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Ruei-Che Chang

Publications and source records attributed to Ruei-Che Chang.

10 recordsLinked to original sources

Cyber-Physical Systems for Accessibility and Ability Augmentation: Bridging Diverse Communities

The powerful convergence of wearables, robotics, extended reality, and smart environments is expanding the design space for cyber-physical systems (CPS) that support and augment human abilities in daily life. By sensing real-world contexts, modeling user needs, and providing situated assistance, these systems can improve accessibility for people with disabilities while enhancing broader human abilities such as perception, memory, learning, and mobility. However, realizing this potential requires addressing key challenges in context sensing, user modeling, adaptive interaction, privacy, and evaluation to ensure that CPS are reliable and effective in real-world contexts. This workshop will bring together researchers and practitioners across HCI, AI, wearables, robotics, XR, smart environments, accessibility, and ability augmentation to examine shared strategies and challenges for designing accessibility- and ability-centered CPS. Through panel discussions, interactive demos, and mixed-group design activities, participants will identify recurring design principles, technical challenges, and future directions for CPS that support and augment human abilities in real-world settings. For details, please visit: https://cps4all.github.io.

cs.HC

Sidekick: Designing Communication for Effective Multitasking with Computer Use Agents

Computer Use Agents (CUAs) can autonomously execute complex, multi-step tasks within GUIs, enhancing efficiency through parallel multitasking. However, our formative studies with CUA experts and GenAI users indicated that current feedback is primarily text-based, requiring sustained attention to monitor progress and offering limited visibility to trace past GUI interactions. Based on the findings, we developed a prototype system, Sidekick, for communicating CUAs' status with multimodal feedback across different stages of interaction: (i) When CUAs run in the background, Sidekick signals its execution state through ambient cues. (ii) Upon resuming interaction with CUAs, Sidekick provides multimodal summaries of completed actions to support rapid context resumption. (iii) When CUAs operate in the foreground, Sidekick enhances transparency by verbalizing and visualizing the agent's reasoning. A study with 30 participants demonstrated that Sidekick significantly improved multitasking performance with CUAs compared to baseline systems that presented textual feedback either in a typical chat or in an ambient display. Sidekick supported progress awareness, and error and action traceability more effectively. Finally, we demonstrate the promise of Sidekick through several example applications, and discuss implications for long-horizon human-agent collaboration.

cs.HC

StateScribe: Towards Accessible Change Awareness Across Real-World Revisits

Real-world environments evolve continuously, yet blind and low-vision (BLV) individuals often have limited access to understanding how they change over time. Unexpected or relocated objects, layout modifications, and content updates (e.g., price changes) can introduce safety risks and cognitive burden. While existing visual assistive technologies can describe immediate surroundings, they operate as one-off interactions and lack mechanisms to surface meaningful changes across revisits. Informed by a survey of 33 BLV individuals, we develop StateScribe, a system that supports accessible awareness of real-world changes across revisits. StateScribe employs a dual-layer memory architecture that integrates episodic scene memory and object-centric temporal memory to enable scalable and structured change tracking. It provides both live descriptions of the current scene, and descriptions of what has changed, when and where it occurred across revisits, such as "The shop on your right has a "CLOSED" sign; it was open at this time last week.'' Our evaluation shows that StateScribe maintains high accuracy (F1-score=83.1%) across 11 revisits, while remaining low-latency (mean<1.54s) and memory-efficient (<54MB) across 110 revisits. A user study with nine BLV participants demonstrates that StateScribe improves change awareness across revisits in three real-world locations. Finally, we discuss implications for long-term AI-assisted companions that support broader change observation using multimodal sensing, extend beyond changes to other memory capabilities, and adapt to individual users, intents, and contexts.

cs.HC

TouchScribe: Augmenting Non-Visual Hand-Object Interactions with Automated Live Visual Descriptions

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.

cs.HC

Not There Yet: Evaluating Vision Language Models in Simulating the Visual Perception of People with Low Vision

Advances in vision language models (VLMs) have enabled the simulation of general human behavior through their reasoning and problem solving capabilities. However, prior research has not investigated such simulation capabilities in the accessibility domain. In this paper, we evaluate the extent to which VLMs can simulate the vision perception of low vision individuals when interpreting images. We first compile a benchmark dataset through a survey study with 40 low vision participants, collecting their brief and detailed vision information and both open-ended and multiple-choice image perception and recognition responses to up to 25 images. Using these responses, we construct prompts for VLMs (GPT-4o) to create simulated agents of each participant, varying the included information on vision information and example image responses. We evaluate the agreement between VLM-generated responses and participants' original answers. Our results indicate that VLMs tend to infer beyond the specified vision ability when given minimal prompts, resulting in low agreement (0.59). The agreement between the agent' and participants' responses remains low when only either the vision information (0.59) or example image responses (0.59) are 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, offers significant performance improvements over either alone (p < 0.0001), while additional examples provided minimal benefits (p > 0.05).

cs.CV

Probing the Gaps in ChatGPT Live Video Chat for Real-World Assistance for People who are Blind or Visually Impaired

Recent advancements in large multimodal models have provided blind or visually impaired (BVI) individuals with new capabilities to interpret and engage with the real world through interactive systems that utilize live video feeds. However, the potential benefits and challenges of such capabilities to support diverse real-world assistive tasks remain unclear. In this paper, we present findings from an exploratory study with eight BVI participants. Participants used ChatGPT's Advanced Voice with Video, a state-of-the-art live video AI released in late 2024, in various real-world scenarios, from locating objects to recognizing visual landmarks, across unfamiliar indoor and outdoor environments. Our findings indicate that current live video AI effectively provides guidance and answers for static visual scenes but falls short in delivering essential live descriptions required in dynamic situations. Despite inaccuracies in spatial and distance information, participants leveraged the provided visual information to supplement their mobility strategies. Although the system was perceived as human-like due to high-quality voice interactions, assumptions about users' visual abilities, hallucinations, generic responses, and a tendency towards sycophancy led to confusion, distrust, and potential risks for BVI users. Based on the results, we discuss implications for assistive video AI agents, including incorporating additional sensing capabilities for real-world use, determining appropriate intervention timing beyond turn-taking interactions, and addressing ecological and safety concerns.

cs.HC

Audio Description Customization

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.

cs.HC

WorldScribe: Towards Context-Aware Live Visual Descriptions

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.

cs.HC

EditScribe: Non-Visual Image Editing with Natural Language Verification Loops

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 image editing 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.

cs.HC

SoundShift: Exploring Sound Manipulations for Accessible Mixed-Reality Awareness

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.

cs.HC