Skip to content
KAISTARRCARRC

active

Meta-Object

Real-time XR interface technology for environmental adaption through next-generation virtual objects.

Overview

Meta-object, a next-generation virtual object that inherits the form, properties, and functions of its real-world counterpart, enabling seamless synchronization, interaction, and sharing between the physical and virtual worlds

Final Research Goal The ultimate goal of the Meta-Object research is to enable a transformative reality-virtuality convergence by facilitating seamless interactions that transcend spatial and temporal barriers. This is to be achieved by implementing next-generation virtual objects that inherit the form, properties, and functions of their real-world counterparts, allowing for smooth synchronization, interaction, and sharing between the physical and virtual worlds. This will all be realized within a post-metaverse intelligent simulation platform through wearable AR/MR/VR devices.

Focus Areas - Property-embedded modeling for physical and action realism - Adaptive multisensory feedback tailored to user interactions - A scene graph-based intelligence simulation platform for inclusive user experience and efficient ecosystem integration

Application Meta-Objects can be utilized to provide immersive experiences through wearable AR/VR devices. Specific examples include scenarios where controlling a virtual drone causes a real drone to mirror its actions in real-time, and providing adaptive haptic feedback for different materials. They can also be applied to a wide range of fields, including remote collaboration, urban planning, resource distribution, education, and industry (vividly recreating past experiences or enabling risky or costly experiences).

image.png

Expected Contribution Enhanced Realism and Adaptability: Meta-Objects integrate advanced modeling techniques to achieve a high degree of realism and adaptability, enabling dynamic, multisensory interactions that seamlessly bridge the physical and virtual worlds - Real-time Synchronization and Collaboration Support: The scene graph-based architecture ensures real-time synchronization of interactions across heterogeneous devices, facilitating collaborative experiences beyond spatial and temporal constraints - Fostering a Sustainable Digital Economy: Integration with blockchain-based ownership and decentralized economic models fosters sustainable engagement by incentivizing creators and consumers, promoting a self-sustaining digital economy.

Motivation

Problem

Immersion in a reality–virtuality converged environment ultimately depends on whether a user's body believes what it is handling. When someone reaches for a digital entity through a head-mounted display, the sensation of grasping, the resistance felt at each fingertip, and the sound and warmth that follow must be consistent with what the corresponding material would produce in the physical world—otherwise the encounter registers as a rendered image rather than an object. A second, equally demanding requirement is reciprocity: the coupling between the two worlds must carry influence in both directions, so that an act performed in the virtual space leaves a trace on its physical counterpart rather than merely reading from it. Meeting both conditions at once raises a question that current object representations were never designed to answer—what an object must contain, structurally and semantically, for a person to interact with it as a real thing across a boundary that is no longer one-way.

Existing limitations

Virtual objects available today are, in essence, geometry and surface texture authored for desktop rendering. They carry no notion of what they weigh, what they are made of, how warm they are, or how their parts come apart and go back together, so they behave as static entities regardless of how they are handled, and interaction through wearable devices consequently feels shallow and devoid of substance. The input side is similarly constrained: because hand tracking degrades under rapid motion, limited tracking volume, and tight computational budgets, commercial headsets fall back on a handful of coarse gestures such as pinching, grabbing, and poking, leaving fine-grained manipulation out of reach, while feedback is typically drawn from a narrow band of sensory channels rather than combined across them. Producing high-fidelity assets still demands specialized tools and long hours of expert labor, which limits reproducibility and keeps creation out of most users' hands. Underlying all of this is the absence of a representation capable of holding relational and topological information—how subparts connect, how they change under manipulation, and how much of that detail a given device can actually deliver—leaving no principled way to sustain rich objects across heterogeneous hardware.

Our approach

We address these gaps by treating the object itself as the unit of design and specifying what it must carry. On the modeling side, learning-based reconstruction pipelines produce interactive mesh models whose parametric and behavioral characteristics are derived from observed user behavior, after which authoring tools let users embed the attributes that initial capture cannot recover—material, scale, weight, thermal range, structure—together with the responses an object should exhibit under disassembly, transformation, or applied force. On the interaction side, we resolve contact at the level of individual fingers rather than whole-hand gestures, fusing vision with a minimal complement of sensors, and pair this with a compact actuator-based device so that texture, force, and thermal cues can be delivered alongside synchronized visuals and spatial audio without exhausting on-device compute or power. Binding these together is a node-and-edge representation in which subparts, properties, and interaction histories are addressable and selectively activated according to each user's device capability and network condition, allowing the same object to degrade gracefully instead of failing outright. The runtime realizing this consists of an offline generation stage and two online stages—one resident on the wearable device for tracking and feedback synthesis, one on the server for learning-based event estimation and intelligence simulation—with the offloading boundary drawn to keep latency within the range that lifelike interaction requires.

