Ruei-Che Chang

dblp:251/1858 · DBLP profile ↗
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17ranked-venue papers
10as first author
14since 2021 · last 2026
0000-0001-7545-4136ORCID · verified

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

Human-computer interaction and ubiquitous computing · 15 · 10 first-author · 12 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021
YearPublicationVenuePosition
2026 TouchScribe: Augmenting Non-Visual Hand-Object Interactions with Automated Live Visual Descriptions
abstract
People who are blind or have low vision regularly use their hands to interact with the physical world to gain access to objects’ shape, size, weight, and texture. However, many rich visual features remain inaccessible through touch alone, making it difficult to distinguish similar objects, interpret visual affordances, and form a complete understanding of objects. In this work, we present TouchScribe, a system that augments hand-object interactions with automated live visual descriptions. We trained a custom egocentric hand interaction model to recognize both common gestures (e.g., grab to inspect, hold side-by-side to compare) and unique ones by blind people (e.g., point to explore color, or swipe to read available texts). Furthermore, TouchScribe provides real-time and adaptive feedback based on hand movement, from hand interaction states, to object labels, and to visual details. Our user study and technical evaluations demonstrate that TouchScribe can provide rich and useful descriptions to support object understanding. Finally, we discuss the implications of making live visual descriptions responsive to users’ physical reach.
Ruei-Che Chang, Rosiana Natalie, Jovan Zheng Feng Yap, Tiange Luo, Venkatesh Potluri, Anhong Guo
CHI1
2025 Probing the Gaps in ChatGPT's Live Video Chat for Real-World Assistance for People who are Blind or Visually Impaired
Ruei-Che Chang, Rosiana Natalie, Jovan Zheng Feng Yap, Anhong Guo
ASSETS1
2025 How Well Can Vision Language Models Simulate the Vision Perception of People with Low Vision?
abstract
Advances in Vision Language Models (VLMs) have enabled the simulation of general human behavior through their reasoning and problem solving capabilities.In the accessibility domain, such simulations may support the initial piloting of inclusive design processes, without replacing real human input, and can facilitate the personalization of AI-based application outcomes based on individual profiles.In this work, we conducted a preliminary examination of the extent to which VLMs can simulate the visual perception of people with low vision when interpreting images.We conducted a survey study with 40 low vision participants, collecting their brief and detailed vision information, and both open-ended and multiplechoice image perception and recognition responses to up to 25 images.Using these responses, we constructed prompts for VLMs to create simulated agents of each participant, varying the included information on vision information and example image responses.We evaluated the agreement between LLM-generated responses and participants' original answers.The agreement between the agent' and participants' responses remained low when only either the vision profile (0.59) or example image responses (0.59) were provided, whereas a combination of both significantly increase the agreement (0.70, p < 0.0001).Notably, a single example combining both open-ended and multiple-choice responses, offered significant performance improvements over either alone (p < 0.0001), while additional examples provided minimal benefits (p > 0.05). CCS Concepts• Human-centered computing → Accessibility.
Rosiana Natalie, Ruei-Che Chang, Anhong Guo
ASSETS3
2025 Viago: Exploring Visual-Audio Modality Transitions for Social Media Consumption on the Go
Ruei-Che Chang, Tovi Grossman, Carine Rognon, Michael Glueck, Christopher Collins 0001, Amy Karlson, Hemant Bhaskar Surale
UIST1
2025 Strange Familiars: Exploring the Design of Avatars and Virtual Environments for Reconnecting Dormant Ties in Virtual Reality
abstract
Rekindling old social bonds with individuals who were once a part of our lives but have since faded away is crucial for our well-being. Such connections with dormant ties help us overcome loneliness and provide social support. Recently, virtual reality (VR) emerged as a promising tool for facilitating social interactions, such as online gatherings for formal or casual activities. VR can offer immersive and shared experiences, facilitating genuine connections between people. This provides a unique advantage over traditional computer-mediated communication methods. However, while prior research has explored how VR can aid in forming new social connections, its potential to reconnect dormant ties is largely unexplored. This paper aims to bridge this gap by examining how different features of VR, specifically avatar appearance and virtual environments, influence reactivations of dormant ties. We conducted an experiment involving 24 dyads to investigate the effect of different avatar-self similarities and virtual environments on the perceptions and interactions between dormant ties. Our findings indicate that avatars resembling oneself and dormant ties promote social closeness. Familiar virtual environments evoke shared memories, while unfamiliar ones stimulate more conversations. We discuss the impact of VR features on reconnecting dormant ties and provide implications for re-connecting relationships in VR.
