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Che-Wei Wang

dblp:95/10979 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2026
0009-0006-5022-4397ORCID · 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 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
Learning and educational technologies · 34% Games and playful interaction · 30% Immersive interaction · 26%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
mixed reality
1.012026
MoveTogether: Exploring Physical Co-op Gameplay in Mixed-Reality · CHI 2026
Immersive interaction › mixed reality interaction
mixed reality interface
0.912025
MR.Drum: Designing Mixed Reality Interfaces to Support Structured Learning Micro-Progression in Drumming · CHI 2025
Learning and educational technologies
music education
0.912025
MR.Drum: Designing Mixed Reality Interfaces to Support Structured Learning Micro-Progression in Drumming · CHI 2025
Virtual and augmented reality › immersive interaction › 3d interaction
locomotion in virtual environments
0.812024
VeeR: Exploring the Feasibility of Deliberately Designing VR Motion that Diverges from Mundane, Everyday Physical Motion to Create More Entertaining VR Experiences · CHI 2024
Virtual and augmented reality › locomotion
redirected walking
0.812024
VeeR: Exploring the Feasibility of Deliberately Designing VR Motion that Diverges from Mundane, Everyday Physical Motion to Create More Entertaining VR Experiences · CHI 2024
Collaborative and social computing
co-located collaboration
0.312026
MoveTogether: Exploring Physical Co-op Gameplay in Mixed-Reality · CHI 2026
Learning and educational technologies › music education
music learning
0.312025
MR.Drum: Designing Mixed Reality Interfaces to Support Structured Learning Micro-Progression in Drumming · CHI 2025

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

within-subjects study · 2.0design workshop · 2.0mixed reality design · 0.9user experience evaluation · 0.8perceptual study · 0.8
YearPublicationVenuePosition
2026 MoveTogether: Exploring Physical Co-op Gameplay in Mixed-Reality
abstract
Current co-op games keep collaboration virtual even when players are physically co-located in the same room, limiting embodied coordination in the shared space. We introduce MoveTogether, a novel physical co-op gameplay in which two players jointly operate a single, tracked prop, adding a shared physical communication channel on top of visual and audio cues. To explore the design space in mixed reality, we conducted a workshop with 10 professional designers, generating a physical co-op design space that encompasses prop and interaction design patterns, and how they relate to affordance and cooperative experience. In a within-subjects study of virtual vs. physical co-op experiences (n=16), we observed finer-grained task coordination, fewer collisions, and more strategy-focused communication. Players reported higher collaboration, sense of achievement, enjoyment, and overall preference for physical co-op. This work opens a new design space for co-located play and offers guidance for designing embodied co-op experiences.
Pin-Chun Lu, Wen-Fan Wang, Che-Wei Wang, Ting-Ying Lee, TsaiHsuan Lin, DuoJie Hsiao, CheHan Hsieh, YuTing Tseng, Neng-Hao Yu, Mike Y. Chen
CHI3
2025 MR.Drum: Designing Mixed Reality Interfaces to Support Structured Learning Micro-Progression in Drumming
Che-Wei Wang, Pin-Chun Lu, Yun Chen Cheng, Mike Y. Chen
CHI1
2024 VeeR: Exploring the Feasibility of Deliberately Designing VR Motion that Diverges from Mundane, Everyday Physical Motion to Create More Entertaining VR Experiences
abstract
This paper explores the feasibility of deliberately designing VR motion that diverges from users’ physical movements to turn mundane, everyday transportation motion (e.g., metros, trains, and cars) into more entertaining VR motion experiences, in contrast to prior car-based VR approaches that synchronize VR motion to physical car movement exactly. To gain insight into users’ preferences for veering rate and veering direction for turning (left/right) and pitching (up/down) during the three phases of acceleration (accelerating, cruising, and decelerating), we conducted a formative, perceptual study (n=24) followed by a VR experience evaluation (n=18), all conducted on metro trains moving in a mundane, straight-line motion. Results showed that participants preferred relatively high veering rates, and preferred pitching upward during acceleration and downward during deceleration. Furthermore, while veering decreased comfort as expected, it significantly enhanced immersion (p<.01) and entertainment (p<.001) and the overall experience, with comfort being considered, was preferred by 89% of participants.
Pin-Chun Lu, Che-Wei Wang, Yu Lun Hsu, Alvaro Lopez, Ching-Yi Tsai, Chiao-Ju Chang, Wei Tian Mireille Tan, Li-Chun Lu, Mike Y. Chen
CHI2