Gallery

Three key components of a meta-object with a virtual drone example: (A) Inherited properties, (B) multisensory feedback, and (C) scene graph-based data representation.
Three key components of a meta-object with a virtual drone example: (A) Inherited properties, (B) multisensory feedback, and (C) scene graph-based data representation.

Publications

2026Jour.
Event-Based Referred Vibrotactile Feedback for Bare-Hand XR Interaction

We propose event-based vibrotactile feedback as an effective approach for enhancing bare-hand XR interaction, delivered through commodity smartwatches that users already wear. While controllers and haptic gloves provide rich tactile feedback, they introduce additional hardware that users must carry and wear throughout the day. Importantly, they interpose hardware between the user and the virtual world, occupying the hands, constraining finger motion, and undermining truly unobstructed bare-hand interaction. Our proposed approach delivers short discrete pulses at key manipulation moments such as object contact and state changes, providing tactile confirmation at the wrist without requiring additional hardware or disrupting finger movement. Two user studies with 26 participants demonstrate that this referred feedback significantly enhances user experience at either wrist placement, with 94% finding it helpful and particular benefits during complex tasks like knob rotation where haptic cues reduced visual attention demands. These findings establish design guidelines for integrating accessible haptics into everyday XR through personal devices, supporting broader adoption of natural hand interaction.

2026Conf.
A Unified Hand and Gesture Tracking via Offloading Framework for Object-mediated Interaction in Wearable AR

We propose a novel object-mediated hand interaction system that enables real-time operation with everyday objects on wearable augmented reality (AR) devices. Despite recent advances, both commercial and academic hand interaction techniques remain constrained, typically requiring external hardware or depending exclusively on bare-hand gestures. Motivated by these constraints, we developed an offloading framework that integrates a high-fidelity transformer-based 3D hand reconstruction model with a dynamic gesture recognition network powered by gated recurrent units (GRU). This architecture ensures stable and accurate gesture recognition even during interaction with physical objects. To evaluate its quantitative performance, we collected a custom dataset based on a predefined gesture set, achieving 93.0% accuracy in 5-fold cross-validation. The complete system implemented on Microsoft HoloLens 2 operates at a real-time framerate, and we further analyze the latency of each step in our framework. Through this interaction paradigm, users can experience immersive and intuitive AR in everyday environments with minimal disruption to natural action behavior. Our projects are available at https://github.com/kaist-uvrlab/UnifiedHOInteraction.

2026Jour.
ForceCtrl: Hand-Raycasting with User-Defined Pinch Force for Control-Display Gain Application

We present ForceCtrl, a novel 3D hand raycasting technique that enhances pointing precision based on control-display (CD) gain controlled with user-defined pinch force. We introduce a target-agnostic approach for refining raycasting precision, overcoming limitations in human motor accuracy. User-defined pinch force, detected with surface electromyography (sEMG), enables users to easily activate or deactivate CD gain during interaction. We propose three CD gain strategies and compare them through target selection and placement tasks. Our system reduces selection errors, placement jitters, and user workload, especially for distant targets in high-difficulty tasks. These results highlight the effectiveness of applying CD gain to hand raycasting and demonstrate the potential of user-defined pinch force as a robust input modality for precise hand interaction in AR/VR.

2025Conf.
Round-Trip2 Gesture: Inplace IMU Gesture Recognition with Visual Guidance for Out-of-FOV Interaction

We propose Round-Trip2Gesture, an interaction system that uses smartwatch IMU sensors to enable inplace gesture input free from the sensing FOV of devices. Current smartglasses input is limited by social unsuitability of voice commands and by the restricted sensing field-of-view inherent to hand tracking. Our system introduces a delimiter gesture based on specific wrist motions to achieve reliable interaction in real-world scenarios. Our system enables intuitive gesture interaction free from occulsion and physical constraints. We evaluated a set of 5 gestures with 8 participants. Four gestures showed over 90% accuracy in leave-one-subject-out cross-validation. We introduce the potential of the system through notification dismissal and video playback control applications, demonstrating seamless out-of-FOV interaction in Mixed Reality environments.

2024Conf.
Whirling Interface: Hand-based Motion Matching Selection for Small Target on XR Displays

We introduce “Whirling Interface,” a selection method for XR displays using bare-hand motion matching gestures as an input technique. We extend the motion matching input method, by introducing different input states to provide visual feedback and guidance to the users. Using the wrist joint as the primary input modality, our technique reduces user fatigue and improves performance while selecting small and distant targets. In a study with 16 participants, we compared the whirling interface with a standard ray casting method using hand gestures. The results demonstrate that the Whirling Interface consistently achieves high success rates, especially for distant targets, averaging 95.58% with a completion time of 5.58 seconds. Notably, it requires a smaller camera sensing field of view of only 21.45° horizontally and 24.7° vertically. Participants reported lower workloads on distant conditions and expressed a higher preference for the Whirling Interface in general. These findings suggest that the Whirling Interface could be a useful alternative input method for XR displays with a small camera sensing FOV or when interacting with small targets.