Yu-Ting Yen, Fang-Ying Liao, Chi-Lan Yang, Ruei-Che Chang, Fu-Yin Cherng, Bing-Yu Chen 0004
IEEE Trans. Vis. Comput. Graph.4
2024 SoundShift: Exploring Sound Manipulations for Accessible Mixed-Reality Awareness
abstract
Mixed-reality (MR) soundscapes blend real-world sound with virtual audio from hearing devices, presenting intricate auditory information that is hard to discern and differentiate. This is particularly challenging for blind or visually impaired individuals, who rely on sounds and descriptions in their everyday lives. To understand how complex audio information is consumed, we analyzed online forum posts within the blind community, identifying prevailing challenges, needs, and desired solutions. We synthesized the results and propose SoundShift for increasing MR sound awareness, which includes six sound manipulations: Transparency Shift, Envelope Shift, Position Shift, Style Shift, Time Shift, and Sound Append. To evaluate the effectiveness of SoundShift, we conducted a user study with 18 blind participants across three simulated MR scenarios, where participants identified specific sounds within intricate soundscapes. We found that SoundShift increased MR sound awareness and minimized cognitive load. Finally, we developed three real-world example applications to demonstrate the practicality of SoundShift.
Ruei-Che Chang, Chia-Sheng Hung, Bing-Yu Chen 0004, Dhruv Jain, Anhong Guo
Conference on Designing Interactive Systems1
2024 EditScribe: Non-Visual Image Editing with Natural Language Verification Loops
abstract
Image editing is an iterative process that requires precise visual evaluation and manipulation for the output to match the editing intent. However, current image editing tools do not provide accessible interaction nor sufficient feedback for blind and low vision individuals to achieve this level of control. To address this, we developed EditScribe, a prototype system that makes object-level image editing actions accessible using natural language verification loops powered by large multimodal models. Using EditScribe, the user first comprehends the image content through initial general and object descriptions, then specifies edit actions using open-ended natural language prompts. EditScribe performs the image edit, and provides four types of verification feedback for the user to verify the performed edit, including a summary of visual changes, AI judgement, and updated general and object descriptions. The user can ask follow-up questions to clarify and probe into the edits or verification feedback, before performing another edit. In a study with ten blind or low-vision users, we found that EditScribe supported participants to perform and verify image edit actions non-visually. We observed different prompting strategies from participants, and their perceptions on the various types of verification feedback. Finally, we discuss the implications of leveraging natural language verification loops to make visual authoring non-visually accessible.
Ruei-Che Chang, Yuxuan Liu 0016, Lotus Hanzi Zhang, Anhong Guo
ASSETS1
2024 Audio Description Customization
abstract
Blind and low-vision (BLV) people use audio descriptions (ADs) to access videos. However, current ADs are unalterable by end users, thus are incapable of supporting BLV individuals’ potentially diverse needs and preferences. This research investigates if customizing AD could improve how BLV individuals consume videos. We conducted an interview study (Study 1) with fifteen BLV participants, which revealed desires for customizing properties like length, emphasis, speed, voice, format, tone, and language. At the same time, concerns like interruptions and increased interaction load due to customization emerged. To examine AD customization’s effectiveness and tradeoffs, we designed CustomAD, a prototype that enables BLV users to customize AD content and presentation. An evaluation study (Study 2) with twelve BLV participants showed using CustomAD significantly enhanced BLV people’s video understanding, immersion, and information navigation efficiency. Our work illustrates the importance of AD customization and offers a design that enhances video accessibility for BLV individuals.
Rosiana Natalie, Ruei-Che Chang, Smitha Sheshadri, Anhong Guo, Kotaro Hara
ASSETS2
2024 WorldScribe: Towards Context-Aware Live Visual Descriptions
abstract
Automated live visual descriptions can aid blind people in understanding their surroundings with autonomy and independence. However, providing descriptions that are rich, contextual, and just-in-time has been a long-standing challenge in accessibility. In this work, we develop WorldScribe, a system that generates automated live real-world visual descriptions that are customizable and adaptive to users’ contexts: (i) WorldScribe’s descriptions are tailored to users’ intents and prioritized based on semantic relevance. (ii) WorldScribe is adaptive to visual contexts, e.g., providing consecutively succinct descriptions for dynamic scenes, while presenting longer and detailed ones for stable settings. (iii) WorldScribe is adaptive to sound contexts, e.g., increasing volume in noisy environments, or pausing when conversations start. Powered by a suite of vision, language, and sound recognition models, WorldScribe introduces a description generation pipeline that balances the tradeoffs between their richness and latency to support real-time use. The design of WorldScribe is informed by prior work on providing visual descriptions and a formative study with blind participants. Our user study and subsequent pipeline evaluation show that WorldScribe can provide real-time and fairly accurate visual descriptions to facilitate environment understanding that is adaptive and customized to users’ contexts. Finally, we discuss the implications and further steps toward making live visual descriptions more context-aware and humanized.
