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Papers & Patents

Publications & Patents

256 outputs

202618

Hyerim Park* · Jinseok Hong · Heejeong Ko · Woontack Woo†

Proceedings of the 2026 CHI Conference on Human Factors in Computing SystemsTop-tier

Question-asking is one of the key indicators of cognitive engagement. However, understanding how the distinct psychological affordances of presentation media shape learners’ spoken inquiries with embodied Intelligent Virtual Agents (IVAs) remains limited. To systematically examine this process, we propose a 5W1H-based framework for analyzing learner questions. Using this framework, we conducted a user study comparing an Augmented Reality-based IVA (AR-IVA) deployed in the physical environment with a screen-based IVA (Video-IVA) during cardiopulmonary resuscitation (CPR) instruction. Results showed that the AR-IVA elicited higher spatial and social presence and promoted more frequent and longer questions focused on clarification and understanding. In contrast, the Video-IVA encouraged questions regarding procedural refinement. Presence acted as a selective filter, shaping the timing and …

Woojin Cho* · Taewook Ha · Taejun Son · Woontack Woo†

IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2026Top-tier

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.

Seokhwan Yang* · Hail Song · Woontack Woo†

IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2026

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.

Yohan Lim* · Yoonseok Shin · Woontack Woo†

IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2026

We present a real-time AR system that enables interaction with physical cuboid- and cylinder-shaped objects by representing them as compact superquadrics. Our approach uses Instant Surface Normal (ISN) maps-color images encoding per-pixel geometry-to detect and segment objects based on shape rather than appearance. Superquadric parameters are extracted sequentially, allowing efficient and updatable 3D modeling in real time. Experimental results show accurate detection, consistent segmentation, and reconstruction quality comparable to existing methods, while achieving over 5× faster inference. This system allows physical objects to be seamlessly integrated as interactive elements in dynamic AR environments.

Hail Song* · Jinseok Hong · Seonji Kim · Kyung Taek Oh · Woontack Woo · Sungyoung Kim†

IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2026

We propose VR Zen Garden, a virtual reality (VR) application designed to support stress relief and meditation through interactive spatial soundscapes. The system enables users to create personalized auditory environments by combining two key interactions: Object Placement, which spatializes sound-emitting objects, and Sand Pattern Raking, which modulates sound properties through visual patterns. These inputs are processed by the Sound Spatializer and the Metaphoric Sound Mixer, allowing users to intuitively shape immersive 3D soundscapes in real time. VR Zen Garden offers an engaging and embodied approach to mindfulness, highlighting the potential of sound-driven design in immersive wellness applications.

Edge-centric space rescaling method for dissimilar space registration and system thereforPat.
Woontack Woo · Dooyoung Kim

Other · Granted

An edge-centric space rescaling method which is a new space rescaling technique for registering dissimilar physical-virtual spaces by utilizing the effects of adjusting physical space with redirected walking (RDW) and a system therefor are provided. The edge-centric space rescaling method includes dividing physical space into grid units based on basic geometric information of an object, applying relative translation gains (RTGs) to physical space grids divided in redirected walking (RDW), and registering objects of interest in virtual space to a corresponding target in physical space to rescale the virtual space to the physical space, while maintaining a coordinate system between the virtual

Juyoung Lee* · Hyunseo Seo · Hyunjin Lee · Minju Baeck · Hui-Shyong Yeo · Woontack Woo†

IEEE Transactions on Visualization and Computer Graphics (Proc. IEEE VR 2026)Top 10%

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.

Seo Young Oh* · Junghoon Seo · Juyoung Lee · Boram Yoon · Sang Ho Yoon · Woontack Woo†

IEEE Transactions on Visualization and Computer GraphicsTop 10%

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.

Infrared camera-based method and system for estimating hand position through domain transfer learningPat.
Woontack Woo · Gabyong Park · Tae Kyun Kim

Other · Granted

The present invention relates to a hand position estimation method and system for estimating a 3-dimensional hand position for quick hand movement, on the basis of domain transfer learning from a depth image to an infrared image, the hand position estimation method comprising the steps of: processing a depth image and an infrared image for hand movement; synthesizing a depth map with the infrared image by using a hand image generator (HIG), and estimating skeletal positions of hand joints from each of the depth map and an infrared map; and calculating a 3-dimensional hand position by using the skeletal positions and the center of a hand depth image.

Taewook Ha* · Woojin Cho · Dooyoung Kim · Woontack Woo†

IEEE Transactions on Visualization and Computer Graphics (Proc. IEEE VR 2026)Top 10%

We propose Int3DNet, a scene-aware network that predicts 3D intention areas directly from scene geometry and head-hand motion cues, enabling robust human intention prediction without explicit object-level perception. In Mixed Reality (MR), intention prediction is critical as it enables the system to anticipate user actions and respond proactively, reducing interaction delays and ensuring seamless user experiences. Our method employs a cross attention fusion of sparse motion cues and scene point clouds, offering a novel approach that directly interprets the user's spatial intention within the scene. We evaluated Int3DNet on MoGaze and CIRCLE datasets, which are public datasets for full-body human-scene interactions, showing consistent performance across time horizons of up to 1500 ms and outperforming the baselines, even in diverse and unseen scenes. Moreover, we demonstrate the usability of proposed method through a demonstration of efficient visual question answering (VQA) based on intention areas. Int3DNet provides reliable 3D intention areas derived from head-hand motion and scene geometry, thus enabling seamless interaction between humans and MR systems through proactive processing of intention areas.

Seokhwan Yang* · Boram Yoon · Seoyoung Kang · Hail Song · Woontack Woo†

IEEE Transactions on Visualization and Computer Graphics (Proc. IEEE VR 2026)Top 10%

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/.

Seok-Young Kim* · Dooyoung Kim · Woojin Cho · Hail Song · Suji Kang · Woontack Woo†

IEEE Transactions on Visualization and Computer Graphics (Proc. IEEE VR 2026)Top 10%

We introduce SceneLinker, a novel framework that generates compositional 3D scenes via semantic scene graph from RGB sequences. To adaptively experience Mixed Reality (MR) content based on each user's space, it is essential to generate a 3D scene that reflects the real-world layout by compactly capturing the semantic cues of the surroundings. Prior works struggled to fully capture the contextual relationship between objects or mainly focused on synthesizing diverse shapes, making it challenging to generate 3D scenes aligned with object arrangements. We address these challenges by designing a graph network with cross-check feature attention for scene graph prediction and constructing a graph-variational autoencoder (graph-VAE), which consists of a joint shape and layout block for 3D scene generation. Experiments on the 3RScan/3DSSG and SG-FRONT datasets demonstrate that our approach outperforms state-of-the-art methods in both quantitative and qualitative evaluations, even in complex indoor environments and under challenging scene graph constraints. Our work enables users to generate consistent 3D spaces from their physical environments via scene graphs, allowing them to create spatial MR content. Project page is https://scenelinker2026.github.io.

Seonji Kim* · Dooyoung Kim · Selin Choi · Woontack Woo†

IEEE Transactions on Visualization and Computer Graphics (Proc. IEEE VR 2026)Top 10%

We propose a spatial affordance-aware affine transformation method between heterogeneous spaces for continuous multi-object matching in shared Mixed Reality (MR) spaces. While previous redirection and spatial mapping approaches utilize physical objects and walkable areas, a critical gap remains in enabling continuous mapping between dissimilar physical environments that supports both precise object alignment and seamless locomotion in a shared space. Our method structurally segments heterogeneous spaces into interaction zones and constructs affine patches based on object adjacency and facing configuration, enabling continuous correspondence. We evaluate our method using a dataset of paired dissimilar spaces and demonstrate that, unlike conventional grid-based methods, our approach achieves broader spatial alignment and richer object matching. The results show that our method can serve as an effective mapping framework for shared environments requiring semantic continuity and structural coherence across diverse real-world spaces.

Seoyoung Kang* · Seokhwan Yang · Hail Song · Boram Yoon · Jinwook Kim · Kangsoo Kim · Woontack Woo†

IEEE Transactions on Visualization and Computer Graphics (Proc. IEEE VR 2026)Top 10%

This study explores a streamlined facial data collection method for conversational contexts, addressing the limitations of existing approaches that often require extensive datasets and prioritize technical metrics over user perception and experience. We systematically investigate which facial expression data are essential for reconstructing photorealistic avatars and how they can be captured efficiently. Our research employs a two-phase methodology to identify efficient facial data collection strategies and evaluate their effectiveness. In the first phase, we conduct facial data acquisition and evaluate reconstruction performance using utterance data and emotional data. In the second phase, we carry out a comprehensive user evaluation comparing three progressive conditions: utterance only, utterance and emotional data, and a control condition involving extensive data. Findings from 24 participants engaged in simulated face-to-face conversations reveal that targeted utterance and emotional data achieve comparable levels of perceived realism, naturalness, and telepresence, while reducing training time and data usage when compared to the extensive data collection approach. These results demonstrate that targeted data inputs can enable efficient avatar face reconstruction, offering practical guidelines for real-time applications such as AR/VR telepresence and highlighting the trade-off between data quantity and perceived quality.

Selin Choi* · Dooyoung Kim · Taewook Ha · Seonji Kim · Woontack Woo†

IEEE Transactions on Visualization and Computer Graphics (Proc. IEEE VR'26)Top 10%

We propose a method for generating task breakpoints based on an Origin-Centric Graph (OCG) to segment goal-oriented activity recordings into task units for adaptive playback in Virtual Reality (VR) environments. With the development of Augmented Reality (AR)/VR head-mounted displays (HMDs), research on adaptive tutorials and authoring tools has become active, but existing task segmentation methods mainly rely on manual annotation or are restricted to 2D video which limits their applicability to 3D VR contexts. In our approach, assembly scenarios with clearly defined task boundaries are recorded using a structured spatio-temporal scene graph (STSG), and the OCG is employed to track changes in the central object and the formation of new groups, thereby generating task breakpoints automatically. A user study collected user-perceived task breakpoints to establish ground truth (GT), and comparison with the algorithm-detected breakpoints demonstrated high agreement and confirmed accuracy in supporting adaptive playback. The proposed task segmentation method provides a foundation for dynamically adjusting VR playback according to user proficiency and progress, with potential for extension into automatic timeline segmentation systems for diverse VR recordings.

Hail Song* · Boram Yoon · Seokhwan Yang · Seoyoung Kang · Hyunjeong Kim · Henning Metzmacher · Woontack Woo†

IEEE Transactions on Visualization and Computer Graphics (Proc. IEEE VR'26)Top 10%

We present VRGaussianAvatar, an integrated system that enables real-time full-body 3D Gaussian Splatting (3DGS) avatars in virtual reality using only head-mounted display (HMD) tracking signals. The system adopts a parallel pipeline with a VR Frontend and a GA Backend. The VR Frontend uses inverse kinematics to estimate full-body pose and streams the resulting pose along with stereo camera parameters to the backend. The GA Backend stereoscopically renders a 3DGS avatar reconstructed from a single image. To improve stereo rendering efficiency, we introduce Binocular Batching, which jointly processes left and right eye views in a single batched pass to reduce redundant computation and support high-resolution VR displays. We evaluate VRGaussianAvatar with quantitative performance tests and a within-subject user study against image- and video-based mesh avatar baselines. Results show that VRGaussianAvatar sustains interactive VR performance and yields higher perceived appearance similarity, embodiment, and plausibility. Project page and source code are available at https://vrgaussianavatar.github.io.

펜을 이용하는 증강현실 데스크톱 시스템 및 그 방법Pat.
우운택 · 장석성 · 신정훈 · 김민아 · 박상진 · 이승민 · 장희진 · 정유나

KR 10-2924674-0000 · Korea · Granted

본 발명은, 이동 단말기의 전면에 입력을 가하는 펜 및, 사용자에게 증강현실의 3 차원 공간을 제공하는 증강현실 장치를 구비하고, 증강현실 장치는, 이동 단말기 및 펜과 관련된 정보를 디지털 데이터로 전환하여 3 차원 공간과 연결하고, 3 차원 공간에 3 차원 오브젝트를 출력하며, 이동 단말기의 전면을 3 차원 오브젝트와 연계하여 제어명령을 가하는 2 차원 받침면으로 설정하고, 2 차원 받침면에서 이동하는 펜의 움직임을 모니터링하여 제어명령을 생성하는, 증강현실 데스크톱 시스템을 제공한다.

202538

Jinseok Hong* · Minju Baeck · Seokyoung Kim · Yoonseok Shin · Woontack Woo†

SIGGRAPH Asia 2025 XR

We propose a collaborative scene mood authoring system in a virtual reality (VR) environment, where multiple users design and control the multimodal feedback (i.e., audiovisual and haptic) of a shared scene using voice commands. To support this, the user’s command is processed by large language models (LLMs) with the scene metadata and mood presets to identify intended target objects and mood, and the system modifies the objects to match the desired atmospheric expression. To cover a wide range of affective moods in scene mood authoring, we devised four distinct mood presets that represent different combinations of arousal and valence across the affective space. Each preset is expressed through a set of labeled visual, auditory, and haptic feedback elements, enabling coherent and multimodal expression of affective states within the scene.

Youngbin Kim* · Suji Kang · Minju Baeck · Seonji Kim · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2025

We present a spatial augmentation system designed for Augmented Reality (AR) exhibition experiences, focusing on the immersive reinterpretation of two-dimensional artworks. Existing AR exhibition applications primarily augment content related to the artwork, but fall short of its architectural elements, which are crucial for integrating the artwork into the viewer’s surrounding space and enabling immersive spatial alignment. This study proposes a spatial augmentation approach that takes an artwork image as input, generates floor patterns and architectural 3D models through 2D and 3D model generation pipelines, and semantically aligns and augments them in the physical space. This spatial augmentation intends to enhance viewer engagement and perceived presence by maintaining spatial coherence between virtual and real space. By activating architectural surfaces as part of the experience, the system repositions AR exhibitions as spatial narratives rather than conventional overlay-driven displays.

Taeyeon Kim* · Eunhwa Song · Eunhee Jeong · Hyunjin Lee · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2025

We propose a lifestyle quantification method for personalized augmented reality (AR) intervention in everyday life. Maintaining a healthy lifestyle accompanies extensive workforce and costs, because accurate health evaluation and tailored management is a prerequisite. However, research on assessing multiple dimensions of health and timely administration of personalized information has been lacking. To address these issues, first we deduced participant’s physical activity, nutrition, interpersonal relations, and stress management level through their mobile devices. Each participant’s week-long data were filtered by clinical features evidenced in high-level medical literature. Next, based on their health status, we presented personalized AR interventions in their simulated everyday environment. Statistical analysis and user experiment results verified the clinical capability of our method and its effect on health-promoting decision behaviors of participants. Through this feasibility study, we hope to contribute on tailored lifestyle management in our daily lives, for better health of all.

Hail Song* · Seokhwan Yang · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2025

We present a fast and efficient method for transferring facial textures onto SMPL-X–based full-body avatars. Unlike conventional affine-transform methods that are slow and prone to visual artifacts, our method utilizes a barycentric UV conversion technique. Our approach precomputes the entire UV mapping into a single transformation matrix, enabling texture transfer in a single operation. This results in a speedup of over 7000x compared to the baseline, while also significantly improving the final texture quality by eliminating boundary artifacts. Through quantitative and qualitative evaluations, we demonstrate that our method offers a practical solution for personalization in immersive XR applications. The code is available online.1

Jinseok Hong* · Hyerim Park · Heejeong Ko · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2025

We present a multimodal framework that uses few-shot language models to generate action scene graphs from raw video for structuring spatial experiences in extended reality (XR). The system integrates unsupervised action segmentation, multimodal captioning with a vision-language model (VLM) guided by speech and motion cues, and scene graph generation from captions using a large language model (LLM), both leveraging few-shot prompting. By combining visual, verbal, and motion inputs, the framework produces semantically rich and accurate representations of spatial experiences without requiring annotated data or model fine-tuning. The resulting outputs will support a range of downstream XR applications, including adaptive playback, intent-driven retrieval, and flexible content reconstruction.

Hyeongil Nam* · Seoyoung Kang · Anh Nguyen · Isaac Cho · Woontack Woo · Kangsoo Kim†

IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2025Top-tier

As immersive virtual environments become more prevalent, avatars serve as critical social interfaces. This study explores how combinations of visual appearance, vocal characteristics, and informed identity influence users' initial impressions and partner preferences in four distinct XR scenarios: physical, intellectual, social, and romantic. A within-subject experiment with 40 participants assessed perceived warmth, competence, uncanniness, and selection preferences across diverse avatar configurations. Results indicate that vocal cues had a particularly strong impact on social perception, often shaping feelings of approachability and clarity in communication. While some cue alignments enhanced perceived social comfort and engagement, inconsistencies across gender-related cues occasionally led to increased perceptions of uncanniness, especially in emotionally sensitive contexts. These findings highlight the importance of designing avatars that thoughtfully adapt to different interaction contexts, supporting inclusive and responsive user experiences in social XR platforms.

Seoyoung Kang* · Seokhwan Yang · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2025

This paper presents a comprehensive framework for standardizing avatar face representation in Extended Reality (XR)-based communication. It defines a consistent representation model for facial features and expressions to ensure high visual fidelity and expressive accuracy across diverse XR devices. The proposed framework supports interoperability across different systems and applications by defining core data structures that adapt to the hardware constraints and capabilities of different setups. A key focus is the real-time synchronization of facial expressions, even when users’ faces are occluded by XR devices, to enhance social presence and interaction quality. To address variability in user devices and network conditions, the framework introduces an adaptive control mechanism for real-time avatar rendering. This mechanism dynamically adjusts the visual complexity and expressiveness of avatars based on device performance and network bandwidth, ensuring consistent and responsive communication experiences in heterogeneous environments. Ultimately, this standardization effort aims to advance immersive communication by enabling lifelike, responsive avatars that reflect users’ expressions, thereby accelerating the adoption of XR technologies in both professional and social domains.

Seonji Kim* · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2025

This paper proposes a mutual space representation to support remote collaboration in Mixed and Augmented Reality (MAR) environments. To achieve high immersion and coexistence in MAR remote collaboration, a mutual space based on heterogeneous physical spaces that can be commonly utilized by collaborating participants is required. Although previous studies have proposed various spatial matching and modifying methods to overcome spatial heterogeneity, their different representations have made their integrated use in real-world scenarios difficult. To overcome these limitations, this paper proposes a mutual space representation standard that includes the representation of physical space, matching space, and collaboration context required for mutual space generation and management. We expect that the proposed standards will serve as a foundation for seamlessly applying solutions accumulated in academia to industrial systems, thereby providing users with a more immersive and coexistent MAR remote collaboration experience.

Yoonseok Shin* · Minju Baeck · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2025

We propose a system that provides personalized interpretation of physical paintings using an AR cursor in a mixed reality (MR) environment. In galleries, pointing at specific regions of complex paintings is often restricted, making it hard to ask targeted questions. While prior works have proposed interactive systems to assist visitor understanding, they typically offered generalized explanations that were not grounded in real, physically exhibited artworks. To address this gap, our approach allows users to intuitively drag across the surface of a painting using a hand-guided AR cursor to specify a Region of Interest. The cropped image, along with the user’s spoken question, is then sent to a Vision Language Model (VLM), which generates a personalized and context-aware explanation based on the selected area. This approach enables users to gain a more precise and meaningful understanding of the painting, guided by their specific interests.

Taejun Son* · Juyoung Lee · Seo Young Oh · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2025

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.

Junhyeok Park* · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2025

We propose a sequential context engineering framework for zero-shot recognition of procedural tasks in egocentric AR. While large vision-language models excel at zero-shot image classification, they lack temporal reasoning required for procedural understanding, and fully fine-tuning them degrades generalization capabilities. The proposed method preserves frozen CLIP encoders while introducing lightweight modules: an intra-action attention module for temporal aggregation and an inter-action context module that leverages previous predictions to generate context-aware prompts. Evaluated on EGTEA Gaze+ dataset, our approach shows promising results with notable improvements over baselines while maintaining parameter efficiency. This work presents a step toward enabling temporal reasoning for VLMs in resource-constrained AR systems without sacrificing zero-shot generalization.

Dooyoung Kim* · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2025

We propose the Spatio-Temporal Mixed and Augmented Reality Experience Description (MAR-ED), a novel framework to standardize the representation of past events for interactive and adaptive playback in a user’s present physical space. While current spatial media technologies have primarily focused on capturing or replaying content as static assets, often disconnected from the viewer’s environment or offering limited interactivity, the means to describe an experience’s underlying semantic and interactive structure remains underexplored. We propose a descriptive framework called MARED based on three core primitives: 1) Event Primitives for semantic scene graph representation, 2) Keyframe Primitives for efficient and meaningful data access, and 3) Playback Primitives for user-driven adaptive interactive playback of recorded MAR experience. The proposed flowchart of the three-stage process of the proposed MAR-ED framework transforms a recorded experience into a unique adaptive MAR experience during playback, where its spatio-temporal structure dynamically conforms to a new environment and its narrative can be altered by live user input. Drawing on this framework, personal digital memories and recorded events can evolve beyond passive 2D/3D videos into immersive, spatially-integrated group experiences, opening new paradigms for training, cultural heritage, and interactive storytelling without requiring complex, per-user adaptive rendering.

Seokyoung Kim* · Dooyoung Kim · Taejun Son · Woontack Woo†

Adjunct Proceedings of the 38th Annual ACM Symposium on User Interface Software and Technology

Figure 1: RealityCrafter creates an editable 3D scene driven by user speech from a single real-world image.Our system (a) takes a single image as input; (b) reconstructs it into a 3D scene; and (c) empowers users to author that space via voice commands and pointer interactions.

Hyerim Park* · Jinseok Hong · Heejeong Ko · Woontack Woo†

IEEE Consumer Electronics Magazine

For the growth of the metaverse-related consumer electronics market, it is essential that users from diverse backgrounds can easily create and share content on metaverse platforms. Generative AI (GenAI) has the potential to transform the metaverse into a major consumer industry by innovating asset acquisition and editing within authoring tools. This article analyzes the current applications of GenAI in metaverse content creation and proposes strategies for its effective use across various authoring stages, including data integration, content creation, and modification. In addition, it suggests solutions to address the lack of training data and enhance content quality.

Sunyoung Bang* · Hyunjin Lee · Seo Young Oh · Woontack Woo†

Proceedings of the 2025 CHI Conference on Human Factors in Computing SystemsTop-tier

This research investigates the use of hybrid user interfaces to enhance text readability in augmented reality (AR) by combining optical see-through head-mounted displays with smartphones. While this integration can improve information legibility, it may also introduce display switching side effects. The extent to which these side effects hinder user experience and when the benefits outweigh drawbacks remain unclear. To address this gap, we conducted an empirical study (N=24) to evaluate how hybrid user interfaces affect AR reading tasks across different content distances, which induce varying levels of display switching. Our findings show that hybrid user interfaces offer significant readability benefits compared to using the HMD only, reducing mental and physical demands when reading text linked to content at closer distances. However, as the distance between displays increases, the compensatory behaviors users adopt to manage increased switching costs negate these benefits, making hybrid user interfaces less effective. Based on these findings, we suggest (1) using smartphones as supplementary displays for text in reading-intensive tasks, (2) implementing adaptive display positioning to minimize switching overhead in such scenarios, and (3) adjusting the smartphone’s role based on content distance for less intensive reading tasks. These insights provide guidance for optimizing smartphone integration in hybrid interfaces and enhancing AR systems for reading applications.

