VLDB 2026 Research / reviewers in the wild / expert
Teng-Wen Chang
dblp:12/2613
· DBLP profile ↗
20ranked-venue papers
5as first author
9since 2021 · last 2025
0000-0001-9503-2766ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 16 · 4 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 13 · 3 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 2Computer networks · 1Databases, data management, data science and information retrieval · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | A Wearable Emotion Display Device for Cross-Disciplinary Collaboration
Teng-Wen Chang, Ya-Chen Annie Chang, Hsin-Yi Sherry Huang, Jia-Rong Lotus Li, Chen-Syuan Vivian Lin, Hsu-Feng Chang, Hsi-An Wang, Siao-Rou Jheng, Jun-Yao Zhan |
CDVE | 1 |
| 2025 | Semantic Consensus in Teams via Visual Clustering and Biofeedback
Teng-Wen Chang, Jia-Rong Lotus Li, Ya-Chen Annie Chang, Hsin-Yi Huang, Chen-Syuan Vivian Lin |
CDVE | 1 |
| 2024 | Discovering semantic and visual hints with machine learning of real design templates to support insight exploration in informatics
Ching-Chih Chang, Teng-Wen Chang, Hsin-Yi Huang, Shih-Ting Tsai |
Adv. Eng. Informatics | 2 |
| 2023 | Discussion on Preliminary Digital Assistance Mode in the Empathy Game Process of SPRINT Warm-UpabstractThis research introduces the interactive process design of an Ice Breaking Stage. The Ice Breaking Stage serves as the starting point for participants in cross-disciplinary teams to engage in an Empathy game. The purpose of this stage is to allow team members from different disciplines to understand each other's personality traits. Thoughts, and perspectives through interactive activities and collaborative tasks. Based on the literature review, a conceptualized interactive process can be designed using visualizations, problem prompts, role-playing, and scenario simulations. The steps involved in the Ice Breaking Stage design include role review, initial sharing, system assistance, sharing created scenarios, simulating role-playing, and sharing solutions. All are aimed at guiding participants into a simulated role-playing scenario. Through user testing and preliminary research analysis, this study explores the digital-assisted interactive design method of the Ice Breaking Stage, focusing on sustainable development. The method utilizes genetic algorithms to generate virtual creatures with different body parts, enhancing knowledge sharing and the introductory process among team members. The research outcomes include the generation of virtual dynamic creatures using square and spherical shapes, with observed smooth dynamic operations. However, the combination of square-shaped creatures showed inconsistency, occasional movement pauses, and collision issues. On the other hand, the combination of spherical creatures visually presented smoother results. Additionally, user interface and derivative designs to generate virtual dynamic creatures can assist users in creating different contextual combinations. This approach is feasible. Future directions for exploration may include considering selection patterns and expanding the combination models of creatures and body parts. Adjusting variations in geometric shapes, size controls, and interface visual displays. Teng-Wen Chang, Chi-Chi Shih, Hsiang-Ting Chien, Shih-Ting Tsai, Hsu-Feng Chang, He-Chin Chen |
IV | 1 |
| 2023 | Relational Structure Visualization in CompositionabstractThis study aims to explore the visualization of relational structures in composition within visual imagery. Composition is an essential technique used by artists to manage the elements within an image, facilitating the communication and transmission of messages through the organization of visual elements. Human thinking involves a form of structural thinking, which is also triggered when appreciating works of art. This research seeks to incorporate the characteristics of human structural thinking into composition, making the relationships between compositions logical and computable. Ultimately, the study proposes a method to visualize the relationships within image compositions. The proposed method begins by inviting experts to explain the key knowledge within the artwork. This helps in understanding the content of the artwork and establishing nodes on the image to represent relevant compositional knowledge. These knowledge contents are then presented digitally and in a structured form. Next, the experiences of viewers are transformed into precise data. The gaze points generated while observing the image are connected. Finally, the data from both experts and viewers are combined to reveal the relational structures within the composition. This method helps overcome the limitations of previous understandings of artworks, which heavily relied on subjective interpretations by experts and superficial descriptions based solely on the visual organization of the image. This research aims to provide an objective perspective in interpreting composition by exploring the hidden structures organized within the image from the viewpoint of viewer attention. The research findings indicate that the compositions formed by viewers are not merely static or dynamic structures. Instead, they represent experiential, dynamic, and vital organizational structures. The results of the study can better approach the viewer's real visual experiences and confirm that composition is not just a technique but a purpose. Kuan-Chen Chen, Chung-Chian Hsu, Teng-Wen Chang, Chang-Franw Lee, Cheng-Gang Wang |
IV | 3 |
