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Untact 실감형 OpenXR 플랫폼 기술 개발

Development of Open XR platform for high immersive collaboration

Team KAIST

Development of Core Technologies for High-Fidelity Immersion and Enhanced Presence

Final Research Goal
This research project aims to develop and validate an Open XR collaboration platform that enhances remote collaboration through highly immersive interaction and social presence across heterogeneous devices, multiple users, and interdisciplinary environments. To this end, the team focuses on core technologies including shared virtual environment modeling, user avatars and their interaction, and social experience evaluation and design.

OXR_KAIST_2nd Stage_input.pngCurrent Research Goal (Stage 2, 2025~2027)
Pioneering Global XR Collaboration Technologies for High-Fidelity Immersion and Enhanced Social Presence
- Avatar reconstruction & multimodal interaction for high-fidelity immersion and social presence in XR collaboration
- Securing XR core technologies to strengthen immersive and co-presence experiences, while leading global innovation
(1) [Stage 1] Providing scene-graph-based digital twin construction and management, along with shared-space alignment technologies(~2024).
(2) Delivering realistic avatar body and facial expression generation to represent and enhance remote users’ social presence.
(3) Providing hand–object interaction and haptic technologies within collaborative environments to enhance immersion.
(4) Context-based adaptive representation and developing social presence assessment metrics focused on avatars, spaces, and social synchronization elements.


Research Details
Key areas of development include a scene graph-based system for managing shared virtual environments within digital twins, encompassing spatial layouts, objects, audio, and interactive elements. To support social presence, the research introduces avatar technologies that enable realistic user representation, including appearance, facial expressions, and clothing, combined with hand tracking and haptic feedback for immersive interaction. It also explores context-adaptive representation strategies and defines objective metrics to evaluate social presence based on avatar behavior, spatial configuration, and social synchronization.


Research Topics and Results
스크린샷 2026-08-20 오후 5.35.35.png

In the final stage, core XR technologies from KAIST—including video-based avatar generation and real-time immersive avatar interaction (haptics and hand–object interaction), which enhance social presence—are integrated into the XUM framework at KISTI and demonstrated through social presence metrics applied to construction (KICT) and healthcare (KIOM) XR collaboration.

(image 2)융합계획개요_eng.jpg
Expected Results
The expected impact of this study lies in securing XR collaboration platform technologies to prepare for future shifts in science and technology. By enabling realistic remote collaboration experiences grounded in high social presence, the platform offers immersive, face-to-face-like interactions. It is expected to be applicable across various scenarios, including education, construction, and healthcare, helping reduce educational gaps and improve quality of life. By leveraging open platform technologies, the research also supports XR adoption across industries and contributes to market growth.

논문

2026저널
OFERA: Blendshape-driven 3D Gaussian Control for Occluded Facial Expression to Realistic Avatars in VR

We propose OFERA, a novel framework for real-time expression control of photorealistic Gaussian head avatars for VR headset users. Existing approaches attempt to recover occluded facial expressions using additional sensors or internal cameras, but sensor-based methods increase device weight and discomfort, while camera-based methods raise privacy concerns and suffer from limited access to raw data. To overcome these limitations, we leverage the blendshape signals provided by commercial VR headsets as expression inputs. Our framework consists of three key components: (1) Blendshape Distribution Alignment (BDA), which applies linear regression to align the headset-provided blendshape distribution to a canonical input space; (2) an Expression Parameter Mapper (EPM) that maps the aligned blendshape signals into an expression parameter space for controlling Gaussian head avatars; and (3) a Mapper-integrated Avatar (MiA) that incorporates EPM into the avatar learning process to ensure distributional consistency. Furthermore, OFERA establishes an end-to-end pipeline that senses and maps expressions, updates Gaussian avatars, and renders them in real-time within VR environments. We show that EPM outperforms existing mapping methods on quantitative metrics, and we demonstrate through a user study that the full OFERA framework enhances expression fidelity while preserving avatar realism. By enabling real-time and photorealistic avatar expression control, OFERA significantly improves telepresence in VR communication. A project page is available at https://ysshwan147.github.io/projects/ofera/.

2026학회
HMD-only Controllable 3D Gaussian Avatars in VR: Face and Full-body Demonstration

We present a VR research demo for practical telepresence with photorealistic 3D Gaussian Splatting (3DGS) avatars under HMD-only sensing. The demo consists of two parts that provide complementary experiences in a single session: a face part, where HMD-provided blendshape signals drive an expressive 3DGS head avatar rendered stereoscopically on the client, and a full-body part, where a user-specific 3DGS full-body avatar is created from a single image and driven using HMD signals. During the demo, participants first capture a single image for full-body avatar creation, experience facial control using a pre-built third-person head avatar while the full-body avatar is generated, and then control their personalized full-body avatar in VR. By enabling both facial and full-body controllability and contrasting two rendering-responsibility designs, client-side direct 3D rendering and server-side stereoscopic image rendering/streaming-the demo offers practical insights for designing responsive, realistic VR telepresence systems under HMD-only sensing.

2024학회
Comfortable Mobility vs. Attractive Scenery: The Key to Augmenting Narrative Worlds in Outdoor Locative Augmented Reality Storytelling

We investigate how path context, encompassing both comfort and attractiveness, shapes user experiences in outdoor locative storytelling using Augmented Reality (AR). Addressing a research gap that predominantly concentrates on indoor settings or narrative backdrops, our user-focused research delves into the interplay between perceived path context and locative AR storytelling on routes with diverse walkability levels. We examine the correlation and causation between narrative engagement, spatial presence, perceived workload, and perceived path context. Our findings show that on paths with reasonable path walkability, attractive elements positively influence the narrative experience. However, even in environments with assured narrative walkability, inappropriate safety elements can divert user attention to mobility, hindering the integration of real-world features into the narrative. These results carry significant implications for path creation in outdoor locative AR storytelling, underscoring the importance of ensuring comfort and maintaining a balance between comfort and attractiveness to enrich the outdoor AR storytelling experience.