Hyeongil Nam* · Seoyoung Kang · Woontack Woo · Kangsoo Kim†

IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2025

Asynchronous communication is essential in diverse contexts such as remote meetings, education, and collaboration. However, traditional replay-based systems lack interactivity and often fail to preserve critical contextual cues. This paper introduces Avagent, a novel framework for asynchronous com munication in Virtual/Augmented Reality (VR/AR) environments that leverages agentized avatars to bridge temporal and contextual gaps between participants. Unlike typical agent-mediated systems, the framework utilizes users’ data to create Avagents that reflect their actual intent, emotional states, and behaviors. By accurately capturing and replicating both verbal and nonverbal behaviors, Avagents enable more interactive and context-rich communication. This approach facilitates dynamic interactions, enhances social presence, and ensures continuity across timelines. Avagents empower new users to engage interactively with prior discussions, fostering deeper understanding and seamless collaboration with previous users. Envisioning the benefits of Avagents as an engaging and context-rich solution for asynchronous communication, this paper outlines interaction scenarios, a work-in-progress prototype, and associated challenges.

Taewook Ha* · Selin Choi · Seonji Kim · Dooyoung Kim · Woontack Woo†

IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2025

We present a new approach using Virtual Reality to capture human-scene interaction data within 3D environments. Traditional methods required costly physical setups with real furniture, making it difficult to collect both interaction and 3D scene data comprehensively. Our solution implements a user-centric scene graph with a hierarchical structure that captures both user interactions and 3D scene elements. The resulting dataset contains real human interaction data, dynamic scene information, synthetic sensor data, and scene graph annotations. This work provides a foundation for developing Mixed Reality experiences using 3D scene graphs with human interaction data.

Hyeongil Nam* · Muskan Sarvesh · Seoyoung Kang · Woontack Woo · Kangsoo Kim†

IEEE Transactions on Visualization and Computer GraphicsTop 10%

Immersive technologies such as virtual and augmented reality (VR/AR) allow remote users to meet and interact in a shared virtual space using embodied virtual avatars, creating a sense of co-presence. However, asynchronous communication-essential in many real-world contexts-remains underexplored in these environments. Traditional playback-based systems lack interactivity and often fail to preserve critical contextual cues necessary for effective asynchronous communication. In this paper, we introduce AVAGENTs, AI-powered virtual avatars that replicate users' verbal and nonverbal cues from recordings of past meetings. Avagents can interpret meeting context and generate appropriate responses to questions posed by asynchronous viewers. Through a user study (N = 30), we evaluated Avagents against a traditional playback method and a voice-based AI assistant across two asynchronous meeting scenarios: analytic reasoning and affective resonance. Results showed that Avagents enhance the asynchronous communication experience by increasing social presence, sense of belonging, emotional intimacy, and other user perceptions. We discuss the findings and their implications for designing effective AI-driven asynchronous communication tools in VR/AR environments.

Taewook Ha · Woontack Woo

Asia-Pacific Workshop on Mixed and Augmented Reality 2025

Eunhwa Song* · Taewook Ha · Junhyeok Park · Hyunjin Lee · Woontack Woo†

International Journal of Human-Computer Studies

Seoyoung Kang* · Boram Yoon · Kangsoo Kim · Jonathan Gratch · Woontack Woo†

IEEE Transactions on Visualization and Computer Graphics (Proc. IEEE VR'25)Top 10%

As avatars have evolved from simple digital representations into extensions of our identities, they offer unprecedented opportunities for self-expression and customization beyond the physical world limitations. While virtual platforms foster new forms of identity exploration, social norms still play a crucial role in defining what is considered appropriate in these environments. In this study, we surveyed 150 participants to investigate social norms surrounding avatar modifications, examining how perspectives, contexts, and personality traits influence attitudes toward appropriateness. Our findings reveal that avatar modifications are generally viewed as more appropriate when considered from a partner's perspective, especially for changeable attributes. However, these modifications are perceived as less acceptable in professional settings such as workplaces. Additionally, individuals with high self-monitoring tendencies tend to be more resistant to changes, while those scoring higher on Machiavellianism are more accepting of changes, particularly regarding unchangeable attributes and emotional expressions. These findings provide valuable insights for platform developers and designers, highlighting the importance of implementing context-aware customization options that balance core identity elements with personality-driven preferences, thereby enhancing user experiences while respecting social norms.

한국컴퓨터종합학술대회 (KCC 2025)

Woontack Woo

한국컴퓨터종합학술대회 (KCC 2025)

Dongil Yang* · Minjin Kim · Sunghwan Kim · Beong-woo Kwak · Minjun Park · Jinseok Hong · Woontack Woo · Jinyoung Yeo†

Association for Computational Linguistics (ACL 2025)

Dooyoung Kim* · Taewook Ha · Jinseok Hong · Seonji Kim · Selin Choi · Heejeong Ko · Woontack Woo†

IEEE Computer Graphics and Applications

We introduce the concept of a 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. While plenty of today's virtual objects provide some sensory feedback and dynamic behavior, meta-objects fully integrate interactive and multisensory features within a structured data framework to enable real-time immersive experiences in a postmetaverse intelligent simulation platform. Three key components underpin the utilization of meta-objects in the postmetaverse: property-embedded modeling for physical and action realism, adaptive multisensory feedback tailored to user interactions, and a scene graph-based intelligence simulation platform for scalable and efficient ecosystem integration. By leveraging meta-objects through wearable augmented reality/virtual reality devices, the postmetaverse facilitates seamless interactions that transcend spatial and temporal barriers, paving the way for a transformative reality-virtuality convergence.

METHOD FOR OPERATING MIXED REALITY TELEPRESENCE SYSTEM AND MIXED REALITY TELEPRESENCE SYSTEM PERFORMING SAMEPat.
우운택 · 김두영

PCT/KR2025/000529 · PCT · Pending

A method for operating a mixed reality telepresence system comprises the steps of: extracting, from a first virtual space of a host and a plurality of second virtual spaces of a plurality of clients, a first subspace in which a target object is set and a plurality of second subspaces in which the target object is set; on the basis of the first subspace, the plurality of second subspaces, and an optimization function, generating a plurality of alignment spaces in which the plurality of second subspaces overlap the first subspace; determining a plurality of first positions on the plurality of alignment spaces; and on the basis of the plurality of first positions, setting a plurality of first i

Hail Song* · Wonsik Shin · Naeun Lee · Chung · Soomin · Nojun Kwak · Woontack Woo†

GMCV Workshop at CVPR'25 (CVPRW)

Generating high-quality 3D models from 2D sketches is a challenging task due to the inherent ambiguity and sparsity of sketch data. In this paper, we present S3D, a novel framework that converts simple hand-drawn sketches into detailed 3D models. Our method utilizes a U-Net-based encoder-decoder architecture to convert sketches into face segmentation masks, which are then used to generate a 3D representation that can be rendered from novel views. To ensure robust consistency between the sketch domain and the 3D output, we introduce a novel style-alignment loss that aligns the U-Net bottleneck features with the initial encoder outputs of the 3D generation module, significantly enhancing reconstruction fidelity. To further enhance the network's robustness, we apply augmentation techniques to the sketch dataset. This streamlined framework demonstrates the effectiveness of S3D in generating high-quality 3D models from sketch inputs. The source code for this project is publicly available at https://github.com/hailsong/S3D.

한국컴퓨터종합학술대회 (KCC2025) 2025

Dooyoung Kim* · Jinseok Hong · Heejeong Ko · Woontack Woo†

IEEE Transactions on Visualization and Computer GraphicsTop 10%

We proposed viewpoint-tolerant shared depth perception without individual tracking by leveraging human cognitive compensation in universally 3D rendered images on a wall-sized display. While traditional 3D-perception-enabled display systems have primarily focused on single-user scenarios-adapting rendering based on head and eye tracking-the use of wall-sized displays to extend spatial experiences and support perceptually coherent multi-user interactions remains underexplored. We investigated the effects of virtual depths (dv) and absolute viewing distance (da) on human cognitive compensation factors (perceived distance difference, viewing angle threshold, and perceived presence) to construct the wall display-based eXtended Reality (XR) space. Results show that participants experienced a compelling depth perception even from off-center angles of 23°-37°, and largely increasing virtual depth worsens depth perception and presence factors, highlighting the importance of balancing extended depth of virtual space and viewing distance from the wall-sized display. Drawing on these findings, wall-sized displays in venues such as museums, galleries, and classrooms can evolve beyond 2D information sharing to offer immersive, spatially extended group experiences without individualized tracking or wearables.

Virtual reality space adjusting method with relative translation gain in redirected walking and the system thereofPat.
Woontack Woo · Dooyoung Kim

Other · Granted

The present disclosure provides a system for modifying a virtual reality (VR) space, which generates a mutual movable space between an augmented reality (AR) host's reference space and a VR client's space, the system including an acquisition unit that acquires a size of the AR host's reference space, a processing unit that estimates a relative translation gain threshold by adjusting the client's walking speed for each axis of the VR space according to the size of the reference space, and a generation unit that generates the mutual movable space in which movement is possible in mixed reality (MR) with a relative translation gain based on the relative translation gain threshold.

Minju Baeck* · Yoonseok Shin · Dooyoung Kim · Hyunjin Lee · Sang Ho Yoon · Woontack Woo†

IEEE Transactions on Visualization and Computer GraphicsTop 10%

We propose a visuo-tactile feedback method that combines virtual hand visualization and fingertip vibrations to modulate affective roughness perception in VR. While prior work has focused on object-based textures and vibrotactile feedback, the role of visual feedback on virtual hands remains underexplored. Our approach introduces affective visual cues including line shape, motion, and color applied to hand outlines, and examines their influence on both affective responses (arousal, valence) and perceived roughness. Results show that sharp contours enhanced perceived roughness, increased arousal, and reduced valence, intensifying the emotional impact of haptic feedback. In contrast, color affected valence only, with red consistently lowering emotional positivity. These effects were especially noticeable at lower haptic intensities, where visual cues extended affective modulation into mid-level perceptual ranges. Overall, the findings highlight how integrating expressive visual cues with tactile feedback can enrich affective rendering and offer flexible emotional tuning in immersive VR interactions.

XR 커뮤니케이션을 위한 XR 글라스 착용자의 얼굴 표현Pat.
우운택 · 강서영

Application No. 10-2025-0017044 · Korea · Pending

본 발명은 XR 기기를 착용한 사용자(또는 착용자)의 얼굴 표정을 실시간으로 인식하여 3차원(3D) 아바타 얼굴 모델에 반영함으로써, 가상 환경 또는 원격 협업 환경에서 사실적이고 몰입감 있는 커뮤니케이션을 구현하는 XR 기기 착용자의 얼굴 표현 시스템 및 그 방법에 관한 것으로서, 보다 상세하게는 사용자의 얼굴 영상으로부터 랜드마크를 검출하고, 상기 랜드마크에 기초한 얼굴 형상 파라미터 및 텍스처 파라미터를 최적화하여 3차원 아바타 얼굴 모델을 재구성하는 전처리 모듈 및 사용자가 착용한 XR 기기로부터 사용자의 자세 파라미터를 추정하고, 블렌드셰이프(Blendshape) 기반의 표정 파라미터와 상기 자세 파라미터를 상기 3차원 아바타 얼굴 모델에 적용하여 실시간으로 렌더링하는 실시간 렌더링 모듈을 포함한다.

가상현실 공간 속 재조정된 걸음에서 상대 변환 이득을 이용한 가상현실 공간 변형 방법 및 시스템Pat.
우운택 · 김두영

KR 10-2829349-0000 · Korea · Granted

본 발명은 증강현실(AR) 호스트의 기준 공간과 가상현실(VR) 클라이언트의 공간 사이에 상호 이동 공간을 생성하는 가상현실 공간 변형 방법 및 시스템에 관한 것으로서, 증강현실(AR) 호스트의 기준 공간의 크기를 획득하는 단계, 상기 기준 공간의 크기에 따른 가상현실(VR) 공간의 각 축에 대한 클라이언트의 보행 속도를 조정하여 상대 변환 이득 임계값을 추정하는 단계 및 상기 상대 변환 이득 임계값에 기반한 상대 변환 이득으로 복합현실(MR)에서 이동 가능한 상호 이동 공간을 생성하는 단계를 포함한다.

원격 협업을 위한 증강된 상호 공간 표현Pat.
우운택 · 김선지

Application No. 10-2025-0009159 · Korea · Pending

본 발명은 물리 공간의 표현, 매칭 공간의 표현 및 상호 공간의 생성 및 관리에 요구되는 협업 맥락(Collaboration context)의 표현을 포함하는 상호 공간 표현 표준(mutual space representation standard)을 구현하기 위한 혼합 현실 및 증강 현실 원격 협업을 위한 상호 공간 형성 장치 및 그 방법에 관한 것으로서, 보다 상세하게는 제1 사용자가 위치하는 제1 공간 및 제2 사용자가 위치하는 제2 공간에 각각 대응되는 공간 데이터를 입력받는 공간 입력부, 상기 공간 데이터에 포함된 객체들을, 객체를 나타내는 노드 표현을 포함하는 계층적 그래프 구조로 표현하는 공간 표현부, 상기 노드 표현에 대응되는 객체들 간의 관계를 나타내도록 엣지 표현을 구성하는 엣지 구성부 및 상기 계층적 그래프 구조 및 상기 엣지 표현을 이용하여, 복수의 물리적 공간에 공통적으로 적용 가능한 증강된 상호 공간을 생성하는 상호 공간 생성부를 포함한다.

202440

Jinseok Hong* · Taewook Ha · Hyerim Park · Hayun Kim · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2024Top-tier

We propose a novel crowd data-driven optimization approach for artwork placement in virtual exhibitions. With the emerging concept of Metaverse, a multitude of users can engage with content contemporaneously in virtual exhibitions. Yet, few studies have suggested a method to resolve crowd density concentration in multiuser Mixed Reality (MR) and Virtual Reality (VR) environments. In this study, our approach leverages crowd data engaged with artworks to predict optimal placement of artworks to distribute crowd density in virtual exhibitions, prior to exhibition planning. To investigate the requirement and validity of our approach, we conducted focus group interviews and an artwork relocation experiment as preliminary studies. In the generation of solution scenes for optimal placement, our optimizer adaptively scrutinizes placeable areas with considerations of crowd density distribution, scene rationality, and artwork similarity. Through a performance comparison analysis between optimization results, we confirmed that the optimizer successfully fulfilled the intended objectives with respect to the design considerations, resolving practical scenarios in exhibition planning.

Eunhee Jeong* · Hankyeol Kim · Seongha Park · Sangho Yoon · Jaehong Ahn · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2024

We propose an algorithm that extracts the most suitable affordances, interaction targets, and corresponding coordinates adaptively from 3D models of various artifacts based on their functional context for efficient authoring of XR content with artifacts. Traditionally, authoring AR scenes to convey artifact context required one-to-one manual work. Our approach leverages a Large Language Model (LLM) to extract interaction types, positions, and subjects based on the artifact's name and usage context. This enables templated XR experience creation, replacing repetitive manual labor. Consequently, our system streamlines the XR authoring process, making it more efficient and scalable.

Seoyoung Kang* · Anh Nguyen · Boram Yoon · Kangsoo Kim · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2024Top-tier

Understanding gender differences in facial and spatial recognition is crucial for enhancing avatar-mediated communication. However, there remains a gap in understanding how participant gender influences perceptions of avatar facial expressions and spatial dynamics in Mixed Reality communication. Therefore, our study investigates how avatar non-verbal cues interact with gender differences to affect user experience and understanding in MR environments. To examine these complex relationships, we conducted a user study comparing the effects of various avatar facial expressions (Full, Mouth-Only, and Emotion-based) and interpersonal distances (Closer vs. Farther) on facial animation realism and social presence, with a focus on gender-balanced participant groups. Our findings revealed that female participants were particularly sensitive to the avatar’s proximity and facial expressions, reporting significantly higher perceptions of facial animation realism, copresence, message understanding, and affective understanding at farther distances compared to male participants. They also perceived higher copresence and message understanding when exposed to emotion-based facial expressions, as opposed to a mouth-only condition-a distinction not observed among male participants. Based on our findings, we advocate for avatar design strategies that accommodate gender differences in perception and preference, potentially through customizable levels of expressiveness to cater to diverse user needs and contexts.

Dooyoung Kim* · Seonji Kim · Selin Choi · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2024Top-tier

To enable remote Virtual Reality (VR) and Augmented Reality (AR) clients to collaborate as if they were in the same space during Mixed Reality (MR) telepresence, it is essential to overcome spatial heterogeneity and generate a unified shared collaborative environment by integrating remote spaces into a target host space. Especially when multiple remote users connect, a large shared space is necessary for people to maintain their personal space while collaborating, but the existing simple intersection method leads to the creation of narrow shared spaces as the number of remote spaces increases. To robustly align to the host space even as the number of remote spaces increases, we propose a spatial affordance-aware interactable subspace allocation algorithm. The key concept of our approach is to consider the perceivable and interactable areas separately, where every user views the same mutual space, but each remote user has a different interactable subspace, considering their location and spatial affordance. We conducted an evaluation with 900 space combinations, varying the number of remote spaces as two, four, and six, and results show our method outperformed in securing wide interactable mutual space and instantiating users compared to the other spatial matching methods. Our work enables multiple clients from diverse remote locations to access the AR host’s space, allowing them to interact directly with the table, wall, or floor by aligning their physical subspaces within a connected mutual space.

Seoyoung Kang* · Hail Song · Boram Yoon · Kangsoo Kim · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2024Top-tier

In avatar-mediated remote communication, avatars’ facial expressions can be dynamically adjusted according to each user’s computational and device constraints, highlighting the importance of varied expressions and their impact on user perception. However, there is a lack of research on how variations in avatar facial expressions, especially when simplified, influence user perception, particularly in terms of social presence. To address this, we examine the impact of various facial expression combinations on social presence in avatar-mediated communication scenarios, ranging from informative speeches to emotional conversations. Our approach involves prioritizing avatar facial blendshape combinations using two main approaches: (1) commonly activated expressions that reflect the active facial movements observed during casual conversations, and (2) emotion-based expressions derived from Facial Action Coding System (FACS). These combinations were compared against minimal baseline and full blendshape conditions through a comprehensive study involving 32 participants. Our findings reveal that emotion-based condition achieves comparable levels of social presence and communication quality to the full condition, in both informative speeches and emotional conversations. This highlights the effectiveness of prioritizing emotion-based expressions and adopting a streamlined approach to avatar facial control. By focusing on emotional expressions while optimizing resources, this approach shows potential for enhancing the avatar-mediated communication experience, accommodating the diverse users’ contexts.

Juyoung Lee* · Seo Young Oh · Minju Baeck · Hui Shyong Yeo · Hyung-il Kim · Thad Starner · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2024Top-tier

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.

Min-yung Kim* · Kun-Woo Song · Yohan Lim · Sang Ho Yoon†

Adjunct Proceedings of the 37th Annual ACM Symposium on User Interface Software and Technology

Diminished reality (DR) removes virtual and real objects from the user’s view, decluttering and optimizing what the user sees through augmented/mixed reality. However, removing real objects create a potential safety concern because users may unintentionally bump into the diminished object. To address this issue, we apply characteristics of peripheral vision to DR and diminish objects when they are in the peripheral region and show the object when the user focuses on the object. We created 3 different object opacity control functions that use gaze information and evaluated them.

Woojin Cho* · Jihyun Lee · Minjae Yi · Minje Kim · Taeyun Woo · Donghwan Kim · Taewook Ha · Hyokeun Lee · Je-Hwan Ryu · Woontack Woo · Tae-Kyun Kim†

European Conference on Computer Vision (ECCV) 2024

Existing datasets for 3D hand-object interaction are limited either in the data cardinality, data variations in interaction scenarios, or the quality of annotations. In this work, we present a comprehensive new training dataset for hand-object interaction called HOGraspNet. It is the only real dataset that captures full grasp taxonomies, providing grasp annotation and wide intraclass variations. Using grasp taxonomies as atomic actions, their space and time combinatorial can represent complex hand activities around objects. We select 22 rigid objects from the YCB dataset and 8 other compound objects using shape and size taxonomies, ensuring coverage of all hand grasp configurations. The dataset includes diverse hand shapes from 99 participants aged 10 to 74, continuous video frames, and a 1.5M RGB-Depth of sparse frames with annotations. It offers labels for 3D hand and object meshes, 3D keypoints, contact maps, and grasp labels. Accurate hand and object 3D meshes are obtained by fitting the hand parametric model (MANO) and the hand implicit function (HALO) to multi-view RGBD frames, with the MoCap system only for objects. Note that HALO fitting does not require any parameter tuning, enabling scalability to the dataset’s size with comparable accuracy to MANO. We evaluate HOGraspNet on relevant tasks: grasp classification and 3D hand pose estimation. The result shows performance variations based on grasp type and object class, indicating the potential importance of the interaction space captured by our dataset. The provided data aims at learning universal shape priors or foundation models for 3D hand-object interaction. Our dataset and code are available at https://hograspnet2024.github.io/.

Woojin Cho* · Taewook Ha · Ikbeom Jeon · Jinwoo Jeon · Tae-Kyun Kim · Woontack Woo†

Springer Virtual Reality

We propose a robust 3D hand tracking system in various hand action environments, including hand-object interaction, which utilizes a single color image and a previous pose prediction as input. We observe that existing methods deterministically exploit temporal information in motion space, failing to address realistic diverse hand motions. Also, prior methods paid less attention to efficiency as well as robust performance, i.e., the balance issues between time and accuracy. The Temporally Enhanced Graph Convolutional Network (TE-GCN) utilizes a 2-stage framework to encode temporal information adaptively. The system establishes balance by adopting an adaptive GCN, which effectively learns the spatial dependency between hand mesh vertices. Furthermore, the system leverages the previous prediction by estimating the relevance across image features through the attention mechanism. The proposed method achieves state-of-the-art balanced performance on challenging benchmarks and demonstrates robust results on various hand motions in real scenes. Moreover, the hand tracking system is integrated into a recent HMD with an off-loading framework, achieving a real-time framerate while maintaining high performance. Our study improves the usability of a high-performance hand-tracking method, which can be generalized to other algorithms and contributes to the usage of HMD in everyday life. Our code with the HMD project will be available at https://github.com/UVR-WJCHO/TEGCN_on_Hololens2 .

Hyerim Park* · Aram Min · Hyunjin Lee · Maryam Shakeri · Ikbeom Jeon · Woontack Woo†

Proceedings of the CHI Conference on Human Factors in Computing SystemsTop-tier

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.

Jaeeun Shin* · Hayun Kim · Hyerim Park · Woontack Woo†

Proceedings of the CHI Conference on Human Factors in Computing SystemsTop-tier

Augmented Reality (AR) is regarded as an innovative storytelling medium that presents novel experiences by layering a virtual narrative space over a real 3D space. However, understanding of how the virtual narrative space and the real space are connected with one another in the design of augmented narrative spaces has been limited. For this, we conducted a systematic literature review of 64 articles featuring AR storytelling applications and systems in HCI, AR, and MR research. We investigated how virtual narrative spaces have been paired, functionalized, placed, and registered in relation to the real spaces they target. Based on these connections, we identified eight dominant types of augmented narrative spaces that are primarily categorized by whether they virtually narrativize reality or realize the virtual narrative. We discuss our findings to propose design recommendations on how virtual-real connections can be incorporated into a more structured approach to AR storytelling.

