Wen-Jie Tseng

Wen-Jie Tseng

Auto-generated profile, based on publicly available information

Wen-Jie Tseng

LTCI, INFRES, Telecom Paris, Institut Polytechnique de Paris, France

Research Focus & Metrics

Academic Career Length

4Years (2023-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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19 April 2023
Verified
Conference Paper
Open access
EBElise Bonnail
Elise Bonnail
WTWen-Jie Tseng
Wen-Jie Tseng
MMMark McGill
Mark McGill
ELEric Lecolinet
Eric Lecolinet
SHSamuel Huron
Samuel Huron
JGJan Gugenheimer
Jan Gugenheimer

19 April 2023
Verified
Conference Paper
Open access
WTWen-Jie Tseng
Wen-Jie Tseng
SHSamuel Huron
Samuel Huron
ELEric Lecolinet
Eric Lecolinet
JGJan Gugenheimer
Jan Gugenheimer
Whole-body movements enhance the presence and enjoyment of Virtual Reality (VR) experiences. However, using large gestures is often uncomfortable and impossible in confined spaces (e.g., public transport). We introduce FingerMapper, mapping small-scale finger motions onto virtual arms and hands to enable whole-body virtual movements in VR. In a first target selection study (n=13) comparing FingerMapper to hand tracking and ray-casting, we found that FingerMapper can significantly reduce physical motions and fatigue while having a similar degree of precision. In a consecutive study (n=13), we compared FingerMapper to hand tracking inside a confined space (the front passenger seat of a car). The results showed participants had significantly higher perceived safety and fewer collisions with FingerMapper while preserving a similar degree of presence and enjoyment as hand tracking. Finally, we present three example applications demonstrating how FingerMapper could be applied for locomotion and interaction for VR in confined spaces.

25 April 2025
Verified
Conference Paper
Open access
JWJulius von Willich
Julius von Willich
FNFrank Nelles
Frank Nelles
WTWen-Jie Tseng
Wen-Jie Tseng
JGJan Gugenheimer
Jan Gugenheimer
SGSebastian Günther
Sebastian Günther
MMMax Mühlhäuser
Max Mühlhäuser

19 April 2023
Verified
Conference Paper
Open access
WTWen-Jie Tseng
Wen-Jie Tseng
Virtual Reality (VR) moves away from well-controlled laboratory environments into public and personal spaces. As users are visually disconnected from the physical environment, interacting in an uncontrolled space frequently leads to collisions and raises safety concerns. In my thesis, I investigate this phenomenon which I define as the physical breakdown in VR. The goal is to understand the reasons for physical breakdowns, provide solutions, and explore future mechanisms that could perpetuate safety risks. First, I explored the reasons for physical breakdowns by investigating how people interact with the current VR safety mechanism (e.g., Oculus Guardian). Results show one reason for breaking out of the safety boundary is when interacting with large motions (e.g., swinging arms), the user does not have enough time to react although they see the safety boundary. I proposed a solution, FingerMapper, that maps small-scale finger motions onto virtual arms and hands to enable whole-body virtual arm motions in VR to avoid physical breakdowns. To demonstrate future safety risks, I explored the malicious use of perceptual manipulations (e.g., redirection techniques) in VR, which could deliberately create physical breakdowns without users noticing. Results indicate further open challenges about the cognitive process of how users comprehend their physical environment when they are blindfolded in VR.

19 April 2023
Verified
Conference Paper
Open access
GCGaëlle Clavelin
Gaëlle Clavelin
MBMickael Bouhier
Mickael Bouhier
WTWen-Jie Tseng
Wen-Jie Tseng
JGJan Gugenheimer
Jan Gugenheimer
Perceptual manipulations (PMs) in Virtual Reality (VR) can steer users’ actions (e.g., redirection techniques) and amplify haptic perceptions (e.g., weight). However, their ability to amplify or induce negative perceptions such as physical pain is not well understood. In this work, we explore if PMs can be leveraged to induce the perception of pain, without modifying the physical stimulus. We implemented a VR experience combined with a haptic prototype, simulating the dislocation of a finger. A user study (n=18) compared three conditions (visual-only, haptic-only and combined) on the perception of physical pain and physical discomfort. We observed that using PMs with a haptic device resulted in a significantly higher perception of physical discomfort and an increase in the perception of pain compared to the unmodified sensation (haptic-only). Finally, we discuss how perception of pain can be leveraged in future VR applications and reflect on ethical concerns.

2 April 2026 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
YMYanni Mei
Yanni Mei
JWJonas Wombacher
Jonas Wombacher
WTWen-Jie Tseng
Wen-Jie Tseng
VKVeronika Krauß
Veronika Krauß
JGJan Gugenheimer
Jan Gugenheimer
Human Motion Simulation (HMS) predicts and visualizes how virtual agents move and behave in various scenarios, aiding decision-making. However, it does not communicate the experience behind agents' behavior. To address this, we present Embodied Spatial Simulation (ESS), a concept combining augmented reality(AR) and HMS to support in-situ decision-making. It enables an XRuser to create “what-if” scenarios, simulate virtual agents' behavior in situ, and experience the scenarios from their perspectives through embodiment. To demonstrate ESS, we developed a proof-of-concept prototype featuring two scenarios (e.g., fire evacuation planning). From expert walkthroughs (N = 4) and a survey (N = 38) with different professions, we found that incorporating embodiment into simulations can change users' intentions to use simulation outcomes. Rather than directly obtaining solutions from the results, users showed more interest in understanding the experience behind simulated behavior and using this insight to shape decisions. We discuss the potential of ESS to support future human-centered design practices.