Ruei-Che Chang, Yuxuan Liu 0016, Anhong Guo
UIST1
2023 Understanding (Non-)Visual Needs for the Design of Laser-Cut Models
abstract
Laser-cutting is a promising fabrication method that empowers makers, including blind or visually-impaired (BVI) creators, to create technologies that fit their needs. Existing work on laser-cut accessibility has facilitated easier assembly as a workaround for existing models. However, laser-cut models are still not designed to accommodate the needs of BVI users. Integrating BVI needs can enrich the greater maker community by enabling cross-group discourse on laser-cut making. To investigate how laser-cut model design can be more accessible overall, we study laser-cut assembly as a process deeply intertwined with the fundamental design of laser-cut models. We present a study with seven sighted and seven BVI participants to compare their usage of laser-cut model affordances during assembly. Data for the BVI participants in this study originate from a previous work [13]. We identify assembly cues common or unique to sighted and BVI users, and discuss implications to improve general accessibility in laser-cut design.
Ruei-Che Chang, Seraphina Yong, Fang-Ying Liao, Chih-An Tsao, Bing-Yu Chen 0004
CHI1
2022 OmniScribe: Authoring Immersive Audio Descriptions for 360° Videos
abstract
Blind people typically access videos via audio descriptions (AD) crafted by sighted describers who comprehend, select, and describe crucial visual content in the videos. 360° video is an emerging storytelling medium that enables immersive experiences that people may not possibly reach in everyday life. However, the omnidirectional nature of 360° videos makes it challenging for describers to perceive the holistic visual content and interpret spatial information that is essential to create immersive ADs for blind people. Through a formative study with a professional describer, we identified key challenges in describing 360° videos and iteratively designed OmniScribe, a system that supports the authoring of immersive ADs for 360° videos. OmniScribe uses AI-generated content-awareness overlays for describers to better grasp 360° video content. Furthermore, OmniScribe enables describers to author spatial AD and immersive labels for blind users to consume the videos immersively with our mobile prototype. In a study with 11 professional and novice describers, we demonstrated the value of OmniScribe in the authoring workflow; and a study with 8 blind participants revealed the promise of immersive AD over standard AD for 360° videos. Finally, we discuss the implications of promoting 360° video accessibility.
Ruei-Che Chang, Chao-Hsien Ting, Chia-Sheng Hung, Wan-Chen Lee, Liang-Jin Chen, Yu-Tzu Chao, Bing-Yu Chen 0004, Anhong Guo
UIST1
2022 Puppeteer: Exploring Intuitive Hand Gestures and Upper-Body Postures for Manipulating Human Avatar Actions
abstract
Body-controlled avatars provide a more intuitive method to real-time control virtual avatars but require larger environment space and more user effort. In contrast, hand-controlled avatars give more dexterous and fewer fatigue manipulations within a close-range space for avatar control but provide fewer sensory cues than the body-based method. This paper investigates the differences between the two manipulations and explores the possibility of a combination. We first performed a formative study to understand when and how users prefer manipulating hands and bodies to represent avatars’ actions in current popular video games. Based on the top video games survey, we decided to represent human avatars’ motions. Besides, we found that players used their bodies to represent avatar actions but changed to using hands when they were too unrealistic and exaggerated to mimic by bodies (e.g., flying in the sky, rolling over quickly). Hand gestures also provide an alternative to lower-body motions when players want to sit during gaming and do not want extensive effort to move their avatars. Hence, we focused on the design of hand gestures and upper-body postures. We present Puppeteer, an input prototype system that allows players directly control their avatars through intuitive hand gestures and upper-body postures. We selected 17 avatar actions discovered in the formative study and conducted a gesture elicitation study to invite 12 participants to design best representing hand gestures and upper-body postures for each action. Then we implemented a prototype system using the MediaPipe framework to detect keypoints and a self-trained model to recognize 17 hand gestures and 17 upper-body postures. Finally, three applications demonstrate the interactions enabled by Puppeteer.
Ching-Wen Hung, Ruei-Che Chang, Chung-Han Liang, Li-Wei Chan 0001, Bing-Yu Chen 0004
VRST2
2021 AccessibleCircuits: Adaptive Add-On Circuit Components for People with Blindness or Low Vision
abstract
In this paper, we propose the designs for low cost and 3D-printable add-on components to adapt existing breadboards, circuit components and electronics tools for blind or low vision (BLV) users. Through an initial user study, we identified several barriers to entry for beginners with BLV in electronics and circuit prototyping. These barriers guided the design and development of our add-on components. We focused on developing adaptations that provide additional information about the specific component pins and breadboard holes, modify tools to make them easier to use for users with BLV, and expand non-visual feedback (e.g., audio, tactile) for tasks that require vision. Through a second user study, we demonstrated that our adaptations can effectively overcome the accessibility barriers in breadboard circuit prototyping for users with BLV.