Juyoung Lee* · Minju Baeck · Hui-Shyong Yeo · Thad Starner · Woontack Woo†

Proceedings of the Augmented Humans International Conference 2024

We propose GestureMark, a novel input technique for target selection on XR glasses using smartwatch touch gestures as input. As XR glasses get smaller and lighter, their usage increases rapidly, leading to a higher demand for efficient shortcuts for everyday life. We explored the uses of gesture input on smartwatch touchscreen, including simple swipe, swipe combinations, and bezel-to-bezel (B2B) gesture as an input modality. Through an experiment with 16 participants, we found that while swipe gestures were efficient for four-choice selections, B2B was superior for 16-choice inputs. Feedback mechanisms did not enhance performance but reduced perceived workload. Our findings highlight the potential of integrating smartwatches as secondary input devices for XR glasses.

Taeyeon Kim* · Hyun-Song Kwon · Kyunghyun Cho · Woontack Woo†

Proceedings of the Augmented Humans International Conference 2024

Assessing a patient’s social and environmental factors is crucial in medical treatment due to their impact on overall quality of life and treatment outcomes. However, current industrial solutions and research on augmented reality and virtual reality telehealth have primarily focused on training or physician collaboration, thereby overlooking the importance of assessing patients’ non-medical factors in the consulting environment. To address this issue, we propose a holistic patient assessment system in an extended reality (XR) teleconsultation environment, based on clinical evidence from the literature. By utilizing the digital twin (DT) of the patient’s environment and a physical examination assistance tool, healthcare professionals can effectively assess non-medical factors and enhance diagnosis accuracy. Through evaluations by current healthcare professionals, our system has been medically validated for its adequate integration of crucial factors in medicine and potential for real-world deployment. We believe that our system could envision a new line of research in future XR telehealth, particularly in the context of patient-centered and inclusive care.

Seonji Kim*†

IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2024

This study proposes an experience graph, a Mixed Reality (MR) experience replaying method for recording and playing spatially adaptive interaction in a mixed reality environment. Many MR immersive interactions are experienced in a space different from the original recorded space, so it is important to adaptively experience the interaction in the local space. As a solution to the collision and mismatch during the interactions in local space, there is research on scene generation or adaptive object placement, but the change of interactions dependent on space and the resulting experience transformation were not considered. This study structures spatial information and dependent interactions into an experience graph and proposes a spatial adaptive replay method that minimizes interaction deformation. Recorded interactions are evaluated quantitatively through loss rate and transformation rate, played interactions are evaluated qualitatively through user experiments, and finally, indicators important to the user experience are reflected in the experience graph. Utilizing the results of this study will contribute to experiencing immersive spatial MR where users actively record and share spatial experiences beyond the limitations of time and space.

Seoyoung Kang*†

IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2024

In avatar-mediated remote communication, reflecting one's facial expressions in avatars remains challenging but essential in facilitating effective communication and fostering social presence. From our prior studies, we underscored the significance of emotion-based facial expressions in avatar-mediated remote communications within eXtended Reality (XR). Our findings indicated that during emotional conversations as well as informative speeches, activating the emotion-based blendshapes resulted in a level of social presence and communication quality comparable to activating all facial blend-shapes. As we move forward, our research aims to investigate avatar facial expression considering XR contexts, with an emphasis on the challenges stemming from XR device constraints and the dynamic contexts of remote collaboration. We aspire to devise adaptive guidelines for avatar facial expression, leveraging emotional cues using XR devices. Additionally, we plan to systematically analyze the implications of remote collaboration's varying scenarios, formulating guidelines for adaptive avatar representation that account for different collaborative environments and scenarios. To enhance social presence and communication experiences among users, we are preparing for a series of user studies, aiming to validate the effectiveness of our approaches and prototype systems.

Seonji Kim* · Dooyoung Kim · Jaeeun Shin · Woontack Woo†

IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2024Top-tier

We propose Object Cluster Registration (OCR) using Geometric Spatial Affordance Graph (GSAG) to support user interaction with multiple objects in a shared space generated from two dissimilar rooms. Previous research on generating a shared virtual space from dissimilar real spaces has only reflected the information of individual objects and aimed at maximizing the area of the shared space. This led to limited interactions relying on the singular affordances of objects, neglecting to consider the usability and effectiveness of the generated shared spaces. The proposed OCR with GSAG, which considers the relationship between objects based on facing formation, extracts optimal object cluster pairs to align dissimilar rooms in generating shared virtual spaces. In an evaluation study involving 100 multi-cluster space pairs, applying OCR using GSAG showed greater effectiveness in preserving object correlations compared to cases where OCR was not used. Furthermore, the size of the shared space did not significantly differ between the two methods. This suggests that factoring in the relationship between objects does not compromise the objective of maximizing the shared virtual space. The proposed method is expected to serve as a foundation for generating shared virtual spaces that are more user-oriented and efficient by facilitating a wider range of collaborative activities for remote users in dissimilar real spaces with varied configurations.

Hail Song*†

IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2024

Realistic avatars are fundamental for immersive experiences in Augmented Reality (AR) and Virtual Reality (VR) environments. In this work, we introduce a novel approach for avatar generation, combining 3D Gaussian Splatting with the parametric body model, SMPL. This methodology overcomes the inefficiencies of traditional image/video-based avatar creation, which is often slow and requires high computing resources. The integration of 3D Gaussian Splatting for representing human avatar offers realistic and real-time rendering for AR/VR applications. We also conducted preliminary tests to verify the quality of avatar representation using 3D Gaussian Splatting. These tests, displayed alongside outcomes from existing methods, demonstrate the potential of this research to significantly contribute to the creation of realistic avatars in the future. Additionally, several key discussions are presented, essential for developing and evaluating the system and providing valuable insights for future research.

EDGE-CENTRIC SPACE RESCALING METHOD FOR DISSIMILAR SPACE REGISTRATION AND THE SYSTEM THEREOFPat.
Woontack Woo · Dooyoung Kim

Application No. 18/611,759 · PCT · Pending

An edge-centric space rescaling method which is a new space rescaling technique for registering dissimilar physical-virtual spaces by utilizing the effects of adjusting physical space with redirected walking (RDW) and a system therefor are provided. The edge-centric space rescaling method includes dividing physical space into grid units based on basic geometric information of an object, applying relative translation gains (RTGs) to physical space grids divided in redirected walking (RDW), and registering objects of interest in virtual space to a corresponding target in physical space to rescale the virtual space to the physical space, while maintaining a coordinate system between the virtual

Jaeeun Shin* · Hayun Kim · Boram Yoon · Juhee Park · Woontack Woo†

IEEE Consumer Electronics Magazine

The surging interest in the metaverse reflects a broader shift toward more immersive and interactive forms of digital platforms. Given the complex and multifaceted nature of these newly developing services, a systematic means to assess their technological dimensions, effectiveness, and impact is required. We thus present the status, direction, and challenges of establishing an evaluation framework for metaverse platforms. Based on a review of prior attempts to define and evaluate the metaverse, we propose our own definition of the metaverse-as-platform and derive six factors as a viable direction for metaverse platform evaluation. We address the challenges of developing these factors as a practical tool to assess, analyze, and shape the metaverse platform industry.

Woontack Woo

PROCEEDINGS OF HCI KOREA 2024 학술대회 발표 논문집

한국소프트웨어종합학술대회 (KSC 2024)

XR 원격 협업 시의 XR 글라스 착용자의 얼굴 표정 표현법Pat.
우운택 · 강서영 · 송하일 · 진형우

Application No. 10-2024-0172108 · Korea · Pending

본 발명은 확장 현실 원격 협업 시에 XR 디바이스 착용으로 인해 얼굴 일부가 가려진 사용자의 표정을 제한된 컴퓨팅 자원 환경에서도 효과적으로 원격지에 전송 및 재현하기 위한, 확장 현실 원격 협업 시의 XR 디바이스 착용자의 얼굴 표정을 표현하되, 각 사용자 장치에서 필수 표정 요소만을 추출하여 전송 및 처리함으로써, 송수신 및 연산되는 데이터량을 저감하여, 성능차이가 있는 사용자 장치 간에도 동일한 품질의 확장 현실 원격 협업 환경에서 협업할 수 있는 효과가 잇다.

KCC2024 Korean Comprehensive Computer Science Conference Paper Collection Vol.2024

고속 인버스 렌더링 기반의 원격 3D 상호 작용 시스템 및 그 방법Pat.
우운택 · 신승엽

Application No. 10-2024-0072168 · Korea · Pending

본 발명은 인버스 렌더링 기술을 사용하여 3D 이미지 데이터를 생성하고, 포인트 클라우드를 이용한 3D 메쉬 기술을 결합하여 사용자가 실시간으로 상호작용할 수 있는 고속 인버스 렌더링 기반의 원격 3D 상호 작용 시스템 및 그 방법에 관한 것으로서, 실세계에 위치하는 3D 객체를 스캔한 3D 스캔 데이터를 수신하는 3D 데이터 수신부, 인버스 렌더링 기술을 이용하여 상기 3D 스캔 데이터를 텍스처 및 메쉬가 정밀화된 3D 이미지 데이터로 변환하는 인버스 렌더링부, 포인트 클라우드를 이용한 3D 메쉬 기술을 결합하여 상기 3D 이미지 데이터에서 3D 메쉬가 적용된 3D 모델을 생성하는 3D 모델 생성부 및 상기 3D 모델과 상호작용하는 사용자 명령을 입력받는 사용자 인터페이스부를 포함한다.

고차원 특징 구성을 위한 네트워크 기반 모바일 슬램 시스템 및 그 동작 방법Pat.
우운택 · 전진우

KR 10-2664706-0000 · Korea · Granted

고차원 특징 구성을 위한 네트워크 기반 모바일 슬램 시스템 및 그 동작 방법이 제시된다. 본 발명의 일 실시예에 따른 고차원 특징 구성을 위한 네트워크 기반 모바일 슬램 시스템의 동작 방법은, 네트워크 모듈을 통해 고차원 특징을 구성하기 위한 입력 값을 서비스 모듈로 전달하는 단계; 상기 서비스 모듈에서 상기 입력 값을 처리하고 결과 값을 반환하는 단계; 상기 네트워크 모듈에서 상기 서비스 모듈로부터 상기 결과 값을 전송 받아 변환 모듈로 전달하는 단계; 상기 변환 모듈에서 전달 받은 상기 결과 값을 취합하여 주변 환경을 인지하기 위한 고차원 특징을 구성하는 단계; 및 슬램 모듈은 상기 고차원 특징을 전달 받아 동적으로 변화하는 실제 환경을 반영하여 지도를 구성하는 단계를 포함하여 이루어질 수 있다.

대형 벽면 디스플레이를 활용한 다중 사용자 공유를 위한 인간 입체적 지각 기반 공간 확장 기술 및 시스템Pat.
우운택 · 김두영 · 홍진석 · 고희정

Application No. 10-2024-0184973 · Korea · Pending

본 발명은 입체적 지각 기반의 확장 가상 공간 제공 시스템 및 방법에 관한 것으로서, 특히 대형 월 디스플레이 상에 정적 이미지 기반의 XR 콘텐츠를 제공하되, 사용자 시점에서 깊이 단서를 인식하게 하여 가상 공간의 입체감과 확장성을 체험할 수 있도록 하는 기술에 관한 것이다.

도메인 전이학습을 통한 적외선 카메라 기반의 손 자세 추정 방법 및 시스템Pat.
우운택 · 박갑용 · 김태균

KR 10-2660740-0000 · Korea · Granted

본 발명은 깊이 이미지에서 적외선 이미지로의 도메인 전이학습을 기반으로 빠른 손 동작에 대한 3차원 손 자세를 추정하는 손 자세 추정 방법 및 시스템에 관한 것으로서, 손 움직임에 대한 깊이 이미지 및 적외선 이미지를 처리하는 단계, 손 이미지 생성기(HIG)를 이용하여 상기 적외선 이미지에서 깊이 맵을 합성하며, 상기 깊이 맵 및 적외선 맵 각각에서 손 관절의 골격 위치를 추정하는 단계 및 상기 골격 위치와 손 깊이 이미지의 중심을 이용하여 3차원 손 자세를 산출하는 단계를 포함한다.

디지털 트윈 동기화를 위한 2D 탐지 기반 필터링 기법을 사용한 6D 객체 자세 추적 방법 및 그 시스템Pat.
우운택 · 맹채정

Application No. 10-2024-0023178 · Korea · Pending

본 발명은 범주 수준 객체의 6D 자세를 추적하고 실제 객체와 대응되는 가상 복제 객체를 디지털 트윈에 업데이트하는, 디지털 트윈 동기화를 위한 2D 탐지 기반 필터링 기법을 사용한 6D 객체 자세 추적 방법 및 그 시스템에 관한 것으로서, 단일 샷 네트워크(single-shot network)를 이용하여 객체의 6D 자세와 3D 크기로부터 객체의 3D 바운딩 박스를 생성하고, 칼만 필터(Kalman Filter) 및 평균 유클리드 거리(Euclidean Distance)를 사용하여 3D 바운딩 박스 키포인트로 6D 객체 자세를 추적하는 단계, 2D 검출기와 칼만 필터(Kalman Filter) 및 헝가리안 알고리즘(Hungarian algorithm)을 이용하여 2D 객체를 추적하는 단계 및 추적된 6D 객체 자세 및 2D 객체의 일치 정도에 따라 필터링하는 단계를 포함한다.

실시간 텍스처 누적을 통한 3D 신체 모델 생성 방법 및 그 시스템Pat.
우운택 · 송하일 · 조우진

Application No. 10-2024-0009245 · Korea · Pending

본 발명은 RGBD 이미지 프레임을 입력으로 받아 실시간으로 신체 모델과 텍스처 및 노멀 맵을 복원하는 알고리즘을 사용하여 3D 신체 모델을 생성하는 실시간 텍스처 누적을 통한 3D 신체 모델 생성 방법 및 그 시스템에 관한 것으로서, RGBD 이미지 프레임으로부터 신체 포즈 추적 정보를 획득하는 단계, 단일 RGBD 카메라 파라미터를 사용하여 상기 RGBD 이미지 프레임을 포인트 클라우드로 변환하고, 상기 RGBD 이미지 프레임의 포인트 클라우드 어레이 정보와 3D 파라메트릭 신체 모델의 메쉬(Mesh)를 매핑하는 단계 및 비동기 프로세스에서, 비동기 텍스처 누적 방식을 이용한 3D 신체 모델 생성 경량화 알고리즘을 통해 상기 매핑된 정보로부터 직교 가중치(Orthogonality weight), 색상 값(color value) 및 로컬 노멀(local normal) 값을 산출하며, UV 좌표에서의 텍스처 및 노멀 맵을 추출하고, 상기 3D 파라메트릭 신체 모델에 렌더링하여 3D 신체 모델을 생성하는 단계를 포함한다.

영상 콘텐츠에 대한 증강 현실 처리 방법 및 시스템Pat.
우운택 · 박혜림 · 마리암 샤케리 · 전익범 · 김장윤 · 아볼가셈 사데기-니아라키

KR 10-2728697-0000 · Korea · Granted

영상 콘텐츠에 대한 증강 현실 처리 방법 및 시스템이 개시된다. 일 실시예에 따른 영상 콘텐츠에 대한 증강 현실 처리 방법은, 영상 콘텐츠에 포함되는 복수의 장면들 중 일부 장면들이 형성하는 영상 콘텐츠 궤적 상 공간 전이가 최소화되도록 상기 복수의 장면들 중 상기 일부 장면들을 선택하는 단계; 및 상기 일부 장면들에 대응하는 증강 현실들을 결합하여 상기 영상 콘텐츠 궤적을 형성하는 단계를 포함할 수 있다.

원격 협업용 공유 공간 생성 방법 및 시스템Pat.
우운택 · 김두영

KR 10-2728698-0000 · Korea · Granted

원격 협업용 공유 공간 생성 방법 및 시스템이 개시된다. 일 실시예에 따른 원격 협업용 공유 공간 생성 방법은, 기하학적 정보에 포함되는 기준 객체 중심의 정렬 및 상대적 변환 이득(Relative Translation Gain; RTG) 기반의 공간 일치 알고리즘을 이용하여 원격 협업용 공유 공간을 생성할 수 있다.

음성에 기반하여 3D 모델링 및 BIM이 가능한 인공지능 시스템 및 이의 제어방법Pat.
우운택 · 신승엽 · 박형진 · 서명배

Application No. 10-2024-0103367 · Korea · Pending

본 발명은, 음성 신호를 수신하고, 음성 신호를 텍스트로 변환하며, 제1 생성형 인공지능 모델을 이용하여, 변환된 텍스트에 기반한, 구조물의 인테리어 및 건축 중 적어도 하나와 관련된 텍스트 기획안을 생성하고, 제2 생성형 인공지능 모델을 이용하여, 텍스트 기획안에 대응되는 구조물 내의 객체들에 대한 이미지를 생성하며, 객체들에 대한 이미지를 3D 모델로 변환하고, 변환된 3D 모델을 이용하여 시각화된 BIM 데이터를 구축하는, 인공지능 시스템의 제어방법을 제공한다.

이질공간 간 객체 클러스터 정합을 위한 기하학적 공간 가용성 그래프를 사용한 공유 가상 공간 생성Pat.
우운택 · 김선지 · 김두영 · 신재은

Application No. 10-2024-0165710 · Korea · Pending

기하학적 공간 어포던스 그래프를 이용한 이질 공간의 객체 클러스터 정합 방법은 호스트 공간의 호스트 기하학적 공간 어포던스 그래프를 생성하는 단계, 클라이언트 공간의 클라이언트 기하학적 공간 어포던스 그래프를 생성하는 단계, 상기 호스트 기하학적 공간 어포던스 그래프에 대해 객체 클러스터링을 수행하여 호스트 객체 클러스터를 생성하는 단계, 상기 클라이언트 기하학적 공간 어포던스 그래프에 대해 상기 객체 클러스터링을 수행하여 클라이언트 객체 클러스터를 생성하는 단계 및 상기 호스트 객체 클러스터 및 상기 클라이언트 객체 클러스터를 정합하는 단계를 포함한다.

적응적 시간 정보가 적용된 그래프 컨볼루션 네트워크를 이용한 자가 시점 카메라 기반 실시간 손 추적 기술Pat.
우운택 · 조우진 · 하태욱 · 전익범 · 전진우

Application No. 10-2024-0164445 · Korea · Pending

텍스트 읽기가 수반되는 증강현실 작업을 수행하는 증강현실 시스템 및 그 방법Pat.
우운택 · 방선영

KR 10-2728699-0000 · Korea · Granted

본 발명은 단말기를 보조 디스플레이로 활용한 증강현실 헤드마운트 디스플레이 내 읽기 경험을 향상시키는 증강현실 시스템 및 그 방법에 관한 것으로서, 텍스트 읽기가 수반되는 증강현실 작업시 텍스트를 표시하는 단말기 및 텍스트 읽기가 수반되는 증강현실 작업시 텍스트를 분리하여 상기 단말기에 제공하고, 상기 텍스트가 분리된 3차원 객체를 표시하는 증강현실 헤드마운트 디스플레이를 포함한다.

혼합 현실 텔레프레즌스 시스템의 동작 방법 및 이를 수행하는 혼합 현실 텔레프레즌스 시스템Pat.
우운택 · 김두영

Application No. 10-2024-0005235 · Korea · Pending

혼합 현실 텔레프레즌스 시스템의 동작 방법은, 호스트의 제1 가상 공간 및 복수의 클라이언트들의 복수의 제2 가상 공간들로부터 목표 물체가 설정된 제1 부분 공간 및 상기 목표 물체가 설정된 복수의 제2 부분 공간들을 추출하는 단계, 상기 제1 부분 공간, 상기 복수의 제2 부분 공간들 및 최적화 함수에 기초하여, 상기 제1 부분 공간에 상기 복수의 제2 부분 공간들을 오버랩(overlap)한 복수의 정렬 공간들을 생성하는 단계, 상기 복수의 정렬 공간들 상의 복수의 제1 위치들을 결정하는 단계, 및 상기 복수의 제1 위치들에 기초하여, 상기 제1 가상 공간에 복수의 제1 상호작용 가능 영역들을 설정하는 단계를 포함한다.

혼합현실 속 원격 의료를 위해 디지털 트윈을 이용한 전인적 환자 진단 방법 및 그 시스템Pat.
우운택 · 김태연 · 권현송 · 조경현

Application No. 10-2024-0161975 · Korea · Pending

원격 진료 시스템은 제1 사용자의 조작에 의해 상기 제1 사용자에게 제1 확장 현실을 표시하는 제1 확장 현실 장치, 제2 사용자의 조작에 의해 상기 제2 사용자에게 제2 확장 현실을 표시하는 제2 확장 현실 장치 및 상기 제1 확장 현실 및 상기 제2 확장 현실을 제공하기 위한 데이터를 저장하는 데이터 서버를 포함하고, 상기 제1 사용자가 상기 제2 사용자를 원격으로 진단하기 위한 진료실의 환경에 대한 정보를 포함하는 진료실 데이터 및 상기 제2 사용자의 생활 환경에 대한 정보를 포함하는 생활 환경 데이터는 상기 데이터 서버에 저장되며, 상기 제1 확장 현실 장치가 상기 진료실 데이터에 기초하여 상기 제1 확장 현실로서 상기 진료실을 표시할 때, 상기 제1 확장 현실 장치는 상기 진료실 내에서 생활 환경 버튼을 더 표시하고, 상기 제1 사용자에 의해 상기 생활 환경 버튼이 선택될 때, 상기 제1 확장 현실 장치는 상기 생활 환경 데이터에 기초하여 상기 제1 확장 현실로서 상기 제2 사용자의 상기 생활 환경을 표시한다.

202329

Maryam Shakeri* · Hyerim Park · Ikbeom Jeon · Abolghasem Sadeghi-Niaraki · Woontack Woo†

Springer Virtual Reality

There have been studies on personalized augmented reality (AR) systems taking users’ contexts and histories into account. However, there is insufficient research on incorporating real-time user behavior and interactions into the personalized recommendations in spatial transitions, which can be used for new users without user history data. The spatial transitions, distances between two Point of Interests (POIs) of an AR tour trajectory through which users should pass to visit AR contents, need to be filled using the personalized AR contents to reduce the discontinuity experience. This paper aims to propose a user behavior model to recommend personalized contents in the AR tour trajectory to create a personalized experience. First, we model three interactions, including staring, skipping, and liking, using mathematical methods; and two spatial behaviors, including standing and moving, using a rule engine. Second, a content filtering-based recommendation method is presented to apply the proposed user model to recommend personalized AR contents in the spatial transitions. The experiment results showed that the proposed real-time user behavior model brought notable improvements in creating a personal experience of the AR tour system. The proposed method outperformed the conventional method in terms of recommendation performance metrics, so that it achieved an average of 15% more precision and recall scores and an average of 32% more personalization scores than those of the conventional method. Furthermore, the level of personalization perceived by the proposed user model demonstrated significant positive relationships with the level of decision effectiveness, system trustworthiness, and perceived recommendation transparency. The findings showed the effectiveness of the proposed framework in solving the cold-start recommendation problem.

