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Suibi Che-Chuan Weng

dblp:318/7642 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2026
0009-0003-3747-9721ORCID · reported

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

Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
2 papers
Immersive interaction · 47% Collaborative and social computing · 32% Human-robot interaction · 22%
Computer networks
1 paper
Network performance modeling · 100%
Computer graphics and multimedia
1 paper
Image and video coding · 100%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › augmented reality
mobile augmented reality
0.712023
DualStream: Spatially Sharing Selves and Surroundings using Mobile Devices and Augmented Reality · ISMAR 2023
Collaborative and social computing › computer-mediated communication
remote communication
0.712023
DualStream: Spatially Sharing Selves and Surroundings using Mobile Devices and Augmented Reality · ISMAR 2023
Human-robot interaction › robot perception
audio-visual perception
0.612022
Studying the Effects of Network Latency on Audio-Visual Perception During an AR Musical Task · ISMAR 2022
Immersive interaction
augmented reality interaction
0.612022
Studying the Effects of Network Latency on Audio-Visual Perception During an AR Musical Task · ISMAR 2022
Image and video coding › image compression
spatial coding
0.212023
DualStream: Spatially Sharing Selves and Surroundings using Mobile Devices and Augmented Reality · ISMAR 2023

Methods — techniques the papers use, named apart from their topics

mobile AR · 1.3formative evaluation · 1.3environment snapshot · 1.3user study · 1.1latency detection experiment · 1.1
YearPublicationVenuePosition
2026 Editing Reality: Designing In-Situ Co-Creation with Generative AI in Mixed Reality
abstract
We present Editing Reality, a mixed reality system that enables in-situ co-creation with generative AI directly within physical environments. Rather than treating generation as a one-shot command, the system supports embodied and iterative creation through speech, sketching, and direct manipulation, allowing users to generate, modify, erase, and retexture real-anchored virtual and reconstructed scene elements in place. Using a Research Through Design approach, we investigate how co-creation unfolds through iterative system development, a formative workshop, and expert review. From this process, we articulate a set of designerly framings that characterize in-situ co-creation as a negotiated, spatial, and temporal practice shaped by previews, accumulation, waiting, embodied evaluation, and learning the system as a spatial actor. We instantiate these ideas in a working system and report expert feedback highlighting both its creative potential and its design implications. Our work contributes a conceptual lens for understanding generative AI in mixed reality not as a one-shot automation tool, but as part of an embodied, situated creative process.
Suibi Che-Chuan Weng, Shih-Yu Ma, Sawyer Reinig, Pritalee Kadam, Ada Yi Zhao, Amy Banic, Ryo Suzuki 0001, Ellen Yi-Luen Do
DIS1
2023 DualStream: Spatially Sharing Selves and Surroundings using Mobile Devices and Augmented Reality
abstract
In-person human interaction relies on our spatial perception of each other and our surroundings. Current remote communication tools partially address each of these aspects. Video calls convey real user representations but without spatial interactions. Augmented and Virtual Reality (AR/VR) experiences are immersive and spatial but often use virtual environments and characters instead of real-life representations. Bridging these gaps, we introduce DualStream, a system for synchronous mobile AR remote communication that captures, streams, and displays spatial representations of users and their surroundings. DualStream supports transitions between user and environment representations with different levels of visuospatial fidelity, as well as the creation of persistent shared spaces using environment snapshots. We demonstrate how DualStream can enable spatial communication in real-world contexts, and support the creation of blended spaces for collaboration. A formative evaluation of DualStream revealed that users valued the ability to interact spatially and move between representations, and could see DualStream fitting into their own remote communication practices in the near future. Drawing from these findings, we discuss new opportunities for designing more widely accessible spatial communication tools, centered around the mobile phone.
Rishi Vanukuru, Suibi Che-Chuan Weng, Krithik Ranjan, Torin Hopkins, Amy Banic, Mark D. Gross, Ellen Yi-Luen Do
ISMAR2
2022 Studying the Effects of Network Latency on Audio-Visual Perception During an AR Musical Task
abstract
Augmented Reality (AR), with its ability to make people feel like they are in the same space as friends from across the world, is an ideal medium for the purpose of Networked Musical Collaboration. Most conventional systems that enable networked musical collaboration minimize network latency by focusing on the transfer of auditory information at the expense of visual feedback. Studies into human perception have shown that sensory integration of audio and visual stimuli can take place even when there is a slight delay between the two signals. We studied the way changes in network latency effect participants’ auditory and visual perception in latency detection, latency tolerance and attention focus; in this paper, we explore the trade-off between the presence of AR visuals and the minimization of latency. Twenty-four participants were asked to play a hand drum and collaborate with a prerecorded remote musician rendered as an avatar in AR. Multiple trials involving different levels of audio-visual latency were conducted. We then analyzed the subjective responses of the participants together with the recorded musical information from each session. Results indicate a minimum noticeable delay value–defined as the highest amount of delay that can be experienced before two stimulated senses are perceived as separate events–between 160 milliseconds (ms) and 320 ms. Players also reported that a delay between sound and an accompanying avatar animation became less tolerable at 320 ms of delay, but was never completely intolerable, even up to 1200 ms of delay. We conclude that players begin to notice delay at about 320 ms and most players can tolerate large delays between sound and animation.
Torin Hopkins, Suibi Che-Chuan Weng, Rishi Vanukuru, Emma Wenzel, Amy Banic, Mark D. Gross, Ellen Yi-Luen Do
ISMAR2