Ruei-Che Chang, Chi-Huan Chiang, Te-Yen Wu, Zheer Xu, Justin Luo, Bing-Yu Chen 0004, Xing-Dong Yang
CHI1
2021 Daedalus in the Dark: Designing for Non-Visual Accessible Construction of Laser-Cut Architecture
abstract
Design tools and research regarding laser-cut architectures have been widely explored in the past decade. However, such discussion has mostly revolved around technical and structural design questions instead of another essential element of laser-cut models — assembly — a process that relies heavily on components’ visual affordance, therefore less accessible to blind or low vision (BLV) people. To narrow the gap in this area, we co-designed with 7 BLV people to examine their assembly experience with different laser-cut architectures. From their feedback, we proposed several design heuristics and guidelines for Daedalus, a generative design tool that can produce tactile aids for laser-cut assembly given a few high-level manual inputs. We validate the proposed aids in a user study with 8 new BLV participants. Our results revealed that BLV users can manage laser-cut assembly more efficiently with Daedalus. Going forth from this design iteration, we discuss implications for future research on accessible laser-cut assembly.
Ruei-Che Chang, Chih-An Tsao, Fang-Ying Liao, Seraphina Yong, Tom Yeh, Bing-Yu Chen 0004
UIST1
2020 Exploring the Design Space of User-System Communication for Smart-home Routine Assistants
abstract
AI-enabled smart-home agents that automate household routines are increasingly viable, but the design space of how and what such systems should communicate with their users remains underexplored. Through a user-enactment study, we identified various interpretations of and feelings toward such a system's confidence in its automated acts. That confidence and their own mental models influenced what and how the participants wanted the system to communicate, as well as how they would assess, diagnose, and subsequently improve it. Automated acts resulted from false predictions were not generally considered improper, provided that they were perceived as reasonable or potentially useful. The participants' improvement strategies were of four general types, all of which will be discussed. Factors affecting their preferred levels of involvement in automated acts and their interest in system confidence were also identified. We conclude by making practical design recommendations for the user-system communication design spaces of smart-home routine assistants.
Yi-Shyuan Chiang, Ruei-Che Chang, Yi-Lin Chuang, Shih-Ya Chou, Hao-Ping Lee, I-Ju Lin, Jian-Hua Jiang Chen, Yung-Ju Chang
CHI2
2020 Glissade: Generating Balance Shifting Feedback to Facilitate Auxiliary Digital Pen Input
abstract
This paper introduces Glissade, a digital pen that generates balance shifting feedback by changing the weight distribution of the pen. A pulley system shifts a brass mass inside the pen to change the pen's center of mass and moment of inertia. When the mass is stationary, the pen delivers a constant yet natural sensation of weight, which can be used to convey a status. The pen can also generate a variety of haptic clues by actuating the mass according to the tilt or rotation of the pen, two commonly-used auxiliary pen input channels. Glissade demonstrates new possibilities that balance shifting feedback can bring to digital pen interactions. We validated the usability of this feedback by determining the recognizability of six balance patterns – a mix of static and dynamic patterns chosen based on our design considerations – in two controlled experiments. The results show that, on average, the participants could distinguish between the patterns with a 94.25% accuracy. At the end, we demonstrate a set of novel interactions enabled by Glissade and discuss the directions for future research.
Kai-Chieh Huang, Chen-Kuo Sun, Da-Yuan Huang, Yu-Chun Chen, Ruei-Che Chang, Shuo-Wen Hsu, Chih-Yun Yang, Bing-Yu Chen 0004
CHI5
2019 Masque: Exploring Lateral Skin Stretch Feedback on the Face with Head-Mounted Displays
abstract
We propose integrating an array of skin stretch modules with an head-mounted display (HMD) to provide two-dimensional skin stretch feedback on the user's face. Skin stretch has been found effective to induce the perception of force (e.g. weight or inertia) and to enable directional haptic cues. However, its potential as an HMD output for virtual reality (VR) remains to be exploited. Our explorative study firstly investigated the design of shear tactors. Based on our results, Masque has been implemented as an HMD prototype actuating six shear tactors positioned on the HMD's face interface. A comfort study was conducted to ensure that skin stretches generated by Masque are acceptable to all participants. The following two perception-based studies examined the minimum changes in skin stretch distance and stretch angles that are detectable by participants. The results help us to design haptic profiles as well as our prototype applications. Finally, the user evaluation indicates that participants welcomed Masque and regarded skin stretch feedback as a worthwhile addition to HMD output.
Da-Yuan Huang, Shuo-Wen Hsu, Chu-En Hou, Yeu-Luen Chiu, Ruei-Che Chang, Jo-Yu Lo, Bing-Yu Chen 0004
UIST6