Dooyoung Kim* · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2023Top-tier

We propose a novel space-rescaling technique for registering dissimilar physical-virtual spaces by utilizing the effects of adjusting physical space with redirected walking. Achieving a seamless and immersive Virtual Reality (VR) experience requires overcoming the spatial heterogeneities between the physical and virtual spaces and accurately aligning the VR environment with the user’s tracked physical space. However, existing space-matching algorithms that rely on one-to-one scale mapping are inadequate when dealing with highly dissimilar physical and virtual spaces, and redirected walking controllers could not utilize basic geometric information from physical space in the virtual space due to coordinate distortion. To address these issues, we apply relative translation gains to partitioned space grids based on the main interactable object’s edge, which enables space-adaptive modification effects of physical space without coordinate distortion. Our evaluation results demonstrate the effectiveness of our algorithm in aligning the main object’s edge, surface, and wall, as well as securing the largest registered area compared to alternative methods under all conditions. These findings can be used to create an immersive play area for VR content where users can receive passive feedback from the plane and edge in their physical environment.

Seoyoung Kang* · Hail Song · Boram Yoon · Kangsoo Kim · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2023

In this paper, we delve into the influence of different facial blend-shape combinations on social presence and communication quality in avatar-mediated remote communication scenarios: informative speech and emotional conversation. The conducted user study (n = 32) underscores the crucial role of emotion-based blendshapes, suggesting that the emotionally essential blendshape combination outlines levels of social presence and communication quality. Our research highlights the potential of a streamlined approach for avatar facial control, facilitating emotional expressions and optimizing resources, fostering an avatar-mediated communication experience.

Eunhwa Song* · Taewook Ha · Junhyeok Park · Hyunjin Lee · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2023

We propose the Holistic Quantified-Self (HQS), a sensor-driven user model for AR glass users. Existing research on context-aware AR interfaces typically relies on singular context attributes, resulting in an incomplete representation of user states. To address this gap, we propose an integrated user model for AR glass users, encompassing physical condition, cognitive-emotional status, social circumstances, and digital consumption behavior. Our system collects data from various devices, enabling simultaneous prediction of user states and tasks within the AR environment. We envision that this approach paves the way for future adaptive AR interfaces that can dynamically adjust virtual content based on the recognized user states and tasks.

Hail Song* · Boram Yoon · Woojin Cho · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2023Top-tier

We present a novel method for avatar body generation that cumulatively updates the texture and normal map in real-time. Multiple images or videos have been broadly adopted to create detailed 3D human models that capture more realistic user identities in both Augmented Reality (AR) and Virtual Reality (VR) environments. However, this approach has a higher spatiotemporal cost because it requires a complex camera setup and extensive computational resources. For lightweight reconstruction of personalized avatar bodies, we design a system that progressively captures the texture and normal values using a single RGBD camera to generate the widely-accepted 3D parametric body model, SMPL-X. Quantitatively, our system maintains real-time performance while delivering reconstruction quality comparable to the state-of-the-art method. Moreover, user studies reveal the benefits of real-time avatar creation and its applicability in various collaborative scenarios. By enabling the production of high-fidelity avatars at a lower cost, our method provides more general way to create personalized avatar in AR/VR applications, thereby fostering more expressive self-representation in the metaverse.

Jaeeun Shin* · Woontack Woo†

Proceedings of the 2023 CHI Conference on Human Factors in Computing SystemsTop-tier

We report on a qualitative study in which 22 participants created Augmented Reality (AR) stories for outdoor cultural heritage sites. As storytelling is a crucial strategy for AR content aimed at providing meaningful experiences, the emphasis has been on what storytelling does, rather than how it is done, the end user’s needs prioritized over the author’s. To address this imbalance, we identify how recurring patterns in the spatial trajectories and narrative compositions of AR stories for cultural heritage sites are linked to the author’s intent and creative process: While authors tend to bind story arcs tightly to confined trajectories for narrative delivery, the need for spatial exploration results in thematic content mapped loosely onto encompassing trajectories. Based on our analysis, we present design recommendations for site-specific AR storytelling tools that can support authors in delivering their intent while leveraging the placeness of cultural heritage sites as a creative resource.

Hui-Shyong Yeo* · Erwin Wu · Daehwa Kim · Juyoung Lee · Hyung-il Kim · Seo Young Oh · Luna Takagi · Woontack Woo · Hideki Koike · Aaron John Quigley†

Proceedings of the 2023 CHI Conference on Human Factors in Computing SystemsTop-tier

An omni-directional (360°) camera captures the entire viewing sphere surrounding its optical center. Such cameras are growing in use to create highly immersive content and viewing experiences. When such a camera is held by a user, the view includes the user’s hand grip, finger, body pose, face, and the surrounding environment, providing a complete understanding of the visual world and context around it. This capability opens up numerous possibilities for rich mobile input sensing. In OmniSense, we explore the broad input design space for mobile devices with a built-in omni-directional camera and broadly categorize them into three sensing pillars: i) near device ii) around device and iii) surrounding device. In addition we explore potential use cases and applications that leverage these sensing capabilities to solve user needs. Following this, we develop a working system to put these concepts into action, by leveraging these sensing capabilities to enable potential use cases and applications. We studied the system in a technical evaluation and a preliminary user study to gain initial feedback and insights. Collectively these techniques illustrate how a single, omni-purpose sensor on a mobile device affords many compelling ways to enable expressive input, while also affording a broad range of novel applications that improve user experience during mobile interaction.

Sunyoung Bang* · Woontack Woo†

IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2023Top-tier

The reading experience on current augmented reality (AR) head mounted displays (HMDs) is often impeded by the devices' low perceived resolution, translucency, and small field of view, especially in situations involving lengthy text. Although many researchers have proposed methods to resolve this issue, the inherent characteristics prevent these displays from delivering a readability on par with that of more traditional displays. As a solution, we explore the use of smartphones as assistive displays to AR HMDs. To validate the feasibility of our approach, we conducted a user study in which we compared a smartphone-assisted hybrid interface against using the HMD only for two different text lengths. The results demonstrate that the hybrid interface yields a lower task load regardless of the text length, although it does not improve task performance. Furthermore, the hybrid interface provides a better experience regarding user comfort, visual fatigue, and perceived readability. Based on these results, we claim that joining the spatial output capabilities of the HMD with the high-resolution display of the smartphone is a viable solution for improving the reading experience in AR.

Hyunjin Lee* · Woontack Woo†

IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2023Top-tier

Augmented reality (AR) helps users easily accept information when they are walking by providing virtual information in front of their eyes. However, it remains unclear how to present AR notifications considering the expected user reaction to interruption. Therefore, we investigated to confirm appropriate placement methods for each type by dividing it into notification types that are handled immediately (high) or that are performed later (low). We compared two coordinate systems (display-fixed and body-fixed) and three positions (top, right, and bottom) for the notification placement. We found significant effects of notification type and placement on how notifications are perceived during the AR notification experience. Using a display-fixed coordinate system responded faster for high notification types, whereas using a body-fixed coordinate system resulted in quick walking speed for low ones. As for the position, the high types had a higher notification performance at the bottom position, but the low types had enhanced walking performance at the right position. Based on the finding of our experiment, we suggest some recommendations for the future design of AR notification while walking.

Eunhwa Song* · Minju Baeck · Jihyeon Lee · Seo Young Oh · Dooyoung Kim · Woontack Woo · Jeongmi Lee · Sang Ho Yoon†

IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2023

We propose Memo:me, an AR sticky note with priority-based color transition and on-time reminders in smartphones. For the priority-based color transition, the user can choose by himself among three different colors, or the system changes the color automatically 10 minutes before the entered time. For the on-time reminder, Memo:me provides a visual notification and a sound at the designated time. We enabled users to create virtual notes on planes, or carry daily objects with the virtual notes attached. We expect that our system would benefit users to manage their tasks in a time-appropriate manner.

Boram Yoon* · Jaeeun Shin · Hyung-il Kim · Seo Young Oh · Dooyoung Kim · Woontack Woo†

IEEE Transactions on Visualization and Computer Graphics ( Volume: 29, Issue: 11, November 2023)Top 10%

Despite the importance of avatar representation on user experience for Mixed Reality (MR) remote collaboration involving various device environments and large amounts of task-related information, studies on how controlling visual parameters for avatars can benefit users in such situations have been scarce. Thus, we conducted a user study comparing the effects of three avatars with different transparency levels (Nontransparent, Semi-transparent, and Near-transparent) on social presence for users in Augmented Reality (AR) and Virtual Reality (VR) during task-centric MR remote collaboration. Results show that avatars with a strong visual presence are not required in situations where accomplishing the collaborative task is prioritized over social interaction. However, AR users preferred more vivid avatars than VR users. Based on our findings, we suggest guidelines on how different levels of avatar transparency should be applied based on the context of the task and device type for MR remote collaboration.

INFRARED CAMERA-BASED METHOD AND SYSTEM FOR ESTIMATING HAND POSITION THROUGH DOMAIN TRANSFER LEARNINGPat.
우운택 · 박갑용 · 김태균

Application No. 18/259,615 · Other · Pending

The present invention relates to a hand position estimation method and system for estimating a 3-dimensional hand position for quick hand movement, on the basis of domain transfer learning from a depth image to an infrared image, the hand position estimation method comprising the steps of: processing a depth image and an infrared image for hand movement; synthesizing a depth map with the infrared image by using a hand image generator (HIG), and estimating skeletal positions of hand joints from each of the depth map and an infrared map; and calculating a 3-dimensional hand position by using the skeletal positions and the center of a hand depth image.

Seoyoung Kang* · Sungwoo Jeon · Woontack Woo†

IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2023

We propose a Speech-Pose integration method to overcome the limitation of existing body pose estimation. Unlike previous Speech-based gesture generation method, our proposal reflects the user's actual pose using a vision-based system and speech as a subsidiary. When the system detects the camera out of sight, we carry out a context-aware method analyzing the speech. The system determines the target pose and connects it with the last pose captured by the camera using the bounding box. Our system can be a robust solution for avatar-mediated remote collaboration which requires accurate gesture delivery such as VR remote yoga training.

Woontack Woo

KCC2023 Korean Comprehensive Computer Science Conference Paper Collection Vol.2023

RGB-D 데이터 기반 3차원 재구성 기법을 이용한 공유 공간 생성 및 원격 공유를 위한 시스템, 방법, 및 컴퓨터 프로그램Pat.
우운택 · 신승엽

Application No. 10-2023-0094817 · Korea · Pending

RGB-D 데이터 기반 3차원 재구성 기법을 이용한 공유 공간 생성 및 원격 공유를 위한 시스템, 방법, 및 컴퓨터 프로그램이 개시된다. 공간 기반 원격 XR(eXtended Reality) 협업 시스템은, 현장의 공간 영상으로 RGB-D(depth) 이미지를 제공하는 호스트 단말; 상기 호스트 단말로부터 상기 RGB-D 이미지를 수신하여 저장하는 엣지 컴퓨팅 시스템(Edge Computing System); 및 상기 현장에 대한 원격의 협업자(Collaborator) 디바이스로서 상기 엣지 컴퓨팅 시스템으로부터 상기 RGB-D 이미지를 수신하여 메시 모델(mesh model)로 재구성하고 상기 메시 모델을 렌더링하여 가시화하는 게스트 단말을 포함할 수 있다.

Hayun Kim* · Maryam Shakeri · Jaeeun Shin · Woontack Woo†

ACM Journal on Computing and Cultural Heritage

Virtual Reality (VR) provides curators with the tools to design immersive 3D exhibition spaces. However, manually positioning artworks in VR is labor-intensive, and most existing automated methods are limited in considering both artwork content and spatial characteristics, as well as accommodating curators’ design preferences. To address these challenges, we present a virtual exhibition authoring system that automatically generates optimized artwork placements for thematic space layouts, where exhibits are grouped by conceptual themes and arranged as clusters. Our approach clusters artworks based on five content similarity factors: color, material, description, artist, and production date, and allows curators to adjust the importance of each factor and set limits on cluster sizes according to their design goals. A genetic optimization algorithm is employed to determine the placement of artworks, using four cost functions: intra-cluster distance, inter-cluster distance, intra-cluster intervisibility, and occupancy, to evaluate the arrangement with respect to spatial characteristics. The effectiveness of our approach is demonstrated through a series of practical scenarios and an expert evaluation with curators.

Hyung-il Kim* · Boram Yoon · Seo Young Oh · Woontack Woo†

IEEE Transactions on Visualization and Computer Graphics ( Volume: 29, Issue: 11, November 2023)Top 10%

In this paper, we present a prototype system for sharing a user's hand force in mixed reality (MR) remote collaboration on physical tasks, where hand force is estimated using wearable surface electromyography (sEMG) sensor. In a remote collaboration between a worker and an expert, hand activity plays a crucial role. However, the force exerted by the worker's hand has not been extensively investigated. Our sEMG-based system reliably captures the worker's hand force during physical tasks and conveys this information to the expert through hand force visualization, overlaid on the worker's view or on the worker's avatar. A user study was conducted to evaluate the impact of visualizing a worker's hand force on collaboration, employing three distinct visualization methods across two view modes. Our findings demonstrate that sensing and sharing hand force in MR remote collaboration improves the expert's awareness of the worker's task, significantly enhances the expert's perception of the collaborator's hand force and the weight of the interacting object, and promotes a heightened sense of social presence for the expert. Based on the findings, we provide design implications for future mixed reality remote collaboration systems that incorporate hand force sensing and visualization.

가상 박물관에서 예술 작품의 콘텐츠 유사성에 기반한 공간 적응형 자동 배치 방법 및 그 시스템Pat.
우운택 · 김하연 · 마리암 샤케리

Application No. 10-2023-0100227 · Korea · Pending

본 발명은 예술 작품의 유사도와 3차원 가상 박물관 환경의 공간적 특성을 고려하여 전시의 테마 공간에 따라 예술 작품을 자동 배치하는 가상 박물관에서 예술 작품의 콘텐츠 유사성에 기반한 공간 적응형 자동 배치 방법 및 그 시스템에 관한 것으로서, 가상 박물관에 배치할 예술 작품의 예술품 데이터를 수신하는 단계, 상기 예술품 데이터에 기반하여, 예술품 간의 유사도를 산출하는 단계, 기 설정된 클러스터 크기에 따른 제약 조건으로 상기 예술품 데이터를 클러스터링하는 단계 및 클러스터링된 예술품 클러스터와 사전 정의된 공간 데이터를 이용한 최적화 접근 방식으로 3차원 가상 박물관 환경에 예술품을 배치하여 테마 공간 레이아웃을 구성하는 단계를 포함한다.

노안자와 난청자를 위한 시선 추적 및 음향 여과 기술을 이용한 AI 확장현실(XR) 시스템Pat.
우운택 · 신승엽

Application No. 10-2023-0162977 · Korea · Pending

모바일 디바이스를 이용한 증강 현실 기반 가이드 방법Pat.
우운택 · 김재인

KR 10-2583243-0000 · Korea · Granted

모바일 디바이스를 이용한 증강 현실 (Augmented reality, AR) 기반 가이드 방법이 제공된다. 상기 방법은, 모바일 디바이스가, 관심 객체 (Point of Interest, PoI) 로부터 소정 반경 이내의 영역을 나타내는 관심 영역 (Region of Interest, RoI) 내에 위치하는지 여부를 결정한다. 모바일 디바이스가 관심 영역 내에 위치하지 않는다는 결정에 응답하여, 모바일 디바이스의 표시부에 관심 영역 및 관심 객체 중 적어도 하나와 모바일 디바이스의 현재 위치를 2 차원 지도상에서 표시하는 2 차원 지도 뷰 표시 모드를 수행하고, 모바일 디바이스가 관심 영역 내에 위치한다는 결정에 응답하여, 모바일 디바이스의 표시부에 모바일 디바이스의 카메라 뷰와 관심 객체 메뉴를 표시하는 증강 현실 뷰 표시 모드를 수행할 수 있다.

모션 블러된 RGB 이미지에서의 3D 손 메시 복원 방법 및 장치Pat.
우운택 · 박갑용 · 김태균

KR 10-2514807-0000 · Korea · Granted

모션 블러된 RGB 이미지에서의 3D 손 메시 복원 방법 및 장치가 제시된다. 일 실시예에 따른 컴퓨터 시스템으로 구현되는 3D 손 메시 복원 장치에서 수행되는 모션 블러된 RGB 이미지에서의 3D 손 메시 복원 방법은, 모션 블러가 발생하는 RGB 이미지에서 선명한 이미지 및 흐릿한 이미지 쌍의 데이터셋을 생성하는 단계; 및 생성된 상기 데이터셋을 이용하여 디블러링(deblurring) 모듈 및 손 메시 복원(hand mesh recovery) 모듈을 학습하는 단계를 포함하고, 상기 디블러링 모듈 및 손 메시 복원 모듈을 통해 상기 모션 블러가 발생하는 RGB 이미지에서 손 자세 또는 메시를 추정할 수 있다.

사실적 혼합현실 라이팅을 위한 단일 재질 객체로부터의 딥러닝 기반의 조명 조건 추정 방법 및 시스템Pat.
우운택 · 박진우

KR 10-2558171-0000 · Korea · Granted

본 발명은 물리 기반의 딥러닝 네트워크를 통해 재질 정보를 제거하여 대상 객체에서 반사되는 순수한 빛 정보로부터 보다 정확한 조명 조건을 추정하는 기술에 관한 것으로, 입력 이미지에 포함된 단일 재질의 대상 객체를 검출하며, 상기 대상 객체로부터 재질 정보를 제거하여 빛 반사 정보를 획득하는 단계, 상기 대상 객체에서 반사되는 상기 빛 반사 정보에서 파노라마 이미지 형태의 LDR(Low Dynamic Range) 빛 정보를 추정하는 단계 및 상기 LDR 빛 정보를 이용하여 HDR(High Dynamic Range) 빛 정보를 추정하며, 상기 LDR 빛 정보 및 상기 HDR 빛 정보를 합하여 상기 대상 객체에 대한 전방향 빛 정보를 추정하는 단계를 포함한다.

서로 다른 공간 등록을 위한 에지 중심 공간 재설정 방법 및 시스템Pat.
우운택 · 김두영

Application No. 10-2023-0100226 · Korea · Pending

본 발명은 방향 전환 보행으로 물리적 공간을 조정하는 효과를 활용하여 서로 다른 물리적 - 가상 공간을 등록하는 새로운 공간 재설정 기법인 에지 중심 공간 재설정 방법 및 시스템에 관한 것으로서, 객체의 기본 기하학적 정보를 기준으로 물리적 공간을 그리드 단위로 분할하는 단계, 리디렉션(ReDirected Walking; RDW)에서 분할된 물리적 공간 그리드에 상대적 변환 이득(Relative Translation Gains; RTGs)을 적용하는 단계 및 가상 공간과 물리적 공간 간 좌표계를 유지하면서 가상 공간의 관심 대상을 물리적 공간의 해당 대상에 등록하여 가상 공간을 상기 물리적 공간으로 재설정하는 단계를 포함한다.

스마트 안경에서의 증강현실 알림 배치 방법Pat.
우운택 · 이현진 · 방선영

Application No. 10-2023-0158412 · Korea · Pending

시각장애인을 위한 3D 재구성 및 객체 인식을 통한 확장현실(XR) 공간 설명 시스템Pat.
우운택 · 신승엽

Application No. 10-2023-0162941 · Korea · Pending

실시간 RGB-D 스트리밍을 이용한 3차원 벡터화 매핑 방법 및 시스템Pat.
우운택 · 신승엽

Application No. 10-2023-0160116 · Korea · Pending

본 발명은 XR 장비의 RGB-D 데이터 스트리밍과 vMAP 기술을 결합하여 실시간 3차원 환경 매핑을 가능하게 하는 실시간 RGB-D Streaming을 이용한 3차원 벡터화 매핑 방법 및 시스템에 관한 것으로서, XR 장비를 활용하여, vMAP 처리 유닛에 필요한 센서 데이터를 수집하는 단계 및 수집된 센서 데이터를 활용하여 vMAP 처리 유닛을 통하여 벡터화된 3차원 맵을 생성하는 단계를 포함한다.

의미론적 객체 매칭을 통한 파노라마 텍스처 매핑 방법 및 시스템Pat.
우운택 · 박진우

KR 10-2558095-0000 · Korea · Granted

본 발명은 의미론적 객체 매칭을 통한 파노라마 텍스처 매핑 방법 및 시스템에 관한 것으로, 거리 뷰 이미지에서 의미론적 정보를 추출하는 단계, 사용자의 움직임에 따른 카메라 뷰 이미지에 대한 G-버퍼를 렌더링하며, 상기 G-버퍼에서 각 픽셀을 상기 거리 뷰 이미지로 매핑하는 파노라마 이미지 매핑을 수행하는 단계 및 상기 의미론적 정보와 상기 G-버퍼를 이용하여 깊이 테스트, 의미 객체 매칭 테스트 및 3D 인페인팅(inpainting)을 통해 상기 카메라 뷰 이미지와 상기 거리 뷰 이미지에 대한 파노라마 텍스처 매핑을 수행하는 단계를 포함한다.

지리정보를 활용한 대화형 디지털트윈 방법 및 장치Pat.
우운택 · 신승엽

KR 10-2515233-0000 · Korea · Granted

지리정보를 활용한 대화형 디지털트윈 방법 및 장치가 제시된다. 일 실시예에 따른 컴퓨터 장치에 의해 수행되는 지리정보를 활용한 대화형 디지털트윈 방법은, 2D 또는 3D로 변환된 지리정보 데이터를 획득하는 단계; 상기 지리정보 데이터를 단말에 시각화하여, 사용자에게 시각화된 정보를 제공하는 단계; 및 대화형 인터페이스를 이용한 인공지능 또는 음성인식 기반 챗봇을 통해 상기 사용자의 상기 단말과 상호 작용하여, 상기 시각화된 정보를 조작하거나 외부 시스템을 제어하는 단계를 포함하여 이루어질 수 있다.

확장 현실 다중 학습자 모니터링 시스템Pat.
우운택 · 김두영

Application No. 10-2023-0027986 · Korea · Pending

202220

Dooyoung Kim* · Seonji Kim · Jaeeun Shin · Boram Yoon · Jinwook Kim · Jeongmi Lee · Woontack Woo†

Springer Virtual Reality

In this study, we explore how spatial configurations can be reflected in determining the threshold range of Relative Translation Gains (RTGs), a translation gain-based Redirected Walking (RDW) technique that scales the user’s movement in Virtual Reality (VR) in different ratios for width and depth. While previous works have shown that various cognitive factors influence the RDW threshold, studies investigating the impact of environmental aspects on the RDW threshold with regard to the user’s visual perception were lacking. Therefore, we examined the effect of spatial configurations on the RTG threshold by analyzing the participant’s responses and gaze distribution data in two user studies. The first study concerned the size of the virtual room and the existence of objects within it, and the second study focused on the combined impact of room size and spatial layout. Our results show that room size, the existence of objects, and spatial layout all significantly affect the RTG threshold range. Based on our findings, we propose virtual space rescaling guidelines to increase the range of adjustable movable space with RTGs for developers: placing distractors in the room, setting the perceived movable space to be larger than the adjusted movable space for an empty room, and avoiding the placement of object clusters in the center of the room. Our findings can be used to adaptively rescale VR users’ space according to the target virtual space’s configuration with a unified coordinate system that enables the utilization of physical objects in a virtual scene.