| 2023 | Constructing a Cross-Disciplinary Idea Convergence System Using AIGC: A Case Study of Engineering and DesignabstractIn response to globalization and increased competition, individual professionals in a single field often cannot provide comprehensive solutions. Collaboration among professionals from different disciplines is required to find more effective solutions. This study aims to develop a system called AIGC (AI Generated Content) to facilitate idea convergence in interdisciplinary teams. The system aims to address the collaboration challenges between engineering and design fields and facilitate consensus through the introduction of images and visual elements. To achieve this goal, qualitative research methods were employed, including contextual interviews, the KJ method, brainstorming, personas, and user journey mapping, among others. These methods were chosen because they provide in-depth understanding of communication and collaboration patterns among participants and offer valuable insights. The selection of participants was based on their experience and expertise in interdisciplinary projects. Students from design and engineering fields were chosen as research participants to ensure diversity and representativeness. During the execution of the study, the research team collected data through contextual interviews and related qualitative research methods. The steps involved in contextual interviews included selecting appropriate scenarios, designing relevant guided questions, and conducting face-to-face interviews. Through these methods, we gained deep insights into participants' communication patterns, thought processes, and collaboration needs. The results of this study demonstrate that the AIGC system, which facilitates interdisciplinary idea convergence, effectively promotes consensus among participants. This is achieved through interactive processes such as selecting images, describing images, and engaging in interactive design. The application of the system is significant in addressing collaboration challenges between the engineering and design fields and holds potential value in enhancing teamwork and creative output. Jia-Rong Li, Hsin-Yi Huang, Teng-Wen Chang, Chi-Chi Shih, Hsiang-Ting Chien |
IV | 3 |
| 2022 | Visualization of the Relationship between Void and Eye Movement Scan Paths in Shan Shui PaintingsabstractIn this article, a study is conducted to explore the role of void in viewing. Void is a feature of Chinese art expression, but it is often ignored or lacks some empirical evidence to prove that void is also a specific element. This study proposes a method to analyze and visualize eye movement data, which can help us find useful and valuable knowledge from much eye movement information. The study results found that eye movement will cause many paths and repeated saccades in the void of the picture. Such findings are different from past heat maps of visualizing eye-tracking information. This allows us to find different interaction patterns between attention and void, confirming that the void is no longer a cutscene but a focal. Kuan-Chen Chen, Chang-Franw Lee, Teng-Wen Chang |
IV | 3 |
| 2022 | Applying Data-driven Visualization with Seven-Step Process for Academic ResearchabstractRecently, the related research on data visualization design has been increasing, and it can be seen that the visualization of the WoCAD (Web of CAADRIA) network is becoming more and more important. Based on the works published at the CAADRIA conference from 2006 to 2015, this study collects data on authors and papers from all the works published in the past ten years then explores the seven-steps strategy model through data visualization experiments and implementations. Expect to see whether there are hidden messages, previously inconspicuous messages, relationships, and contexts among the three data items among the data and data of authors, papers, and keywords. The research was found that in steps 4~6, it will continue to iterate, and various nodes make their connections dense, to determine that the more the three nodes are connected, the closer to the center of the circle, and the second most related nodes are connected to the surrounding area. Chi-Chi Shih, Teng-Wen Chang, Yu-Cyuan Fang, Shih-Ting Tsai |
IV | 2 |
| 2022 | ViDA: developing a visualization system for a Design-Fabrication-Assembly (D-F-A) process
Teng-Wen Chang, Hsin-Yi Huang, Tsai-Ling Hsieh, Sambit Datta |
Multim. Tools Appl. | 1 |
| 2019 | ViDA: A Visual System of DFA Process for Interactive SurfaceabstractInteractive surface integrates geometry, structure, materials and electronic subsystems that requires innovative design methods and processes. Additionally, with the development of information technology and smart materials, these surfaces require tailor-made constructive process (in both fabrication and assembly stages) in order to testify the prototype proposed. Along with design, a prototyping framework called DFA is defined and a visual system called ViDA (VIsual system of DfA) for enhancing the experimental process in proposed in this paper. Five experiments are conducted and two cases are described in details for ViDA. Tsai-Ling Hsieh, Teng-Wen Chang |
IV (2) | 2 |
| 2019 | Automatic generation of video navigation from Google Street View data with car detection and inpainting
Yuan-Bang Cheng, Chuan-Kai Yang, Guan-Chung Chang, Teng-Wen Chang |
Multim. Tools Appl. | 4 |
| 2018 | Visualizing Design Process by Using Lean UX to Improve Interdisciplinary Team's Effectiveness - A Case StudyabstractThis is an ongoing project investigating on how to improve interdisciplinary teams to co-work efficiently and effectively. Based on our prior experiment, we found that new formed interdisciplinary teams struggled with poor team communication and coordination which resulting ineffective work progress and may lead to a project failure. In this paper we described such challenges the new formed interdisciplinary teams encountered in an experimental course where undergraduates from design and engineering disciplines collaborate on a project. We then proposed the use of Lean UX methods to visualize their design process so that all members' ideas and the idea exchange process can be "seen". It would help members in the same team getting more familiar with team's pace and well-coordinated with each member and then they may make the most of team effectiveness. Teng-Wen Chang, Yingying Lee, Hsin-Yi Huang |
IV | 1 |
| 2018 | Encoding the Convergent Path of Cross-Disciplinary TeamabstractAt the stage of creative thinking, many designers often produce many design strategies, but as the number increases, many implied information may be lost in the process of convergence. We think through creative thinking that design thinking can be coded, as well as the nodes that define the convergence path, we can find the hidden and unfocused hidden points. Through the display of paths, designers can repeatedly review the design strategies of each stage. This preliminary exploration shows the development and positioning of future auxiliary tools. Yi-Sin Wu, Teng-Wen Chang |
