen technique based on the "walking outward" metaphor to add interactivity to the safety boundary wall. Specifically, we augment the safety boundary wall by placing the home screen on it. To summon the home screen, the user only needs to walk outward until it appears. Results showed that (i) participants significantly preferred BoundaryScreen in the outermost two-step-wide ring-shaped section of a circular safety area; and (ii) participants exhibited strong "behavioral inertia" for walking, i.e., after completing a routine activity involving constant walking, participants significantly preferred to use the walking-based BoundaryScreen technique to summon the home screen.
Yang Tian 0008, Xingjia Hao, Jianchun Su, Wei Sun 0050, Yangjian Pan, Yunhai Wang, Minghui Sun 0001, Teng Han, Ningjiang Chen
IEEE Trans. Vis. Comput. Graph.4
2024 TacTex: A Textile Interface with Seamlessly-Integrated Electrodes for High-Resolution Electrotactile Stimulation
abstract
This paper presents TacTex, a textile-based interface that provides high-resolution haptic feedback and touch-tracking capabilities. TacTex utilizes electrotactile stimulation, which has traditionally posed challenges due to limitations in textile electrode density and quantity. TacTex overcomes these challenges by employing a multi-layer woven structure that separates conductive weft and warp electrodes with non-conductive yarns. The driving system for TacTex includes a power supply, sensing board, and switch boards to enable spatial and temporal control of electrical stimuli on the textile, while simultaneously monitoring voltage changes. TacTex can stimulate a wide range of haptic effects, including static and dynamic patterns and different sensation qualities, with a resolution of 512 × 512 and based on linear electrodes spaced as closely as 2mm. We evaluate the performance of the interface with user studies and demonstrate the potential applications of TacTex interfaces in everyday textiles for adding haptic feedback.
Hongnan Lin, Xuanyou Liu, Shengsheng Jiang, Qi Wang 0075, Ye Tao 0001, Guanyun Wang, Wei Sun 0050, Teng Han, Feng Tian 0001
CHI7
2024 Perceiver-Prompt: Flexible Speaker Adaptation in Whisper for Chinese Disordered Speech Recognition
Yicong Jiang, Tianzi Wang, Xurong Xie, Juan Liu 0008, Wei Sun 0050, Hui Chen 0020, Xunying Liu, Feng Tian 0001
INTERSPEECH5
2021 RElectrode: A Reconfigurable Electrode For Multi-Purpose Sensing Based on Microfluidics
abstract
In this paper, we propose a reconfigurable electrode, RElectrode, using a microfluidic technique that can change the geometry and material properties of the electrode to satisfy the needs for sensing a variety of different types of user input through touch/touchless gestures, pressure, temperature, and distinguish between different types of objects or liquids. Unlike the existing approaches, which depend on the specific-shaped electrode for particular sensing (e.g., coil for inductive sensing), RElectrode enables capacity, inductance, resistance/pressure, temperature, pH sensings all in a single package. We demonstrate the design and fabrication of the microfluidic structure of our RElectrode, evaluate its sensing performance through several studies, and provide some unique applications. RElectrode demonstrates technical feasibility and application values of integrating physical and biochemical properties of microfluidics into novel sensing interfaces.
Wei Sun 0050, Simon Zhan, Teng Han, Feng Tian 0001, Hongan Wang, Xing-Dong Yang
CHI1
2021 TeethTap: Recognizing Discrete Teeth Gestures Using Motion and Acoustic Sensing on an Earpiece
abstract
Teeth gestures become an alternative input modality for different situations and accessibility purposes. In this paper, we present TeethTap, a novel eyes-free and hands-free input technique, which can recognize up to 13 discrete teeth tapping gestures. TeethTap adopts a wearable 3D printed earpiece with an IMU sensor and a contact microphone behind both ears, which works in tandem to detect jaw movement and sound data, respectively. TeethTap uses a support vector machine to classify gestures from noise by fusing acoustic and motion data, and implements K-Nearest-Neighbor (KNN) with a Dynamic Time Warping (DTW) distance measurement using motion data for gesture classification. A user study with 11 participants demonstrated that TeethTap could recognize 13 gestures with a real-time classification accuracy of 90.9% in a laboratory environment. We further uncovered the accuracy differences on different teeth gestures when having sensors on single vs. both sides. Moreover, we explored the activation gesture under real-world environments, including eating, speaking, walking and jumping. Based on our findings, we further discussed potential applications and practical challenges of integrating TeethTap into future devices.
Wei Sun 0050, Franklin Mingzhe Li, Benjamin Steeper, Songlin Xu, Feng Tian 0001, Cheng Zhang 0022
IUI1
2021 ThumbTrak: Recognizing Micro-finger Poses Using a Ring with Proximity Sensing
abstract
ThumbTrak is a novel wearable input device that recognizes 12 micro-finger poses in real-time. Poses are characterized by the thumb touching each of the 12 phalanges on the hand. It uses a thumb-ring, built with a flexible printed circuit board, which hosts nine proximity sensors. Each sensor measures the distance from the thumb to various parts of the palm or other fingers. ThumbTrak uses a support-vector-machine (SVM) model to classify finger poses based on distance measurements in real-time. A user study with ten participants showed that ThumbTrak could recognize 12 micro finger poses with an average accuracy of 93.6%. We also discuss potential opportunities and challenges in applying ThumbTrak in real-world applications.
Wei Sun 0050, Franklin Mingzhe Li, Congshu Huang, Zhenyu Lei 0005, Benjamin Steeper, Songyun Tao, Feng Tian 0001, Cheng Zhang 0022
MobileHCI1
2019 How Presenters Perceive and React to Audience Flow Prediction In-situ: An Explorative Study of Live Online Lectures
abstract
The degree and quality of instructor-student interactions are crucial for students' engagement, retention, and learning outcomes. However, such interactions are limited in live online lectures, where instructors no longer have access to important cues such as raised hands or facial expressions at the time of teaching. As a result, instructors cannot fully understand students' learning progresses. This paper presents an explorative study investigating how presenters perceive and react to audience flow prediction when giving live-stream lectures, which has not been examined yet. The study was conducted with an experimental system that can predict audience's psychological states (e.g., anxiety, flow, boredom) through real-time facial expression analysis, and can provide aggregated views illustrating the flow experience of the whole group. Through evaluation with 8 online lectures (N_instructors=8, N_learners=21), we found such real-time flow prediction and visualization can provide value to presenters. This paper contributes a set of useful findings regarding their perception and reaction of such flow prediction, as well as lessons learned in the study, which can be inspirational for building future AI-powered system to assist people in delivering live online presentations.
Wei Sun 0050, Feng Tian 0001, Xiangmin Fan, Hongan Wang
Proc. ACM Hum. Comput. Interact.1