Seo Young Oh* · Boram Yoon · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2022

We propose a system concept for Augmented Reality Head-Mounted Display users, which supports multitask viewing with multiple vir-tual workspaces anchored in the real-world space. Although people encounter multitasking necessities frequently, the native AR HMD and existing interfaces lack measures to visualize multiple sets of spatially-anchored information in parallel. The system separately vi-sualizes two different sets of spatially-anchored information, one on each AR HMD and smartphone, enabling side-by-side multitasking on AR HMD without applying heavy load on users. We implemented a proof-of-concept prototype that allows side-by-side viewing of the two different virtual workspaces. The proposed concept shows promises of multitasking on AR HMD, and future research will de-velop the system to be fully functional and verified with user studies.

Seonji Kim* · Hyuckjin Jang* · Kyung Taek Oh* · Seo Young Oh · Dooyoung Kim · Woontack Woo · Jeongmi Lee · Jaehong Ahn · Sang Ho Yoon†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2022

We propose an AR store authoring system that enables the users to customize a physical space to promote spatial experience in mobile AR shopping. The current state of AR shopping research attempts to enhance the shopping experience by presenting virtual items onto the user's space. However, under the notion that the stores and products are inseparable in creating a holistic shopping experience, we set to make a shopping experience that encompasses both elements. Instead of simply augmenting a whole store, this study introduces a space adaptive AR store that divides a virtual store into multiple sections and places them onto physical space according to the labeled surfaces. This prototype mobile application intends to deliver a complete spatial shopping experience by allowing the users to customize the stores in their space and ultimately attach the store experience to the AR shopping system. This study aims to introduce new scalability of the AR technology application in remote shopping.

Seoyoung Kang* · Emmanuel Ian Libao · Juyoung Lee · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2022

We propose DirectionQ, an interaction technique using a continuous mid-air hand input that shows directional visual cues on objects to enable fast and accurate multiple target selection in dense environments. The user can select various targets in a row by moving their hand consecutively in the same direction with the visual cues of targeted objects. DirectionQ involves assigning directional visual cues to each object in the user's viewpoint, detecting the trajectory changes of hand movement, and inferring intended targets with directions of the segmented hand movement. Unlike traditional approaches for multiple target selection, DirectionQ does not need additional steps to disambiguate, providing less time for multiple target selection. While distant, small, or occluded objects often bring accuracy or time-consuming problems, DirectionQ shows similar performance regardless of target conditions. To prove the effectiveness of our approach, we conducted two controlled experiments comparing our system with two existing techniques, RayCasting and EyeGaze. The results show that DirectionQ is faster and more accurate than two techniques with a lower cognitive load on multiple target selection.

Seoyoung Kang* · Boram Yoon · Bowon Kim · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2022

This study explored how avatar face Level of Detail (LOD) and task types affect users' social presence and interpersonal communication in Augmented Reality remote collaboration. In AR remote collaboration, users are represented as avatars, and an actual user's appearance inevitably changes. While certain situations require an avatar that resembles a user, it is challenging to reconstruct everything realistically due to its high cost. Since facial parts show relative significance compared to body parts, we proposed controlling face LOD as an approach to lowering the cost while maintaining social presence in AR environments. Our results showed that while Mid-LOD maintains social presence but reduces costs compared to High-LOD, Low-LOD negatively impacts social presence mainly due to emotional understanding. Based on our findings, we highlight the importance of 1) considering facial expressions and emotional understanding in managing face LOD, 2) figuring out the collaboration context with different effects of tasks and communication behaviors, and 3) providing additional communication cues for maintaining social presence while lowering the cost.

Hyunjin Lee* · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2022

Augmented reality head-mounted displays (AR HMD) enable visual notifications directly into the user's field of view (FoV) to perform dual-task. However, research on the efficient presentation of notifications when communicating with a virtual avatar in augmented reality (AR) situation has been insufficient. For efficient AR notification presentations, it is necessary to understand where to display notifications without interfering with virtual avatar communication. We investigated two coordinate systems (world-fixed and display-fixed) and eight positions for AR notifications when conversing with the virtual avatar. Results showed that the top-left position increased response time and task load. Our study contributes as a cornerstone to designing AR notifications in communication with virtual avatars.

Hayun Kim* · Gun Lee · Mark Billinghurst · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2022

Recent advances in digital heritage have led to participatory interpretation that enables the creation of content provided by individuals as well as content from official cultural institutions. Although researchers have developed systems supporting participatory interpretation, little is known about how people experience participatory interpretation that is socially generated. To investigate this, we developed a mobile Virtual Reality application called MyInterpret and conducted a user study with 17 participants. The study results showed that user-generated interpretation significantly improving user experience, participants created and perceived user-generated interpretation differently from the official interpretation, and social features were used for engaging with user-generated content. We outline the implications of our work for curators and designers, and discuss how they may benefit from considering ‘participatory interpretation’ in the future.

Dooyoung Kim* · Hyung-il Kim · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2022

This study proposed a Mixed Reality (MR) mutual space gener-ation method that aligns the Virtual Reality (VR) clients' spaces around the Augmented Reality (AR) host space's reference object and adjusts the virtual space's scale with translation-based Redi-rected Walking (RDW). Although there were methods to create shared spaces by finding optimal transform or each space to max-imize the semantically aligned area, there was a lack of research on utilizing the effect of rescaling a VR client's space with the RDW technique. We leveraged Relative Translation Gains (RTGs), a length-based RDW technique, to maximize the semantic information matching ratio between the AR host space and the VR clients' spaces by rescaling the client's virtual space within a suitable threshold range according to the spatial configuration. Our pilot study results show that the semantic information matching rate between the AR and the VR space increased compared to the existing one-to-one scale matching method while maintaining a unified coordinate sys-tem. Our findings can be used to create a more expansive mutual space for asymmetric remote collaboration even if remote spaces increase and challenging to secure a sufficient shared area.

Jaeeun Shin* · Boram Yoon · Dooyoung Kim · Hyung-il Kim · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2022Top-tier

This paper evaluates factors of social presence during a dynamic remote collaboration task in a technologically asymmetric Mixed Reality (MR) setting for two spatial layouts. While active movement during MR remote collaboration is afforded by how the shared 3D space is mediated and configured, studies investigating the impact of these conditions on user experience have been scarce. In a between-group study $(\mathrm{n}=48)$, a host user in Augmented Reality (AR) and a remote user in Virtual Reality (VR), both wearing Head Mounted Displays (HMDs), simultaneously moved around the shared space to find and assemble parts of a Mars exploration rover together, one group in a Peripheral layout and the other in a Scattered layout with disparate levels of spatial affordance. Results show that while VR facilitates higher co-presence and spatial presence than AR through HMDs, the Peripheral layout enables users to pay more attention to one another than the Scattered. We analyze the results and derive implications aimed at bridging the AR-VR gap in social presence for dynamic MR remote collaboration through the adaptive placement of virtual content in shared spaces.

Boram Yoon* · Seonji Kim · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2022

We present a user interface method called TranSlider, designed for an AR collaboration with the concept of customized visualization of the user-selected augmented content. In AR, virtual content is augmented on top of the real world, so collaborating users are inevitably exposed to the diverse-overlapped information layers. Because the human recognition system has limited capacity, this overloaded information may burden the user to understand fully, and it is also challenging to manipulate among occluded objects. To solve this issue, we designed the TranSlider that allows users to control the presence of augmented content being transparent or highlighted based on the user interaction. The implemented prototype includes UI components, a manipulation function, and a network-connected collaboration module, and its applicability was verified through a preliminary interview. We expect that it would effectively support general AR collaborations and those with specific purposes, such as designing complex, hierarchical, or made up of many partial assets.

Hyunjin Lee* · Sunyoung Bang · Woontack Woo†

Springer Virtual Reality

Augmented reality (AR) head-mounted displays (HMDs) allow users to easily receive notifications while participating other tasks by projecting information directly in their field of view. Although HMDs offer such benefits in displaying notifications, there is insufficient research on the effective placement of AR notifications when the user is walking. For this, we conducted two studies based on different types of AR information to identify how the users perceive and understand the AR notifications according to placement while walking. We compared two different coordinate systems (display-fixed and body-fixed) and three different positions (top, right, and bottom) for icon-type and text-type notifications. The results indicated that using a display-fixed coordinate system for icon-type notifications yields significantly higher noticeability and comprehension. In contrast, using a body-fixed coordinate system for text-type notifications significantly improved comprehension and walking performance. Regarding the position of notifications, the bottom position resulted in a significantly higher noticeability and comprehension for both icon- and text-type notifications compared with the top. Based on these results, we draw some recommendations for the future design of notifications in AR HMDs.

Dooyoung Kim* · Jinwook Kim · Jaeeun Shin · Boram Yoon · Jeongmi Lee · Woontack Woo†

IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2022Top-tier

This paper investigates how the size of virtual space and objects within it affect the threshold range of relative translation gains, a Redirected Walking (RDW) technique that scales the user’s movement in virtual space in different ratios for the width and depth. While previous studies assert that a virtual room’s size affects relative translation gain thresholds on account of the virtual horizon’s location, additional research is needed to explore this assumption through a structured approach to visual perception in Virtual Reality (VR). We estimate the relative translation gain thresholds in six spatial conditions configured by three room sizes and the presence of virtual objects (3 × 2), which were set according to differing Angles of Declination (AoDs) between eye-gaze and the forward-gaze. Results show that both size and virtual objects significantly affect the threshold range, it being greater in the large-sized condition and furnished condition. This indicates that the effect of relative translation gains can be further increased by constructing a perceived virtual movable space that is even larger than the adjusted virtual movable space and placing objects in it. Our study can be applied to adjust virtual spaces in synchronizing heterogeneous spaces without coordinate distortion where real and virtual objects can be leveraged to create realistic mutual spaces.

Hyunjin Lee* · Woontack Woo†

IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2022

Providing additional information in the proper position of augmented reality (AR) head-mounted display (HMD) can help increase AR performance and usability for dual-task. Therefore, our study inves-tigated how to place notifications for the dual-task to address this. We compared eight display positions and two tasks (single and dual tasks) to identify the appropriate area for displaying notifications. We confirmed that the middle-right reduces response time and task load. In contrast, the top-left is the location, which should avoid providing any notification in AR dual-task. Our study contributes to designing AR notifications on HMDs to enhance everyday AR experiences.

Hyerim Park* · Maryam Shakeri · Ikbeom Jeon · Jangyoon Kim · Abolghasem Sadeghi-Niaraki · Woontack Woo†

Springer Virtual Reality

There have been attempts to provide new cinematic experiences by connecting TV or movie content to suitable locations through augmented reality (AR). However, few studies have suggested a method to manage breakdowns in continuity due to spatial transitions. Thus, we propose a method to manage the spatial transition that occurs when we create a TV show trajectory by mapping TV show scenes with spatiotemporal information to the real world. Our approach involved two steps. The first step is to reduce the spatial transition considering the sequence, location, and importance of TV show scenes when creating the TV show trajectory in the authoring tool. The second is to fill the spatial transition with additional TV show scenes considering sequence, importance, and user interest when providing the TV show trajectory in the mobile application. The user study results showed that reducing spatial transition increases narrative engagement by allowing participants to see important content within the trajectory. The additional content in spatial transition decreased the physical demand and effort in terms of the perceived workload, although it increased the task completion time. Integrated spatial transition management improved the overall cinematic augmented reality (CAR) experience of the TV show. Furthermore, we suggest design implications for realizing the CAR of TV shows based on our findings.

CONVERSATIONAL DIGITAL TWIN METHOD USING GEOGRAPHIC INFORMATION AND APPARATUS THEREOFPat.
우운택 · 신승엽

Other · Pending

Disclosed are a conversational digital twin method and apparatus using geographic information. A conversational digital twin method using geographic information, which is performed by a computer device, includes obtaining geographic information data converted into 2D or 3D; visualizing the geographic information data in a terminal and providing visualized information to a user; and interacting with the terminal of the user through an artificial intelligence or a voice recognition-based chatbot using a conversational interface to manipulate the visualized information or control an external system.

METHOD AND SYSTEM FOR SYNTHESIZING NOVEL VIEW IMAGE ON BASIS OF MULTIPLE 360 IMAGES FOR 6-DEGREES OF FREEDOM VIRTUAL REALITYPat.
Woontack Woo · Hochul Cho

Other · Pending

A method and a system for synthesizing a novel-view image based on multiple 360 images for 6DOF virtual reality, in which a large-scale 6-DOF virtual environment is implemented, and a scene is synthesized at a novel viewpoint, are provided. The method includes performing a 3D reconfiguration procedure for the 360 images to recover 3D geometric information, and to reconfigure a virtual data map in which the multiple 360 images are integrated into one image, producing a view image corresponding to a viewpoint of a user by applying a view synthesis algorithm of projection & vertex warping process using a reference image which is closest to a viewpoint extracted from the virtual data map, and bl

Yun Suen Pai* · Marsel L. Bait · Juyoung Lee · Jingjing Xu · Roshan L Peiris · Woontack Woo · Mark Billinghurst · Kai Kunze†

Springer Virtual Reality

We present NapWell, a Sleep Assistant using virtual reality (VR) to decrease sleep onset latency by providing a realistic imagery distraction prior to sleep onset. Our proposed prototype was built using commercial hardware and with relatively low cost, making it replicable for future works as well as paving the way for more low cost EOG-VR devices for sleep assistance. We conducted a user study (n = 20) by comparing different sleep conditions; no devices, sleeping mask, VR environment of the study room and preferred VR environment by the participant. During this period, we recorded the electrooculography (EOG) signal and sleep onset time using a finger tapping task (FTT). We found that VR was able to significantly decrease sleep onset latency. We also developed a machine learning model based on EOG signals that can predict sleep onset with a cross-validated accuracy of 70.03%. The presented study demonstrates the feasibility of VR to be used as a tool to decrease sleep onset latency, as well as the use of embedded EOG sensors with VR for automatic sleep detection.

Jaeeun Shin* · Boram Yoon · Dooyoung Kim · Woontack Woo†

IEEE Transactions on Visualization and Computer GraphicsTop 10%

A critical yet unresolved challenge in designing space-adaptive narratives for Augmented Reality (AR) is to provide consistently immersive user experiences anywhere, regardless of physical features specific to a space. For this, we present a comprehensive analysis on a series of user studies investigating how the size, density, and layout of real indoor spaces affect users playing Fragments, a space-adaptive AR detective game. Based on the studies, we assert that moderate levels of traversability and visual complexity afforded in counteracting combinations of size and complexity are beneficial for narrative experience. To confirm our argument, we combined the experimental data of the studies (n=112) to compare how five different spatial complexity conditions impact narrative experience when applied to contrasting room sizes. Results show that whereas factors of narrative experience are rated significantly higher in relatively simple settings for a small space, they are less affected by complexity in a large space. Ultimately, we establish guidelines on the design and placement of space-adaptive augmentations in location-independent AR narratives to compensate for the lack or excess of affordances in various real spaces and enhance user experiences therein.

물체와 상호작용하는 손의 추적을 위한 맨손 깊이 인페인팅 방법 및 시스템Pat.
우운택 · 조우진 · 박갑용

KR 10-2395123-0000 · Korea · Granted

본 발명은 조건부 적대적 생성망(cGAN)으로 구현되는 맨손 깊이 인페인팅을 사용하여 물체와 상호작용하는 손을 3D 추적하는 손의 추적을 위한 맨손 깊이 인페인팅 방법 및 시스템에 관한 것으로, 물체와 상호작용하는 손에 대한 카메라 이미지를 수신하는 단계, 상기 카메라 이미지에서 손 및 물체를 추적하여 깊이 인페인팅(depth inpainting)을 이용한 맨손 깊이 이미지를 생성하는 단계 및 상기 맨손 깊이 이미지에서 손 포즈를 추정하는 단계를 포함한다.

실제 및 가상 사물인터넷 기기를 연동한 3차원 디지털 트윈 시각화 시스템 및 그 방법Pat.
우운택 · 신승엽 · 조호철

KR 10-2441454-0000 · Korea · Granted

본 발명은 실제 및 가상 사물인터넷 기기를 연동한 3차원 디지털 트윈 시각화 시스템 및 그 방법에 관한 것으로서, 실세계에 배치되는 실제 사물인터넷(IoT) 기기로부터 실제 지리공간 데이터를 수집하며, 가상세계에서 서버의 셀프 루틴을 통해 생성되는 가상 사물인터넷(IoT) 기기로부터 가상 지리공간 데이터를 수집하는 가상 및 실제 데이터 수집부, 상기 실제 지리공간 데이터 및 상기 가상 지리공간 데이터를 통합하여 도시 디지털 트윈(Urban Digital Twin; UDT)에 전송하는 데이터 처리부 및 상기 통합된 데이터를 기반으로 상호작용을 위한 증강현실의 동시 공간을 제공하며, 테이블탑(Tabletop)으로부터 제어를 위해 생성된 네트워크 패킷을 중계하는 도시 디지털 트윈부를 포함한다.

202119

Gi-Bbeum Lee* · Hyuckjin Jang · Hyundeok Jeong · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2021

In remote collaboration using Augmented Reality (AR), speech and gesture are major communication methods for the general public. However, the Deaf and Hard-of-Hearing (DHH) population cannot join in the communication due to the absence of a sign language interface which is their primary language. Recent works have tried to augment spoken language with sign language animations or captions, but the research to convey sign language with spoken language is still very limited. In this paper, we propose a novel multi-modal communication system that integrates sign language translation, speech recognition, and shared object manipulation in the mobile AR environment. Though the system is currently under development, we demonstrated a rapid prototype of the telemedicine app leveraging the video prototyping method to integrate the system modules. We performed preliminary interviews about our approach with DHH users, a sign language interpreter, and a physician. We discuss the insights into the future design of the DHH communication support in the AR collaboration system. This study has a socio-cultural, economic impact on the DHH population as a barrier-free design of a remote collaboration system in a practical scenario. Another contribution of this work is that we suggested a novel user-centered system for DHH users in AR by integrating the existing technologies.

Hyung-il Kim* · Taehei Kim · Eunhwa Song · Seo Young Oh · Dooyoung Kim · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2021

In this poster, we present a digital twin-based mixed reality system for remote collaboration with the size-scaling of the user and the space. The proposed system supports collaboration between an AR host user and a VR remote user by sharing a 3D digital twin of the AR host user. To enhance the coarse authoring of a shared digital twin environment, we provide a size scaling of the digital twin environment with the world-in-miniature view. Also, we enable scaling the size of the VR user’s avatar to enhance both coarse (size-up) and fine-grained (size-down) authoring of the digital twin environment. We describe the system setup, input methods, and interaction methods for scaling space and user.

Seungyoub Ssin* · Hochul Cho · Woontack Woo†

Interaction Design and Architecture(s)

Despite prior efforts to solve urban problems and build smart cities using large-scale urban information, researchers have yet to develop tools for city administrators to easily access a diverse mix of city information. To address this limitation, this article proposes an augmented reality visualization system, GeoACT, which can develop a digital twin to present city information from both macro and micro perspectives. GeoACT employs a 3D virtual city miniature with real and virtual IoT information to provide a macro perspective view, and a 360-degree-video-based visualization technique is used for a micro perspective view. We applied GeoACT to an urban space and demonstrated that it could effectively visualize city information through an augmented reality Head Mounted Display (HMD). Furthermore, GeoACT can be used in urban control centers.

Hui-Shyong Yeo* · Juyoung Lee · Woontack Woo · Hideki Koike · Aaron J Quigley · Kai Kunze†

Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems

In this work, we explore a new sensing technique for smart eyewear equipped with Electrooculography (EOG) sensors. We repurpose the EOG sensors embedded in a JINS MEME smart eyewear, originally designed to detect eye movement, to detect midair hand gestures. We also explore the potential of sensing human proximity, rubbing action and to differentiate materials and objects using this sensor. This new found sensing capabilities enable a various types of novel input and interaction scenarios for such wearable eyewear device, whether it is worn on body or resting on a desk.

Jaeeun Shin* · Boram Yoon · Dooyoung Kim · Woontack Woo†

Proceedings of the 2021 CHI Conference on Human Factors in Computing SystemsTop-tier

Space-adaptive algorithms aim to effectively align the virtual with the real to provide immersive user experiences for Augmented Reality(AR) content across various physical spaces. While such measures are reliant on real spatial features, efforts to understand those features from the user’s perspective and reflect them in designing adaptive augmented spaces have been lacking. For this, we compared factors of narrative experience in six spatial conditions during the gameplay of Fragments, a space-adaptive AR detective game. Configured by size and furniture layout, each condition afforded disparate degrees of traversability and visibility. Results show that whereas centered furniture clusters are suitable for higher presence in sufficiently large rooms, the same layout leads to lower narrative engagement. Based on our findings, we suggest guidelines that can enhance the effects of space adaptivity by considering how users perceive and navigate augmented space generated from different physical environments.

Seungyoub Ssin* · Hochul Cho · Woontack Woo†

Augmented Reality and Virtual Reality

This paper introduces a method for developing Augmented Urban Digital Twin (A-UDT) for virtual and real Internet-of-Things (IoT) visualization and its benefits. It presents a method for generating virtual data using the Virtual IoT (VI) based on real IoT data, which can be used with cloud services. An urban digital twin is developed to find and simulate various problems arising in the city by extracting and visualizing data of the city. Designing urban digital twin has some challenging issues such as the difficulty of processing environmental information in real-time due to the absence of IoT support. This absence of IoT support can make problems like developing urban digital twin without knowing the types and scope of visualization. To overcome this limitation, we propose the augmented city miniature that uses generation system, process, storage, and network system of the component that generates VI with the same data structure as real IoT to generate and send data, and it simulates information on a 3D geographic map by sending the generated virtual data to the visualization part using Augmented Reality (AR). Urban digital twin based on the virtual data can make various simulations of city visualization that can be performed to discover required IoT and reduce development costs. A-UDT system can be applied to monitor and simulate diverse environmental information such as air quality, energy efficiency, object movements, and temperature distribution.

Seungyoub Ssin* · Minjeong Suh · Jongwook Lee · Timothy Jung · Woontack Woo†

Augmented Reality and Virtual Reality

The purpose of this study is to propose a theoretical framework for a digital twin-based smart science tourism system using augmented reality in Gwanghwamun Square. To date, smart tourism service was not sufficiently developed for the provision of relevant tourism information to visitors as tourism contents were managed by the separated information system of each institution. The tourists could not receive ideal tourism routes based on their preferences and also according to congestion of each institution. Moreover, the business model using existing tourism services was not well developed, and thus the current tourism services have not sufficiently contributed to the revitalization of the regional economy. We designed a digital twin-based tourism content management system that provides integrated management of tourism information, and augmented reality (AR) science tour services which are included with contents recommendation, best path finding, contents sharing and gamification. We also adopted a business model using the AR tourism platform based on digital twin technology which could contribute to the invigoration of the local economy.