IV | 2 |
| 2017 | Whether the Relationscape of Interaction Design Strategies During Design Process Can Be Explained by LinkographyabstractThere are a mass of design decisions within the design process, including the reasoning of design and the evolution of the conception, or undiscovered relevance between sketches/diagrams. If we don't realize the process of design by analysis of results further, the designer will not learn from experience and will not avoid the same mistake. This study through diagram following the linkography method, the critical decision CM (critical moves) will be revealed. By calculating the design process unit CM proportion of the number, the most important moves form a particularly large number of links. The CM can show the main idea of direction of subject, therefore, via CM, designers can understand what's the weakness of themselves and extending their knowledge, getting rid of the traditional thinking mod. Tsai-Ling Hsieh, Teng-Wen Chang |
IV | 2 |
| 2017 | Surfacing Repetitive Design Strategy with Visualization ToolabstractDesigners tend to have repetitive design strategy in the process without notices. The elements setting the interactive function is to conform the user requirement and it can improve the user experiences. Although it has many information recorded on the paper, but via the think-aloud we can find out many implicit information. Then, we can go through the sketch to understand how we define the visualize graphic nodes and find out their implicit mode. By surfacing such behaviors, designers can focus on effective design strategies rather than repetitive design. Hsin-Yi Huang, Teng-Wen Chang |
IV | 2 |
| 2014 | EVA: A Visualization Framework for Organizing Concept SketchesabstractDesign process often reflects the personality of designer that might fall into certain patterns. In general, the process can be divided into brief, case retrieval, design decision-making, operation, and outcome. Thus, sketch often clues to design information. Generate a large of prescriptive sketch that is important information in this study. In order to get the quick feedback and generate massive data (sketches) for E-V-Analysis, graphic design is chosen as the design domain. Through EVA, we found some rules and make the system automatically generated visualization results through chapter 5 of 3 visualization rules. Therefore, in design, designers could understand the change process of the sketch, and understand the creative in design process. Assist designers in the design, we could find the new idea through pass design, let designer's holds that thinking and idea. Min Nan Liao, Teng-Wen Chang |
IV | 2 |
| 2011 | Android/OSGi-based vehicular network management system
Ming-Chiao Chen, Jiann-Liang Chen, Teng-Wen Chang |
Comput. Commun. | 3 |
| 2007 | 3D Remote Design Collaboration: A Pedagogical Case Study of the Cross-Cultural Issues RaisedabstractMuch architectural design work increasingly addresses an international audience. But many designers continue to work in isolation. In practice, however, their work includes international collaboration. This requires cross-cultural understandings with their co-collaborators. There are few opportunities for this to occur in a pedagogical setting. The 3D co-located laboratory (3DCollab) described in this paper was used as a cross-cultural exchange platform to address the need for design students to practice collaborating remotely. What the 3DCollab did was to facilitate cross-cultural exchange in a fun and informative environment where learning was constructed and played out in a 3D virtual environment (3DVE). The project involved students across three cooperating institutions: The University of Queensland (Australia); the National Yunlin University of Science and Technology (Taiwan); and, the Norwegian University of Science and Technology Trondheim (Norway). It builds on previous exercises conducted by the authors. As far as the authors of this paper are aware this is the first e-learning application to focus on cross-cultural understanding in a 3DVE. Theodor Wyeld, Ekaterina Prasolova-Førland, Teng-Wen Chang |
CSCWD | 3 |
| 2007 | Building a Babel Tower in 21st Century: Supporting Cross-Cultural Collaboration and Learning in a 3D CVE Spanning Three ContinentsabstractThe project described in this paper involved students across three cooperating institutions, on three different continents in different time zones, building a "babel tower" in a 3D collaborative virtual environment (CVE). Much information and communication technology (ICT) work today involves international collaboration. This requires cross-cultural understandings with one's co-collaborators. There are few opportunities for this to occur in a pedagogical setting. Therefore, this paper outlines a pedagogically-oriented case study of the use of a 3D CVE as a cross-cultural collaborative classroom. Ekaterina Prasolova-Førland, Teng-Wen Chang |
ICALT | 2 |
| 2006 | Virtually Collaborating Across Cultures: A Case Study of an Online Theatrical Performance in a 3DCVE Spanning Three ContinentsabstractMuch information communication technology (ICT) design work involves international collaboration. This requires cross-cultural understandings with one's co-collaborators. There are few opportunities for this to occur in a pedagogical setting. This paper outlines a pedagogically-oriented case study of the use of a 3D collaborative virtual environment (3DCVE). The 3D co-located laboratory (3DCollab) described in this paper served as a cross-cultural exchange platform. It fostered deeper understandings of alternate meanings to everyday social and work practices and design computing assumptions. The project involved students across three cooperating institutions, on three different continents in different time zones. It builds on previous exercises conducted by the authors Theodor Wyeld, Ekaterina Prasolova-Førland, Teng-Wen Chang |
ICALT | 3 |