Dooyoung Kim* · Jaeeun Shin · Jeongmi Lee · Woontack Woo†

IEEE Virtual Reality and 3D User Interfaces (VR) 2021

We propose the concept of relative translation gains, a novel Redirected Walking (RDW) method to create a mutual movable space between the Augmented Reality (AR) host's reference space and the Virtual Reality (VR) client's space. Previous RDW methods have focused on maximizing the movable space at the expense of aligning the coordinates between the AR and VR side, and could only be applied to collaborative scenarios involving sequential tasks. Our method solves these problems by adjusting the remote client's walking speed for each axis of a VR space to modify the movable area without coordinate distortion. We estimate the relative translation gain threshold, defined as the extent to which the walking speed can be altered without creating a perceived difference in distance. In order to reflect features of the reference space in generating the mutual space, we then examine how changing its size affects the threshold value. Our study showed that for remote clients connected to the larger reference space, relative translation gains can be increased to utilize a VR space bigger than their real space. Our method can be applied to create optimal mutual spaces for a wider variety of asymmetric Mixed Reality (MR) remote collaboration systems.

Inhwa Yeom* · Woontack Woo†

IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2021

We present a digital twin-based Mixed Reality platform for arts curators. Despite the rising presence of exhibitions in varying digital formats, the virtual engagement of arts curators has been nearly disabled. To replicate and enhance the professional capability of arts curators in the virtual realm, our system integrates a digital twin art space and 3D authoring techniques, aided with spatial and semantic metadata. Our user evaluation proves the system's usability, and its capacity to support curatorial activities. With this, we aim to provide a groundwork to similar systems that also extend arts curator's creativity and outreach beyond time and space.

Hyerim Park* · Woontack Woo†

IEEE Virtual Reality and 3D User Interfaces (VR) 2021

Most research on providing location-based content in 3D interactive virtual reality has been limited to social media content. Few studies have suggested how to represent the video clip of movies or TV shows in virtual reality. This paper investigates a video content representation method to provide a hyper-reality experience of the narrative world in virtual reality. We reflect the time and place settings of the video content in virtual reality and have participants watch the video in four different virtual reality environments. We reveal that reflecting the story's environment settings to the virtual reality environment significantly improves the spatial presence and narratives engagement. We also confirm a positive correlation between spatial presence and narrative engagement, including subscales such as emotional engagement and narrative presence. Based on the study results, we discuss how to provide the hyper-reality experience in content-adaptive virtual reality.

Seungyoub Ssin* · Hochul Cho · Woontack Woo†

IEEE International Conference on Consumer Electronics (ICCE) 2021

This paper shows a structure and implementation of an Urban Digital Twin (UDT), simulating virtual data productions using Virtual IoT (VI) to design services for citizens. When designing smart city services with UDT systems, developing the system without data support from real IoTs can be created without knowing the scope and limitations of the IoTs. We simulated the services by creating VI system, which can be introduced in the future based on the meaningful data sets of existing Real IoT sensors. This paper focuses on the concept of the proposed system, GeoVCM, the components that make up the system.

한국HCI학회 학술대회 발표 논문집, 2021

HAND POSE ESTIMATION METHOD WITH A SINGLE INFRARED CAMERA VIA DOMAIN TRANSFER LEARNING AND THE SYSTEM THEREOFPat.
우운택 · 박갑용 · 김태균

PCT/KR2021/095031 · PCT · Pending

The present invention relates to a hand position estimation method and system for estimating a 3-dimensional hand position for quick hand movement, on the basis of domain transfer learning from a depth image to an infrared image, the hand position estimation method comprising the steps of: processing a depth image and an infrared image for hand movement; synthesizing a depth map with the infrared image by using a hand image generator (HIG), and estimating skeletal positions of hand joints from each of the depth map and an infrared map; and calculating a 3-dimensional hand position by using the skeletal positions and the center of a hand depth image.

Jinwoo Park* · Ikbeom Jeon · Sung-Eui Yoon · Woontack Woo†

IEEE Transactions on Visualization and Computer GraphicsTop 10%

Hyunju Kim* · Sanghwa Hong · Junki Kim · Taesoo Jang · Woontack Woo · Seongkook Heo · Byungjoo Lee†

Multimedia Tools and Applications

This study introduces RealityBrush, a novel augmented reality (AR) authoring system that allows designers to quickly and easily create realistic virtual objects by capturing and utilizing the kinetic properties of everyday physical objects in the early stages of design. The RealityBrush system consists of a handheld device, a data analysis module and an AR feedback module. The handheld device, which is made in the shape of a rod, is equipped with a depth camera and a force sensor at the tip. When a user holds the device and pokes a physical object, the local force applied to the object and the resulting deformations of the object are measured simultaneously. By analyzing the relationship between measured force and deformations, the RealityBrush system can identify two kinetic properties of the poked object: stiffness and motion resistance. The user can then use the handheld device as a 3D brush to create a virtual object in the air and assign the measured kinetic properties to the created virtual object. Finally, the system’s physics engine allows the user to interact with the created object by using the device to poke or push the object. The technical evaluation showed that the system can successfully extract the stiffness and motion resistance of everyday objects. We also report initial user feedback on AR authoring using the RealityBrush system.

증강현실 기반 인터렉티브 저작 서비스 제공 시스템Pat.
우운택 · 길경원 · 하태진 · 도영임 · 임지민

KR 10-2304023-0000 · Korea · Granted

본 발명은 HMD(Head Mounted Display)가 구비된 웨어러블(wearable) 디바이스와, 상기 웨어러블 디바이스와 페어링(pairing)되어 GUI 인터페이스를 통해 시나리오 기반 기설정된 플로우(flow)에 대응하는 콘텐츠를 재생하고, 상기 콘텐츠에 형성된 오브젝트에 인터럽트(interrupt) 발생 시 상기 웨어러블 디바이스로부터 뷰잉(viewing) 되는 3차원 공간에 해당 오브젝트를 오버레이(overlay)하여 증강현실 영상을 생성하고, 사용자 제스처(gesture)에 따라 오버레이된 오브젝트별 상태를 변환하고, 움직임 센서를 통해 센싱되는 움직임 정보를 기반으로 상기 오브젝트의 위치 영역을 변환하는 증강현실 서비스 제공 단말과, 자기 센서(magnetic sensor)를 구비하고, 상기 증강현실 서비스 제공 단말로부터 출력되는 오브젝트를 선택하거나 활성화하는 포인팅 디바이스를 포함함을 특징으로 한다.

증강현실을 이용한 기타 운지 학습 시스템Pat.
우운택 · 도승원 · 김형일

KR 10-2228019-0000 · Korea · Granted

본원의 일 측면에 따른 증강현실을 이용한 기타 운지 학습 시스템은 기타 영상을 촬영하는 카메라 모듈; 입력 모듈; 증강현실 영상이 출력되는 디스플레이 모듈; 증강현실을 이용한 기타 운지 학습 프로그램이 탑재된 메모리; 및 프로그램을 실행하는 프로세서를 포함한다. 기타는 복수의 스트링을 포함하고 지판의 일측에 증강현실 마커가 부착된 것이고, 프로세서는 기타 운지 학습 프로그램의 실행에 따라, 기타 영상에서 증강현실 마커를 인식하고, 증강현실 마커를 기초로 지판 상의 스트링 영역 및 프렛 영역을 추출하여 원본 이미지로 저장하고, 입력 모듈을 통해 입력 받은 악보 파일에서 곡의 박자, 운지 또는 주법이 포함된 연주 정보를 추출하고, 추출된 연주 정보를 이용하여 지판에서 운지해야 하는 위치 및 탄현해야 하는 스트링을 알려주는 표준 운지 이미지를 생성하고, 표준 운지 이미지와 원본 이미지를 중첩시킨 증강현실 영상을 생성하고, 생성된 증강현실 영상을 디스플레이 모듈을 통해 출력하는 것을 특징으로 한다.

202015

Gabyong Park* · Tae-Kyun Kim · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2020Top-tier

Previous methods successfully estimated 3D hand poses from unblurred depth images with slow and smooth hand motions. However, the performance drops when the depth images are contaminated by motion blur due to fast hand motion. In this paper, we exploit an infrared (IR) image input, which is weakly blurred under fast hand motion. The proposed method is based on domain transfer learning from depth to infrared images. Note we do not have IR images with hand skeletons, thus proposing self-supervision rather than direct supervision using the skeleton labels. We train a Hand Image Generator (HIG) and two Hand Pose Estimators (HPEs) on paired depth and infrared images via self-supervision using a consistency loss, guided by an existing HPE trained on paired depth and hand skeleton entries. The IR-based HPE is then refined on the weakly blurred infrared images. The qualitative and quantitative experiments demonstrate that the proposed method accurately estimates 3D hand poses under motion blur by fast hand motion, while existing depth-based methods fail. Our solution therefore supports fast 3D manipulation of virtual objects for augmented reality applications. Our model and dataset are publicly available for future research.1

Woojin Cho* · Gabyong Park · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2020Top-tier

We propose a 3D hand tracking system using bare-hand depth inpainting from an RGB-depth image for a hand interacting with an object. The effectiveness of most existing hand-object tracking methods is impeded by the insufficiency of data, which do not include hand data occluded by the object, and their reliance on the information inferred from assuming the specific object type. We generate a sufficiently accurate bare-hand depth image from a hand interacting with an object using a conditional generative adversarial network, which is trained using the synthesized 2D silhouettes of the object to learn the morphology of the hand. We evaluate the proposed approach using a hierarchical particle filter-based hand tracker and prove that our approach utilizing the bare-hand tracker in the hand-object interaction dataset achieve state-of-the-art performance. The generalization of our work will enable visual-tactile interaction that is more natural in various wearable augmented reality applications.

Sunyoung Bang* · Hyunjin Lee · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2020

Using an augmented reality head-mounted display(HMD) to extend the display of smartphone could open up new user interface solutions, benefiting users with an increased screen real-estate and visualizations that leverage each device's capabilities. Some previous works have explored the viability of extended displays, but knowledge regarding considerable design factors and constraints for such displays is still very limited. In our work, we conducted an exploratory study to investigate how different properties of augmented content in extended displays affect the user's task performance and subjective workload in an image comparison task. Through an experiment with 24 participants, we compared four augmented content placements (top, right, left, and bottom) and two augmented content sizes (small and large). The study results demonstrated that there are significant effects of both placement and size of augmented content on task performance and subjective workload. Based on the findings of our study, we propose some recommendations for the future design of extended displays.

Hyunjin Lee* · Sunyoung Bang · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2020

Information in augmented reality (AR) consists of virtual and real contexts and is provided to the AR environment at different distances for each user. Therefore, it is important to understand how the integration of two different information influences the user's AR experience. However, little has been studied regarding the complexity and viewing distance of a real space. Our study investigates how the complexity of the physical environment and viewing distance influence workload and performance in a visual search task in an AR environment. We conducted an experiment in which participants performed conjunction search under three different levels of background complexity, at both near (1.5m) and far (3m) distances. The results indicated that as the complexity of the background increased, the users' performance time and workload were negatively impacted. In addition, when the distance between the user and the background was greater, search time increased. From the results of the study, we derived some recommendations for the design of AR interfaces. Our research contributes to the design of interfaces by demonstrating the necessity to consider the complexity of background and viewing distance.

Boram Yoon* · Hyung-il Kim · Seo Young Oh · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2020Top-tier

This study investigates the effects of a virtual hand representation on the user experience including social presence during hand-based 3D remote collaboration. Although a remote hand appearance is a critical parts of a hand-based telepresence, it has been rarely studied in comparison to studies on the self-embodiment of virtual hands in a 3D environment. Thus, we conducted a user study comparing the three virtual hands models (Skeleton, Low Polygon and Realistic) while performing a remote collaborative task based on the American Sign Language (ASL) using both Augmented Reality (AR) and Virtual Reality (VR) environments. We found that the realistic type was perceived as the most sense of being together, human-like, and trustable representation. The low polygon model could also convey a clear sign and moderate level of social presence. Although the system was configured asymmetrically in AR and VR, little difference in perception was found except for the participant's mental load and message understanding. We then discuss the results and suggest design implications for future hand-based 3D telepresence systems.

Seo Young Oh* · Boram Yoon · Hyung-il Kim · Woontack Woo†

Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems

This paper reports that the time-domain accuracy of bare-hand interactions in HMD-based Augmented Reality can be improved by using finger contact: touching a finger with another or tapping one's own hand. The activation of input can be precisely defined by the moment of finger contact, allowing the user to perform the input precisely at the desired moment. Finger contact is better suited to the user's mental model, and natural tactile feedback from the fingertip also benefits the user with the self-perception of the input. The experimental results revealed that using finger contact is the preferred method of input that increases the time-domain accuracy and enables the user to be aware of the moment the input is activated.

Richard Li* · Juyoung Lee · Woontack Woo · Thad Starner†

Proceedings of the Augmented Humans International Conference

Cheek kissing is a common greeting in many countries around the world. Many parameters are involved when performing the kiss, such as which side to begin the kiss on and how many times the kiss is performed. These parameters can be used to infer one's social and physical context. In this paper, we present KissGlass, a system that leverages off-the-shelf smart glasses to recognize different kinds of cheek kissing gestures. Using a dataset we collected with 5 participants performing 10 gestures, our system obtains 83.0% accuracy in 10-fold cross validation and 74.33% accuracy in a leave-one-user-out user independent evaluation.

Hui-Shyong Yeo* · Juyoung Lee · Andrea Bianchi · Alejandro Samboy · Hideki Koike · Woontack Woo · Aaron Quigley†

Proceedings of the Augmented Humans International Conference

WristLens is a system for surface interaction from wrist-worn wearable devices such as smartwatches and fitness trackers. It enables eyes-free, single-handed gestures on surfaces, using an optical motion sensor embedded in a wrist-strap. This allows the user to leverage any proximate surface, including their own body, for input and interaction. An experimental study was conducted to measure the performance of gesture interaction on three different body parts. Our results show that directional gestures are accurately recognized but less so for shape gestures. Finally, we explore the interaction design space enabled by WristLens, and demonstrate novel use cases and applications, such as on-body interaction, bimanual interaction, cursor control and 3D measurement.

360 카메라 및 디지털 트윈을 기반으로 한 이동 객체의 지리적 데이터 추정방법 및 시스템Pat.
우운택 · 조호철 · 신승엽

Application No. 10-2020-0177977 · Korea · Pending

본 발명은 360 카메라 및 디지털 트윈을 기반으로 한 이동 객체의 지리적 데이터 추정방법 및 시스템에 관한 것으로, 360 카메라에서 영상 데이터를 수신하여 전처리하는 단계, 상기 영상 데이터 내 객체의 위치를 추출하며, 디지털 트윈(Digital Twin)을 통해 이미지 깊이(depth)를 추정하여 상기 객체의 초기 위치를 추정하는 단계 및 상기 초기 위치를 기반으로 상기 디지털 트윈에 배치된 3D 모델(3D model)을 이용하여 상기 영상 데이터 내 상기 객체와의 차이를 계산하며, 차이를 최소화하는 최적화(optimization)를 통해 상기 객체의 위치 및 각도를 포함하는 지리적 데이터를 추정하는 단계를 포함한다.

Gabyong Park* · Antonis Argyros · Juyoung Lee · Woontack Woo†

IEEE Transactions on Visualization and Computer GraphicsTop 10%

We present a sensor-fusion method that exploits a depth camera and a gyroscope to track the articulation of a hand in the presence of excessive motion blur. In case of slow and smooth hand motions, the existing methods estimate the hand pose fairly accurately and robustly, despite challenges due to the high dimensionality of the problem, self-occlusions, uniform appearance of hand parts, etc. However, the accuracy of hand pose estimation drops considerably for fast-moving hands because the depth image is severely distorted due to motion blur. Moreover, when hands move fast, the actual hand pose is far from the one estimated in the previous frame, therefore the assumption of temporal continuity on which tracking methods rely, is not valid. In this paper, we track fast-moving hands with the combination of a gyroscope and a depth camera. As a first step, we calibrate a depth camera and a gyroscope attached to a hand so as to identify their time and pose offsets. Following that, we fuse the rotation information of the calibrated gyroscope with model-based hierarchical particle filter tracking. A series of quantitative and qualitative experiments demonstrate that the proposed method performs more accurately and robustly in the presence of motion blur, when compared to state of the art algorithms, especially in the case of very fast hand rotations.

NOVEL VIEW SYNTHESIS METHOD BASED ON MULTIPLE 360 IMAGES FOR 6-DOF VIRTUAL REALITY AND THE SYSTEM THEREOFPat.
우운택 · 조호철 · 김장윤

PCT/KR2020/002289 · PCT · Pending

The present invention relates to a method and a system for synthesizing a novel view image on the basis of multiple 360 images for 6-degrees of freedom (DoF) virtual reality, wherein multiple 360 images are used to construct a large-scale 6-DoF virtual environment and synthesize a scene at a new viewpoint. The method comprises the steps of: performing a 3D reconfiguration procedure on 360 images to reconstruct 3D geometric information and reconfigure a virtual data map integrating the multiple 360 images into one image; using a reference image closest to a viewpoint extracted from the virtual data map to apply a projection 0026# vertex warping view synthesis algorithm so as to create view im

Jinwoo Park* · Hunmin Park · Sung-Eui Yoon · Woontack Woo†

IEEE Transactions on Visualization and Computer GraphicsTop 10%

In mixed reality (MR), augmenting virtual objects consistently with real-world illumination is one of the key factors that provide a realistic and immersive user experience. For this purpose, we propose a novel deep learning-based method to estimate high dynamic range (HDR) illumination from a single RGB image of a reference object. To obtain illumination of a current scene, previous approaches inserted a special camera in that scene, which may interfere with user's immersion, or they analyzed reflected radiances from a passive light probe with a specific type of materials or a known shape. The proposed method does not require any additional gadgets or strong prior cues, and aims to predict illumination from a single image of an observed object with a wide range of homogeneous materials and shapes. To effectively solve this ill-posed inverse rendering problem, three sequential deep neural networks are employed based on a physically-inspired design. These networks perform end-to-end regression to gradually decrease dependency on the material and shape. To cover various conditions, the proposed networks are trained on a large synthetic dataset generated by physically-based rendering. Finally, the reconstructed HDR illumination enables realistic image-based lighting of virtual objects in MR. Experimental results demonstrate the effectiveness of this approach compared against state-of-the-art methods. The paper also suggests some interesting MR applications in indoor and outdoor scenes.

한국HCI학회 학술대회 발표 논문집, pp.1080-1083, 2020

듀얼 카메라가 장착된 이동형 디바이스를 이용한 포커스 콘텍스트 영상 처리 장치 및 그 방법Pat.
우운택 · 김기홍 · 김장윤

KR 10-2074072-0000 · Korea · Granted

본 발명은 듀얼 카메라가 장착된 이동형 디바이스를 이용한 포커스 콘텍스트 영상 처리 장치 및 그 방법에 관한 것으로, 이동형 디바이스의 고화질 카메라로부터 촬영되는 주요 관심 영역의 고화질 영상 데이터, 및 광각 카메라로부터 촬영되는 주변 영역의 광각 영상 데이터를 이용하여 증강현실 영상 콘텐츠를 제공할 수 있다.

손 자세 인식 및 적응적 공간 탐색을 활용한 손 관절 추적 방법 및 그 장치Pat.
우운택 · 박갑용

KR 10-2150794-0000 · Korea · Granted

손 자세 인식 및 적응적 공간 탐색을 활용한 손 관절 추적 방법 및 그 장치가 개시된다. 본 발명의 일 실시예에 따른 손 자세 추적 방법은 손 자세를 포함하는 깊이 이미지를 수신하는 단계; 상기 깊이 이미지에 기초하여 상기 손 자세에 대한 제1 이미지와 제2 이미지를 생성하는 단계; 상기 제1 이미지에 기초하여 상기 제1 이미지에 대응하는 손 대표 자세를 분류하는 단계; 상기 제2 이미지와 상기 분류된 손 대표 자세에 기초하여 미리 설정된 파티클들 각각을 생성하는 단계; 상기 생성된 파티클들 각각에 대한 깊이 오류와 자세 오류를 계산하는 단계; 상기 계산된 깊이 오류와 자세 오류를 기반으로 상기 파티클들 각각과 검색 공간 범위를 업데이트하는 단계; 및 상기 업데이트된 파티클들 각각과 검색 공간 범위에 기초하여 손 자세를 추정하는 단계를 포함한다.

201915

Jaeeun Shin* · Hayun Kim · Callum Parker · Hyung-il Kim · Seoyoung Oh · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2019Top-tier

One of the main challenges in creating narrative-driven Augmented Reality (AR) content for Head Mounted Displays (HMDs) is to make them equally accessible and enjoyable in different types of indoor environments. However, little has been studied in regards to whether such content can indeed provide similar, if not the same, levels of experience across different spaces. To gain more understanding towards this issue, we examine the effect of room size and furniture on the player experience of Fragments, a space-adaptive, indoor AR crime-solving game created for the Microsoft HoloLens. The study compares factors of player experience in four types of spatial conditions: (1) Large Room - Fully Furnished; (2) Large Room - Scarcely Furnished; (3) Small Room - Fully Furnished; and (4) Small Room - Scarcely Furnished. Our results show that while large spaces facilitate a higher sense of presence and narrative engagement, fully-furnished rooms raise perceived workload. Based on our findings, we propose design suggestions that can support narrative-driven, space-adaptive indoor HMD-based AR content in delivering optimal experiences for various types of rooms.

Shuo Liu* · Seogsung Jang · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2019

Augmented reality is a technology which extends measureless contents in the virtual space and makes actual objects not limited in the physical properties. As the most popular cultural media among the campus, the poster have its shortcoming of offering restricted information. In this paper, we introduce a responsive poster-reading system which generates diverse contents step by step with body-based and hand-based interactions, and a design guideline which applies for corresponding posters. The proposed method is able to provide users with a user-friendly, immersive and intuitive experience.

Juyoung Lee* · Shaurye Aggarwal · Jason Wu · Thad Starner · Woontack Woo†

Proceedings of the 23rd International Symposium on Wearable Computers

SelfSync enables rapid, robust initiation of a gesture interface using synchronized movement of different body parts. SelfSync is the gestural equivalent of a hotword such as OK-Google in a speech interface and is enabled by the increasing trend where a user wears two or more wearables, such as a smartwatch, wireless earbuds, or a smartphone. In a user study comparing five potential SelfSync gestures in isolation, our system averages 96%, 98% and 88% for user dependent, user adapted, and user independent accuracy, respectively. For when the user has a phone in a pocket and a smart-watch, we suggest twisting the hand about the wrist while moving the leg with the phone in synchrony left and right. When the user has a head worn device and a smartwatch, we suggest twisting the hand while twisting the head left and right.

Seungwon Kim* · Gun Lee · Weidong Huang · Hayun Kim · Woontack Woo · Mark Billinghurst†

Proceedings of the 2019 CHI Conference on Human Factors in Computing SystemsTop-tier

Many researchers have studied various visual communication cues (e.g. pointer, sketching, and hand gesture) in Mixed Reality remote collaboration systems for real-world tasks. However, the effect of combining them has not been so well explored. We studied the effect of these cues in four combinations: hand only, hand + pointer, hand + sketch, and hand + pointer + sketch, with three problem tasks: Lego, Tangram, and Origami. The study results showed that the participants completed the task significantly faster and felt a significantly higher level of usability when the sketch cue is added to the hand gesture cue, but not with adding the pointer cue. Participants also preferred the combinations including hand and sketch cues over the other combinations. However, using additional cues (pointer or sketch) increased the perceived mental effort and did not improve the feeling of co-presence. We discuss the implications of these results and future research directions.

Hochul Cho* · Jangyoon Kim · Woontack Woo†

IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2019Top-tier

We present a novel view synthesis method that allows users to experience a large-scale Six-Degree-of-Freedom (6-DOF) virtual environment. Our main contributions are the construction of a large-scale 6-DOF virtual environment using multiple 360 images as well as synthesis of a scene from novel viewpoints. Novel view synthesis from a single 360 image can give free viewpoint experience with full 6-DOF of head motion to players, but the moveable space is limited within a context of the image. We propose a novel view synthesis process that references multiple 360 images via reconstructing a large-scale real world based virtual data map and perform a weighted blending for interpolating multiple novel view images. Our results show that our approach provides a wider area of virtual environment as well as a smooth transition between each reference 360 images.

Boram Yoon* · Hyung-il Kim · Gun A. Lee · Mark Billinghurst · Woontack Woo†

IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2019Top-tier

This paper investigates the effect of avatar appearance on Social Presence and users' perception in an Augmented Reality (AR) telepresence system. Despite the development of various commercial 3D telepresence systems, there has been little evaluation and discussions about the appearance of the collaborator's avatars. We conducted two user studies comparing the effect of avatar appearances with three levels of body part visibility (head & hands, upper body, and whole body) and two different character styles (realistic and cartoon-like) on Social Presence while performing two different remote collaboration tasks. We found that a realistic whole body avatar was perceived as being the best for remote collaboration, but an upper body or cartoon style could be considered as a substitute depending on the collaboration context. We discuss these results and suggest guidelines for designing future avatar-mediated AR remote collaboration systems.

Muhammad Ayaz Shirazi* · Hochul Cho · Woontack Woo†

IEEE International Conference on Consumer Electronics (ICCE) 2019

We propose the system that provides an immersive experience by automatically extending the video content of the TV to the wall. Though it is possible to manually create the appropriate content that works on the existing TV screen, the cost is too expensive to create. The proposed deep neural network uses the center of the video as input and the outside area as output. The trained network automatically generates the extrapolated video according to the input video and a projector projects the resulting content on the living room wall around the TV thereby improving the immersive feeling. The proposed system is expected to pave a new road to the home appliance industry by transforming the living room into the new immersive experience platform.

6 자유도 가상현실을 위한 다중 360 이미지 기반의 자유시점 이미지 합성 방법 및 그 시스템Pat.
우운택 · 조호철 · 김장윤

Application No. 10-2019-0130335 · Korea · Pending

본 발명은 복수의 360 이미지를 사용하여 대규모 6-DOF 가상 환경을 구축하고 새로운 시점에서 장면을 합성하는 6 자유도 가상현실을 위한 다중 360 이미지 기반의 자유시점 이미지 합성 방법 및 그 시스템에 관한 것으로, 360 이미지(360 Images)에 대한 3D 재구성 절차를 수행하여 3D 기하학적 정보를 복구하며, 복수의 360 이미지를 하나로 통합하는 가상 데이터 맵을 재구성하는 단계, 상기 가상 데이터 맵에서 추출된 뷰 포인트에서 가장 근접한 기준 이미지를 사용하여 투영 및 정점 워핑(Projection 0026# Vertex Warping)의 뷰 합성 알고리즘을 적용하여 사용자 시점에 해당하는 뷰 이미지를 생성하는 단계 및 상기 기준 이미지의 위치와 상기 뷰 포인트의 위치 사이의 거리에 기초한 내부 분할에 대한 섹션 공식을 통해 6 자유도(DoF)를 위한 상기 뷰 이미지를 혼합하는 단계를 포함한다.

Apparatus and method for providing augmented reality interaction servicePat.
Woontack Woo · Tae Jin Ha

Other · Granted

Provided is a method of providing an augmented reality interaction service, the method including: generating reference coordinates based on a 3-dimensional (3D) image including depth information obtained through a camera; segmenting a region corresponding to a pre-set object from the 3D image including the depth information obtained through the camera, based on depth information of the pre-set object and color space conversion; segmenting a sub-object having a motion component from the pre-set object in the segmented region, and detecting a feature point by modeling the sub-object and a palm region linked to the sub-object based on a pre-set algorithm; and controlling a 3D object for use of

Jongwook Lee* · Junki Kim · Jaehong Ahn · Woontack Woo†

Journal of Cultural Heritage

System and method for acquiring partial space in augmented spacePat.
Woontack Woo · Hyeong Mook Lee

Other · Granted

The present invention includes: a targeting unit configured to, when an event by a user's action is generated in a 3D image displayed on a display device, acquire a first subspace of a first three-dimensional (3D) shape corresponding to the user's action; and a refinement unit configured to acquire a second subspace of a second 3D shape, of which position and scale are adjusted according to a user's gesture within a range of the first subspace acquired by the targeting unit.

Hui-Shyong Yeo* · Juyoung Lee · Hyung-il Kim · Aakar Gupta · Andrea Bianchi · Daniel Vogel · Hideki Koike · Woontack Woo · Aaron Quigley†

Proceedings of the 21st International Conference on Human-Computer Interaction with Mobile Devices and Services

To better explore the incorporation of pointing and gesturing into ubiquitous computing, we introduce WRIST, an interaction and sensing technique that leverages the dexterity of human wrist motion. WRIST employs a sensor fusion approach which combines inertial measurement unit (IMU) data from a smartwatch and a smart ring. The relative orientation difference of the two devices is measured as the wrist rotation that is independent from arm rotation, which is also position and orientation invariant. Employing our test hardware, we demonstrate that WRIST affords and enables a number of novel yet simplistic interaction techniques, such as (i) macro-micro pointing without explicit mode switching and (ii) wrist gesture recognition when the hand is held in different orientations (e.g., raised or lowered). We report on two studies to evaluate the proposed techniques and we present a set of applications that demonstrate the benefits of WRIST. We conclude with a discussion of the limitations and highlight possible future pathways for research in pointing and gesturing with wearable devices.

가시광 통신을 이용한 실내공간의 증강현실 제공 시스템 및 그 방법Pat.
우운택 · 전진우

KR 10-1971791-0000 · Korea · Granted

본 발명은 가시광 통신(Li‐Fi)을 이용하여 특정 조명구역에서의 키프레임 정보 및 공간정보를 제공하며, 사용자의 모바일 디바이스를 통해 조명구역에서의 증강현실 체험을 제공하는 가시광 통신을 이용한 실내공간의 증강현실 제공 시스템 및 그 방법에 관한 것으로, 정확한 실내 공간의 복원뿐만 아니라 사용자의 위치 및 모바일 디바이스의 자세를 정확하게 추정할 수 있다.

사용자 능력을 증강시키는 증강 휴먼 서비스 제공 방법 및 그 시스템Pat.
우운택 · 김은석 · 유정민 · 김준기

KR 10-2010132-0000 · Korea · Granted

사용자 능력을 증강시키는 증강 휴먼 서비스 제공 방법 및 그 시스템이 개시된다. 본 발명의 일 실시예에 따른 증강 휴먼 서비스 제공 방법은 적어도 하나의 사용자 기기에 구비된 센서들을 이용하여 사용자와 관련된 센싱 정보를 획득하는 단계; 상기 획득된 센싱 정보를 이용하여 상기 사용자의 정보를 정량화하고 패턴화함으로써, 상기 사용자의 전인적 정량적 자아(HQS; Holistic Quantified Self)에 대한 사용자 패턴을 생성하는 단계; 및 상기 생성된 사용자 패턴에 기초하여 사용자 맞춤형 서비스를 제공하는 단계를 포함한다.

영상 특징점 기반의 실시간 카메라 자세 추정 방법 및 그 장치Pat.
우운택 · 박노영

KR 10-1942646-0000 · Korea · Granted

영상 특징점 기반의 실시간 카메라 자세 추정 방법 및 그 장치가 개시된다. 본 발명의 일 실시예에 따른 실시간 카메라 자세 추정 방법은 카메라에 의해 객체를 포함하는 이미지들이 실시간으로 촬영되면 배후 처리에서 상기 촬영된 이미지들 중 어느 하나의 이미지에서의 상기 객체에 대한 키포인트들과 상기 객체에 대해 미리 저장된 키포인트들 간의 1차 매칭을 수행하는 단계; 전면 처리에서 상기 촬영된 이미지들과 상기 배후 처리로부터 수신된 1차 매칭 결과에 기초하여 상기 객체의 키포인트들에 대한 2차 매칭을 수행하는 단계; 및 상기 전면 처리에서 상기 2차 매칭 결과를 이용하여 상기 카메라의 자세를 실시간으로 추정하는 단계를 포함하며, 상기 전면 처리와 상기 배후 처리는 병렬적으로 수행되는 것을 특징으로 한다.

201818

Hayun Kim* · Sunyoung Bang · Woontack Woo†

3rd Digital Heritage International Congress (DigitalHERITAGE) held jointly with 2018 24th International Conference on Virtual Systems & Multimedia (VSMM 2018)

Conventional approaches to a virtual heritage site that provide interpretations through curated content allow visitors only the lowest level of engagement, which is paying conscious, intentional attention to the content. In this paper, we propose a trajectory for visitor experience to a virtual heritage site that facilitates a higher level of engagement by letting visitors make their own interpretations. We developed a mobile virtual reality (VR) application that delivers this trajectory, which allows visitors to author mixed reality (MR) content that represents personal interpretations. The application provides three types of virtual assets to compose MR content: historical assets, emotional assets, and personal assets. We describe how visitors generally followed our trajectory and used virtual assets, engaging with virtual heritage and making interpretations. We related our findings to a discussion of how to support personal engagement and rich interpretation in a virtual heritage site.

Jaeeun Shin* · Woontack Woo†

3rd Digital Heritage International Congress (DigitalHERITAGE) held jointly with 2018 24th International Conference on Virtual Systems & Multimedia (VSMM 2018)

This paper proposes guidelines for the design of a Mixed Reality(MR) storytelling tool for cultural heritage sites that utilizes geotagged content and detailed location-specific narrative principles while prioritizing the intent of the author. Continuous efforts have been made to apply storytelling techniques in producing location-based digital heritage content over MR platforms. However, consideration for fine-tuned input parameters required at the authoring level has been consistently lacking. This has resulted in content that fails to identify, understand, and reflect the goals and needs of the author in maximizing the benefits of the narrative form for MR heritage experiences. To address this problem, we combine an analysis of existing location-based digital authoring tools with qualitative user studies conducted in a digital storytelling workshop. With the implications derived from our findings, we establish detailed design guidelines to provide a systematic narrative structure in the arrangement of geotagged content over various Points of Interest within the MR heritage space. Our study identifies two major authoring motivations for location-based MR storytelling: space-driven and story-driven. We thereby assert the need to bifurcate the design of the tool to support both these purposes and propose guidelines that differentiate the functions and task flow of each authoring mode.

Jongwook Lee* · Junki Kim · Jaehong Ahn · Woontack Woo†

3rd Digital Heritage International Congress (DigitalHERITAGE) held jointly with 2018 24th International Conference on Virtual Systems & Multimedia (VSMM 2018)

This study proposed a mobile virtual reality-based application for on-site risk management using Historical Building Information Modeling (HBIM) to alleviate the inefficiency of paper-based risk management of architectural heritage. In this research, we focused on the design of the metadata and the database structure that is based on the point of interest (PoI), anchor, and content metadata for advanced context-aware information retrieval from HBIM system in the mobile environment. To verify our method, we created a mobile VR-based application of the Gwandeokjeong building in Korea. After, we conducted a comparative experiment on performance time, task load and usability and proved the efficiency of our method for on-site risk management. In conclusion, our metadata and database structure in this study contribute to suggest a method to interoperate between HBIM system and mobile VR system and conduct advanced context-aware information retrieval.

Hyerim Park* · Junki Kim · Sunyoung Bang · Woontack Woo†

3rd Digital Heritage International Congress (DigitalHERITAGE) held jointly with 2018 24th International Conference on Virtual Systems & Multimedia (VSMM 2018)

Despite various efforts to provide visually immersive experiences and various information about virtual cultural heritage sites, few studies have investigated how to effectively provide media related to cultural heritage sites in virtual reality or to measure the effectiveness of the virtual tourism experience in improving the affect and visit intention to the actual tourist destination. In this study, we examined the effects of a video-based virtual tour, applied via film-induced tourism, on post-VR attitude and behavioral visit intention to a cultural heritage site compared with those of a basic virtual tour. We also aimed to determine how to effectively provide broadcast content as a storytelling medium in a virtual reality tour, considering characteristics of a cultural heritage site. Through the experiment, we proved that video-based virtual experience is more effective in improving visitors' positive attitude and visit intention than the basic virtual tour, which was nevertheless effective as well. We also derived design implications for the utilization of location-based broadcast video clips.

Gabyong Park* · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2018Top-tier

We propose a novel method for model-based 3D tracking of hand articulations that is effective even for fastmoving hand postures in depth images. A large number of augmented reality (AR) and virtual reality (VR) studies have used model-based approaches for estimating hand postures and tracking movements. However, these approaches exhibit limitations if the hand moves rapidly or into the camera's field of view. To overcome these problems, researchers attempted a hybrid strategy that uses multiple initializations for 3D tracking of articulations. However, this strategy also exhibits limitations. For example, in genetic optimization, the hypotheses generated from the previous solution may search for a solution in an incorrect search space in a fast-moving hand gesture. This problem also occurs if the search space selected from the results of a trained model does not cover the true solution although the tracked hand moves slowly. Our proposed method estimates the hand pose based on model-based tracking guided by classification and search space adaptation. From the classification by a convolutional neural network (CNN), a data-driven prior is included in the objective function and additional hypotheses are generated in particle swarm optimization (PSO). In addition, the search spaces of the two sets of the hypotheses, generated by the data-driven prior and the previous solution, are adaptively updated using the distribution of each set of the hypotheses. We demonstrated the effectiveness of the proposed method by applying it to an American Sign Language (ASL) dataset consisting of fast-moving hand postures. The experimental results demonstrate that the proposed algorithm exhibits more accurate tracking results compared to other state-of-the-art tracking algorithms.

Hyung-il Kim* · Juyoung Lee · Hui-Shyong Yeo · Aaron Quigley · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2018

In this demonstration, we will show a prototype system with sensor fusion approach to robustly track 6 degrees of freedom of hand movement and support intuitive hand gesture interaction and 3D object manipulation for Mixed Reality head-mounted displays. Robust tracking of hand and finger with egocentric camera remains a challenging problem, especially with self-occlusion - for example, when user tries to grab a virtual object in midair by closing the palm. Our approach leverages the use of a common smart watch worn on the wrist to provide a more reliable palm and wrist orientation data, while fusing the data with camera to achieve robust hand motion and orientation for interaction.

Woojin Cho* · Gabyong Park · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) 2018

We propose a method that is effective in tracking 3D hand poses occluded by a real object. Since existing model-based tracking methods rely only on observed images to estimate hand joints, tracking generally fails when the hand joints are largely invisible. This problem becomes more prevalent when the tracked hand is grabbing an object, as occlusion by the object makes it harder to find a proper correspondence between the hand model and observation. The proposed method utilizes the occluded part of the hand as additional information for model-based tracking. The occluded depth information is reconstructed according to the geometric of the object and model-based tracking is employed based on particle swarm optimization (PSO). We demonstrate that the reconstructed depth information improves the performance of tracking an object-grabbing hand.

Yoonjeong Cha* · Sungu Nam · Mun Yong Yi · Jaeseung Jeong · Woontack Woo†

Adjunct Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology

Augmented collaboration in a shared house design scenario has been studied widely with various approaches. However, those studies did not consider human perception. Our goal is to lower the user's perceptual load for augmented collaboration in shared space design scenarios. Applying attention theories, we implemented shared head gaze, shared selected object, and collaborative manipulation features in our system in two different versions with HoloLens. To investigate whether user perceptions of the two different versions differ, we conducted an experiment with 18 participants (9 pairs) and conducted a survey and semi-structured interviews. The results did not show significant differences between the two versions, but produced interesting insights. Based on the findings, we provide design guidelines for collaborative AR systems.

Hyerim Park* · Eunseok Kim · Hayun Kim · Jaeeun Shin · Junki Kim · Kihong Kim · Woontack Woo†

In International Conference on Human Interface and the Management of Information, Springer, Cham, 2018

In applying MR (AR/VR) technologies to cultural heritage sites, the design and implementation of mobile MR applications have mostly lacked a holistic and systematic approach in the viewpoint of retrieving existing content and providing personalized experiences to visitors on the fly. To address this issue, we designed and implemented the KCTM application in which various types of content from different databases are brought together and reorganized by a newly proposed metadata schema that assigns spatio-temporal information to them for the purpose of visualizing them in MR environments. According to the user evaluation, most of the participants expressed strong interest in touring the heritage sites augmented with various related content.

Juyoung Lee* · Eunseok Kim · Jeongmin Yu · Junki Kim · Woontack Woo†

International Conference on Human Interface and the Management of Information (HIMI), pp. 188-201

As the popularization of augmented human, the influence of computing devices on human life is growing. We are facing lots of service in daily life, and it will be more in future. As a result, the border between real and virtual life is vanishing. To manage and maintain yourself in the flood of information, we need to know yourself in detail and quickly. For this reason, there were several research studies about the Quantified Self. However, the studies and applications of QS were held in separately by focusing each limited information, and it arises limitation on understanding in bird-eye view. To address these issues, we propose the unified concept of the Holistic Quantified Self (HQS) with its framework. HQS consists of the quantified indexes of user status which includes physical, emotional, social, and digital behavioral state. By collecting and quantifying the user’s multi-modal sensor data, HQS can be generated. Then, interpreting the pattern of HQS could be utilized to provide customized services to users. HQS framework describe an overall process to ensure the personalized service. Through these study, we expect to fulfill augmented human which enhances user abilities and contribute quality of social life through the development of the personal companion.

Juyoung Lee* · Hui-Shyong Yeo · Thad Starner · Aaron Quigley · Kai Kunze · Woontack Woo†

Proceedings of the 9th Augmented Human International Conference

In "Itchy Nose" we proposed a sensing technique for detecting finger movements on the nose for supporting subtle and discreet interaction. It uses the electrooculography sensors embedded in the frame of a pair of eyeglasses for data gathering and uses machine-learning technique to classify different gestures. Here we further propose an automated training and visualization tool for its classifier. This tool guides the user to make the gesture in proper timing and records the sensor data. It automatically picks the ground truth and trains a machine-learning classifier with it. With this tool, we can quickly create trained classifier that is personalized for the user and test various gestures.

Hyunjin Lee* · Jeongmin Yu · Woontack Woo†

IEEE International Conference on Consumer Electronics (ICCE) 2018

In this study, we designed an effective user interface (UIs) for lock screens using facial expression recognition technology and two interface methods to develop an application that induces positive emotional flow in children. There is not enough study considering practical use of lock screen with special characteristics for different types of user such as children. After that, in order to understand its effectiveness, the whole process on the methodology timeline consisted of two phases. As a result of the survey, children preferred a lot of tasks on the lock screen whereas adults who were the control group preferred a lower task load and were more likely to use the face recognition lock screen than the children. Based on the characteristics of the derived children, we expect to develop effective applications by integrating the results of the research and specifying the functions.

공간형 증강 현실에서 모델 독립형 얼굴 랜드 마크 인식 장치Pat.
우운택 · 장영균 · 정은아 · 김성실 · 유정민

KR 10-1904192-0000 · Korea · Granted

본 발명은 공간형 증강 현실에서 모델 독립형 얼굴 랜드 마크 인식 장치에 관한 것이다. 또한, 본 발명에 따르면, 컬러 영상과 깊이 영상을 포함하는 얼굴 영상을 획득하는 영상 획득부; 상기 영상 획득부에서 획득된 얼굴 영상에서 얼굴 영역을 검출하여, 컬러 영상에서 국부 이진 패턴을 산출하고, 깊이 영상에서 국부 각 패턴을 산출하여 국부 이전 패턴과 국부 각 패턴이 결합된 얼굴 영상의 얼굴 특징을 산출하는 얼굴 특징 검출부; 및 상위 얼굴 랜드마크 집합에서 하위 두 개의 집합으로 나누면서 얼굴 위상관계 트리인 얼굴 토폴로지 트리를 형성하고, 상기 얼굴 토폴로지 트리의 루트 노드와 일치하는 얼굴 전체 랜드마크를 포함하는 다수의 테스트 얼굴 영상을 가지고 학습하는 과정에서 잠재 회귀 포레스트의 각 노드에 얼굴 토폴로지 트리를 따라 얼굴 랜드마크 부분 집합을 포함하는 부분 랜드 마크 영상을 가지도록 학습하고, 상기 얼굴 특징 검출부에서 검출한 얼굴 영상의 얼굴 특징을 입력값으로 했을 때 학습된 포레스트를 순회(Traverse)하며 디비전 노드와 리프 노드에 저장된 위치값 차이를 축적하여 부분 랜드 마크의 결과값을 산출하는 랜드 마크 검출부를 포함하는 공간형 증강 현실에서 모델 독립형 얼굴 랜드 마크 인식 장치가 제공된다.

기타 학습을 위한 운지 증강 시스템Pat.
도승원 · 우운택 · 김형일

Application No. 10-2018-0144771 · Korea · Pending

본원의 일 측면에 따른 증강현실을 이용한 기타 운지 학습 시스템은 기타 영상을 촬영하는 카메라 모듈; 입력 모듈; 증강현실 영상이 출력되는 디스플레이 모듈; 증강현실을 이용한 기타 운지 학습 프로그램이 탑재된 메모리; 및 프로그램을 실행하는 프로세서를 포함한다. 기타는 복수의 스트링을 포함하고 지판의 일측에 증강현실 마커가 부착된 것이고, 프로세서는 기타 운지 학습 프로그램의 실행에 따라, 기타 영상에서 증강현실 마커를 인식하고, 증강현실 마커를 기초로 지판 상의 스트링 영역 및 프렛 영역을 추출하여 원본 이미지로 저장하고, 입력 모듈을 통해 입력 받은 악보 파일에서 곡의 박자, 운지 또는 주법이 포함된 연주 정보를 추출하고, 추출된 연주 정보를 이용하여 지판에서 운지해야 하는 위치 및 탄현해야 하는 스트링을 알려주는 표준 운지 이미지를 생성하고, 표준 운지 이미지와 원본 이미지를 중첩시킨 증강현실 영상을 생성하고, 생성된 증강현실 영상을 디스플레이 모듈을 통해 출력하는 것을 특징으로 한다.

이동형 디바이스를 이용한 사용자 시선 유도 시스템 및 그 방법Pat.
우운택 · 김기홍 · 전준기

KR 10-1923322-0000 · Korea · Granted

본 발명은 이동형 디바이스에 포함된 고화질 카메라 및 광각 카메라를 이용하여 가상현실 콘텐츠에 대한 사용자의 시선을 유도하는 시스템 및 그 방법에 관한 것으로, 이동형 디바이스의 움직임과 사용자 시선의 움직임의 불일치로 인하여 발생되는 문제점을 해결하기 위해, 사용자에게 적절한 사용자 인터페이스와 가상현실 콘텐츠를 동시에 제공할 수 있다.

증강/가상 현실 기반 동적 정보 처리 방법 및 시스템Pat.
우운택 · 김재인

KR 10-1925181-0000 · Korea · Granted

일실시예에 따르면, 증강/가상 현실 기반 동적 정보 처리 방법은 사용자 단말의 위치 정보를 획득하는 단계; 상기 사용자 단말의 위치 정보에 기초하여 데이터베이스로부터 적어도 어느 하나의 관심 객체의 URI(uniform resource identifier)를 선택하는 단계-상기 데이터베이스에는 복수의 관심 객체들 각각의 URI가 상기 복수의 관심 객체들 각각의 위치 정보와 연관되어 저장됨-; 상기 적어도 어느 하나의 관심 객체의 URI를 기반으로 상기 적어도 어느 하나의 관심 객체의 정보를 호출하는 단계; 및 상기 적어도 어느 하나의 관심 객체의 정보를 상기 사용자 단말로 전송하여, 상기 사용자 단말의 카메라를 통하여 상기 사용자 단말의 화면에 디스플레이되는 뷰(view) 이미지 상에 상기 적어도 어느 하나의 관심 객체의 정보를 디스플레이하는 단계를 포함한다.

증강/가상 현실에서 광원/객체/손동작 인식/추적을 위한 통합 학습 장치 및 방법Pat.
우운택 · 유정민 · 박갑용 · 전익범 · 박진우

KR 10-1891884-0000 · Korea · Granted

증강/가상 현실에서 광원/객체/손동작 인식/추적을 위한 통합 학습 방법 및 장치가 개시된다. 본 발명의 일 실시예에 따른 통합 학습 장치는 입력 영상 데이터로부터 관심 영역을 검출하는 검출부; 상기 검출된 관심 영역에서 객체와 자세 중 적어도 하나를 학습을 통해 추정하고 인식하여 상기 검출된 관심 영역 각각에 대한 결과 값을 제공하는 추정 인식부; 및 상기 관심 영역 각각에 대한 결과 값들을 통합하고, 상기 통합된 결과 값들 간의 상관 관계를 고려하여 상기 관심 영역 각각에 대한 결과 값을 학습을 통해 교정하는 교정부를 포함한다.

증강현실 상호 작용 서비스 제공 장치 및 방법Pat.
우운택 · 하태진

KR 10-1865655-0000 · Korea · Granted

본 발명은 카메라를 통해 획득된 깊이 정보를 포함하는 3차원 영상을 기반으로 레퍼런스 좌표계(Reference Coordinates)를 생성하는 과정과, 상기 카메라를 통해 획득된 깊이 정보를 포함하는 3차원 이미지로부터 기설정된 오브젝트의 깊이 정보와 색공간(color space) 변환을 기반으로 상기 기설정된 오브젝트에 대응하는 영역을 분할하는 과정과, 분할된 영역의 오브젝트로부터 모션 성분을 가지는 서브 오브젝트를 분리하고, 분리된 상기 서브 오브젝트 및 상기 서브 오브젝트에 연계된 팜(palm) 영역을 기설정된 알고리즘을 기반으로 모델링하여 특징점을 검출하는 과정과, 소정의 유저 인터페이스를 통해 제공되는 오브젝트의 관절 정보를 기반으로 상기 서브 오브젝트의 자세를 추정하여 증강현실 서비스 이용을 위한 3D객체를 제어하는 과정을 포함함을 특징으로 한다.

201720

Joonhyun Choi* · Boram Yoon · Choongho Jung · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct) 2017

We present `ARClassNote', an Augmented Reality application that enables users to save and share handwritten notes across multiple optical see-through Head Mounted Devices. In an augmented classroom environment, `ARClassNote' makes it easier to achieve bilateral communication between instructors and students, and share written class materials without occlusion. We showcase how each component of `ARClassNote' operates. We then propose suitable user interface for Augmented Reality head mounted devices. Evaluation of our applications' capabilities show that 'ARClassNote' is suitable for Augmented Reality Remote Education Solution.

Whie Jung* · Woojin Cho · Hayun Kim · Woontack Woo†

IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct) 2017

In this paper, we propose BoostHand, a freehand, distance-free object-manipulation system that supports simple trigger gestures using Leap Motion. In AR classrooms, it is necessary to allow both lecturers and students to utilize virtual teaching materials without any spatial restrictions, while handling virtual objects easily, regardless of distance. To provide efficient and accurate methods of handling AR classroom objects, our system requires only simple intuitive freehand gestures to control the users virtual hands in an enlarged, shared control space of users. We modified the GoGo interaction technique [5] by adding simple trigger gestures, and we evaluated performance against gaze-assisted selection (GaS) capabilities. Our proposed system enables both lecturers and students to utilize virtual teaching materials easily from their remote positions.

Juyoung Lee* · Hui-Shyong Yeo · Murtaza Dhuliawala · Jedidiah Akano · Junichi Shimizu · Thad Starner · Aaron Quigley · Woontack Woo · Kai Kunze†

Proceedings of the 2017 ACM International Symposium on Wearable Computers

We propose a sensing technique for detecting finger movements on the nose, using EOG sensors embedded in the frame of a pair of eyeglasses. Eyeglasses wearers can use their fingers to exert different types of movement on the nose, such as flicking, pushing or rubbing. These subtle gestures can be used to control a wearable computer without calling attention to the user in public. We present two user studies where we test recognition accuracy for these movements.

Jinwoo Jeon* · Woontack Woo†

International Symposium on Ubiquitous Virtual Reality (ISUVR) 2017

We presents a method to generate and track AR space using plane geometry information in AR environment. Our method calculates the major plane correspondences between frames and defines the relation. Using this relationship, we can create the virtual space that is unaffected by object position changes in images and can be used for AR tracking.

Jaeeun Shin* · Hyerim Park · Woontack Woo†

Proceedings of the 15th International Workshop on Content-Based Multimedia Indexing

This paper proposes a method to effectively utilize multimedia databases created and indexed by a metadata schema designed specifically for AR applications used at cultural heritage sites. We attempt to do so by incorporating storytelling principles that employ video data for the purpose of providing useful and meaningful guidance at Changdeokgung Palace, a UNESCO World Heritage Site that consists of multiple PoIs. We designed a themed narrative that embeds video data related to the PoIs, creating a guide route that connects each PoI in a fixed order. An extensive between-group user evaluation comparing a search-based AR experience and the proposed narrative-based one was conducted to test and prove the validity and effectiveness of our approach. Our results show that storytelling is indeed a significantly powerful tool to enhance the level of immersion users experience through video data in an AR environment at cultural heritage sites.

Hayun Kim* · Tamás Matuszka · Jea-In Kim · Jungwha Kim · Woontack Woo†

Multimedia Tools and Applications

Augmented reality (AR) has received much attention in the cultural heritage domain as an interactive medium for requesting and accessing information regarding heritage sites. In this study, we developed a mobile AR system based on Semantic Web technology to provide contextual information about cultural heritage sites. Most location-based AR systems are designed to present simple information about a point of interest (POI), but the proposed system offers information related to various aspects of cultural heritage, both tangible and intangible, linked to the POI. This is achieved via an information modeling framework where a cultural heritage ontology is used to aggregate heterogeneous data and semantically connect them with each other. We extracted cultural heritage data from five web databases and modeled contextual information for a target heritage site (Injeongjeon Hall and its vicinity in Changdeokgung Palace in South Korea) using the selected ontology. We then implemented a mobile AR application and conducted a user study to assess the learning and engagement impacts of the proposed system. We found that the application provides an agreeable user experience in terms of its affective, cognitive, and operative features. The results of our analysis showed that specific usage patterns were significant with regard to learning outcomes. Finally, we explored how the study’s key findings can provide practical design guidance for system designers to enhance mobile AR information systems for heritage sites, and to show system designers how to support particular usage patterns in order to accommodate specific user experiences better.

Jeongmin Yu* · Jinwoo Jeon · Jinwoo Park · Gabyong Park · Hyung-il Kim · Woontack Woo†

Distributed, Ambient and Pervasive Interactions

This paper presents an augmented reality (AR) authoring system that enables an ordinary user to easily build an AR environment by manipulating and placing 3D virtual objects. The system tracks users’ hand motions via an RGB-D camera which built-in an optical see-through (OST) head mounted display (HMD), and interactive features applied to virtual objects by the pre-defined hand gestures. In addition, the virtual objects and dynamic paths are placed by using a smartphone in a real-world space. To implement this system, three cored technologies are needed: (i) segmentation of regions of spaces and real-world objects (ii) hand tracking and gesture recognition for manipulating virtual objects, (iii) dynamic path placing of virtual objects using a smartphone wearing an OST HMD. We implement a prototype of the proposed system for testing its feasibility. To the end, we expect that our system enables simplify AR technology usage to ordinary users who are unfamiliar with professional AR authoring tools.

Eunseok Kim* · Junki Kim · Kihong Kim · Seungmo Hong · Jongwon Lee · Noh-young Park · Hyerim Park · Hayun Kim · Jungwha Kim · Woontack Woo†

, International Conference on Distributed, Ambient and Pervasive Interactions (DAPI), held as part of the 19th International Conference on Human-Computer Interaction (HCI), pp.303-309, Oct, 2017

AR technology has been rapidly accepted in the cultural heritage domain, which requires wide context information for complete understanding as providing an enhanced experience to the user with related information of the physical world. However, currently, there are several limitations for seamless AR such as applications in outdoor environments and wearable platforms. To address this issue, we introduce our AR platform in this paper that supports the outdoor AR and wearable platform. Through the standardized metadata schema-based data retrieval, time-space correlated AR content containing the assorted context information can be provided to users. In addition, vision- and sensor-based spatial data composition technology supports stable 3D outdoor tracking. Finally, an immersive visualization provisioning module, which integrates the aforementioned component, provides a 360-degree panorama virtual reality for wearable platforms and the outdoor AR in mobile platforms. Using this platform, we expect a seamless context-aware AR service in the cultural heritage domain.

Hayun Kim* · Lebogang Wame Molefi · Auk Kim · Woontack Woo · Aviv Segev · Uichin Lee†

Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems

As mobile gaming has become increasingly popular in recent years, new forms of mobile game social media such as GameDuck that share mobile gameplay videos have emerged. In this work, we set out to understand the user motives of GameDuck by leveraging the Uses and Gratification Theory. We first explore the major motive themes from users' responses (n=138) and generate motivation survey items. We then identify the key motivators by conducting exploratory factor analysis of the survey results (n=354). Finally, we discuss how this new social media relates to existing systems such as Twitch.

Hui-Shyong Yeo* · Xiao-Shen Phang · Taejin Ha · Woontack Woo · Aaron Quigley†

Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems

TiTAN is a spatial user interface that enables freehand, midair text entry with a distant display while only requiring a low-cost depth sensor. Our system aims to leverage one's familiarity with the QWERTY layout. It allows users to input text, in midair, by mimicking the typing action they typically perform on a physical keyboard or touchscreen. Here, both hands and ten fingers are individually tracked, along with click action detection which enables a wide variety of interactions. We propose three midair text entry techniques and evaluate the TiTAN system with two different sensors.

Hyerim Park* · Woontack Woo†

IEEE International Conference on Consumer Electronics (ICCE) 2017

There have been a number of researches to provide new media experience through augmented reality technology. However, most of them focus on creating new virtual content rather than remediating existing content such as films and TV programs. In this paper, we design a metadata schema and use cases to provide location-based film experience based on the Spacetelling framework. To evaluate the metadata, we implement the application based on the relational database of the proposed metadata schema and provide it to visitors in the historical site. By analyzing users' requirements, we could find that the metadata properties provide new and valuable media experience in terms of affective, cognitive, and operative aspects. People felt more familiar with and interested in the place by watching movie clips in the related place. As a result, we suggest the design guideline derived from the experiment.

Jaeeun Shin* · Jungwha Kim · Woontack Woo†

IEEE International Conference on Consumer Electronics (ICCE) 2017

Rediscovering Daereungwon is a location-based Augmented Reality(AR) mobile game application that aims to enrich the experience of navigating Daereungwon, a Korean cultural heritage site consisting of various royal tombs from the Silla dynasty. In this paper, a framework binding 3 main PoIs with distinctive features into a successive, cohesive, and immersive narrative is introduced. It appropriates and combines the Memorable Experience Design(MED) Framework and the Interest Curve proposed by Bulencea and Egger (2015) to guide tourists through Daereungwon, while game challenges and rewards in the form of augmented objects and interactions provide them with information on the PoIs and the site of Daereungwon as a whole.

360도 이미지 및 비디오 기반의 증강현실 콘텐츠 저작 방법Pat.
우운택 · 김은석

Application No. 10-2017-0069500 · Korea · Pending

360도 이미지 및 비디오 기반의 증강현실 콘텐츠 저작 방법이 개시된다. 본 발명의 일 실시예에 따른 증강현실 콘텐츠 저작 방법은 360도 이미지와 비디오가 수신되면 상기 수신된 360도 이미지와 비디오로부터 카메라의 위치 정보와 피사체의 특징점 정보 중 적어도 하나를 포함하는 정보를 획득하는 단계; 가상 콘텐츠가 상기 360도 이미지와 비디오 상에 배치되면 상기 가상 콘텐츠의 현실 공간에서의 위치 및 방향을 산출하는 단계; 및 상기 산출된 위치 및 방향에 기초하여 상기 배치된 가상 콘텐츠를 현실 공간에 등록하는 단계를 포함한다.

J. Yu* · Woontack Woo†

IET Electronics Letters, Vol.53, no.3, pp.200-207, Feb, 2017

Possibilistic c‐means (PCM) was proposed to overcome the problem of the noise sensitivity of fuzzy c ‐means, but its performance highly depends on the initialisation of cluster centres and often is degraded due to producing coincident clusters or close centres. To tackle these defects of PCM, a divide‐conquer method which not only provides appropriate cluster centres but also yields pre‐clustered and un‐clustered data information which are used to overcome the coincident or close clustering problem is presented. Experiment results on a simulated magnetic resonance brain image data corrupted by noise and bias‐field shows that the proposed method has a better clustering performance than conventional PCM clustering methods.

SYSTEM FOR LEADING OF USER GAZE USING A MOBILE DEVICE AND THE METHOD THEREOFPat.
우운택 · 김기홍 · 전준기

PCT/KR2017/014852 · PCT · Pending

The present invention relates to a system for guiding gaze of a user to a virtual reality content using a high-definition camera and a wide-angle camera included in a mobile device and a method thereof, and, so as to solve the problem caused by the mismatch between the movement of the mobile device and the movement of the gaze of a user, can simultaneously provide an appropriate user interface and virtual reality content to the user.

문화유산 체험을 위한 야외 환경 증강현실 저작 방법Pat.
우운택 · 조정훈

Application No. 10-2017-0051435 · Korea · Pending

문화유산 체험을 위한 야외 환경 증강현실 저작 방법이 개시된다. 본 발명의 일 실시예에 따른 야외 환경 증강현실 저작 방법은 야외환경의 문화유산에 대한 POI(point of interest), 상기 POI 각각에 대한 관련 정보 및 미디어 에셋들을 정의하는 단계; 지도 상에 정의된 상기 POI와 관련된 관련 정보와 미디어 에셋들을 데이터베이스로부터 검색하여 가시화하는 단계; 및 상기 가시화된 관련 정보와 미디어 에셋들을 상기 지도 상에 정의된 POI에 연결시킴으로써, 상기 POI에 대한 증강현실을 저작하는 단계를 포함한다.

복수의 장비들을 이용한 증강/가상 현실 서비스 제공 방법 및 시스템Pat.
우운택 · 김은석

KR 10-1802086-0000 · Korea · Granted

복수의 장비들을 이용한 증강/가상 현실 서비스 제공 방법 및 시스템이 개시된다. 본 발명의 일 실시예에 따른 증강/가상 현실 서비스 제공 방법은 사용자의 장비들 각각에 의해 측정된 상기 사용자에 대한 센싱 정보를 수신하는 단계; 상기 장비들 각각으로부터 수신된 센싱 정보를 통합하고, 상기 통합된 센싱 정보에 기초하여 최적의 사용자 정보를 추정하는 단계; 및 상기 추정된 최적의 사용자 정보에 기초하여 상기 사용자에 의해 선택된 콘텐츠를 상기 장비들 중 적어도 하나를 통하여 상기 사용자와 상호 작용하는 단계를 포함한다.

손의 홀딩 제스쳐에 대응하는 물체의 종류 및 조작 제스쳐에 대응하는 조작의 종류를 판단하기 위한 제스쳐 감지 장치 및 이에 의한 제스쳐 감지 방법Pat.
우운택 · 장영균 · 전익범 · 김태균

KR 10-1772890-0000 · Korea · Granted

사용자에게 착용된 깊이 카메라에 의해 촬영되는 손의 제 1 시퀀스 영상을 획득하는 단계; 획득한 제 1 시퀀스 영상 내 복수의 프레임 각각의 손에 복수의 복셀(voxel)로 나뉘어진 사각 큐브(rectangular cube)를 매핑하는 단계; 복수의 프레임 각각에 대해, 사각 큐브를 구성하는 복수의 복셀들의 정적 복셀 특징(static voxel feature)을 추출하고, 추출된 정적 복셀 특징을 인코딩하여 제 1 LSP 특징(layer shape pattern feature)을 획득하는 단계; 및 제 1 LSP 특징을 랜덤 포레스트에 입력하여, 제 1 시퀀스 영상에서 손의 홀딩 제스쳐에 대응하는 물체의 종류와 손의 조작 제스쳐에 대응하는 조작의 종류를 판단하는 단계를 포함하는 것을 특징으로 하는 본 발명의 일 실시예에 따른 제스쳐 감지 장치에 의한 제스쳐 감지 방법이 개시된다.

일인칭 시점에서의 클릭 감지 장치 및 이에 의한 클릭 감지 방법Pat.
우운택 · 장영균 · 노승탁 · 장형진 · 김태균

KR 10-1785650-0000 · Korea · Granted

사용자에게 착용된 단일 깊이 카메라에 의해 촬영되는 손의 제 1 시퀀스 영상을 획득하는 단계; 획득한 제 1 시퀀스 영상 내 복수의 프레임으로부터 제 1 시공간 특징 벡터(spatio-temporal feature vector)를 획득하는 단계; 클릭 동작의 발생 여부 및 클릭 위치에 대한 정보를 알고 있는 손의 제 2 시퀀스 영상의 프레임으로부터 추출된 제 2 시공간 특징 벡터에 기초하여, 랜덤 포레스트(random forest)를 구성하는 단계; 및 제 1 시공간 특징 벡터를 랜덤 포레스트에 입력하여, 제 1 시퀀스 영상에서 손의 클릭 동작의 발생 여부 및 클릭 위치를 판단하는 단계를 포함하는 것을 특징으로 하는, 본 발명의 일 실시예에 따른 클릭 감지 장치에 의한 클릭 감지 방법이 개시된다.

헤드 마운트 디스플레이를 이용한 협업 방법Pat.
우운택 · 노승탁 · 여휘숑

KR 10-1763636-0000 · Korea · Granted

본 발명은 헤드 마운트 디스플레이(Head Mounted Display) 장치를 이용한 협업 방법으로서, 로컬 영역의 사용자 및 원격 영역의 사용자가 공통 오브젝트를 이용하여 협업할 수 있는 공통 공간을 가상 세계(virtual world)의 영상에 생성하는 단계; 스테레오 카메라로부터 상기 공통 공간을 포함하는 실세계(real world)의 영상을 획득하는 단계; 깊이 센서로부터 획득한 핸드 트랙킹 정보로부터 상기 실세계의 영상 내에서의 사용자의 손의 위치를 결정하는 단계; 상기 핸드 트랙킹 정보를 이용하여, 상기 사용자의 손의 위치에 대응되는 위치에 존재하며, 상기 가상 세계의 영상에 표시되는 마스크 메쉬를 생성하는 단계; 원격 공간 사용자의 HMD 트랙킹 정보 및 핸드 트랙킹 정보를 사용하여, 상기 가상 세계의 영상에 표시될 아바타를 생성하는 단계; 상기 실세계의 영상과 가상세계의 영상을 각각 결합하여, 실세계의 영상에 상기 공통 공간, 상기 마스크 메쉬 및 상기 아바타가 표시되는 출력 영상을 생성하는 단계; 상기 HMD에 상기 출력 영상을 표시하는 단계; 를 포함하는, HMD를 사용하는 협업 방법을 제공한다.

201624

Noh-Young Park* · Eunseok Kim · Jongwon Lee · Woontack Woo†

12th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS) 2016

In this paper, we propose an all-in-one mobile outdoor augmented reality (AR) framework for a cultural heritage site. The framework was designed to incorporate computer vision-based augmented reality technology and ontology-based data-authoring technology. Through this framework, we clearly explain how to create 3D visual data for camera pose estimation and how to connect AR content with a cultural heritage site. In addition, we suggest a multi-threading camera tracking and offer an estimation model for mobile AR application. Finally, we have confirmed the efficiency and reliability of our framework. Through this vision-based AR framework, seamless AR application for a cultural heritage site can be made.

Hayun Kim* · Tamas Matuszka · Jea-In Kim · Jungwha Kim · Woontack Woo†

12th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS) 2016

In this study, we present a novel Augmented Reality (AR) application for providing contextual information of cultural heritage sites. Whereas most location-based AR systems are designed to show simple information on a Point of Interest (POI) in the real world, the suggested application offers information related to various cultural heritages including tangible and intangible heritages linked to the POI. is is accomplished by a cultural heritage ontology that aggregates heterogeneous data and reorganizes information in themes and relationships. The users can browse information such as the person who created the POI and events that took place at the location as separate entities. We implemented the application for Injeongjeon and the vicinity of Changdeokgung palace and conducted user studies to determine how people explore and consume contextual information at the heritage site. We provide directions that will be useful for designing information to support heritage site visiting, and discuss how the AR technology could improve the application.

Murtaza Dhuliawala* · Juyoung Lee · Junichi Shimizu · Andreas Bulling · Kai Kunze · Thad Starner · Woontack Woo†

Proceedings of the 18th ACM International Conference on Multimodal Interaction

Orbits combines a visual display and an eye motion sensor to allow a user to select between options by tracking a cursor with the eyes as the cursor travels in a circular path around each option. Using an off-the-shelf Jins MEME pair of eyeglasses, we present a pilot study that suggests that the eye movement required for Orbits can be sensed using three electrodes: one in the nose bridge and one in each nose pad. For forced choice binary selection, we achieve a 2.6 bits per second (bps) input rate at 250ms per input. We also inntroduce Head Orbits, where the user fixates the eyes on a target and moves the head in synchrony with the orbiting target. Measuring only the relative movement of the eyes in relation to the head, this method achieves a maximum rate of 2.0 bps at 500ms per input. Finally, we combine the two techniques together with a gyro to create an interface with a maximum input rate of 5.0 bps.

Junichi Shimizu* · Juyoung Lee · Murtaza Dhuliawala · Andreas Bulling · Thad Starner · Woontack Woo · Kai Kunze†

Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct

Solar System implements smooth pursuit eye movement interactions on commercial smart glasses using electrooculography. The system requires no calibration and little to no training. We present a prototype implementation, describe initial user tests and show several application scenarios for hands-free eye gaze interactions.

Gabyong Park* · Antonis Argyros · Woontack Woo†

Proceedings of the 33rd Computer Graphics International

We propose an efficient method for model-based 3D tracking of hand articulations observed from an egocentric viewpoint that aims at supporting the manipulation of virtual objects. Previous model-based approaches optimize non-convex objective functions defined in the 26 Degrees of Freedom (DoFs) space of possible hand articulations. In our work, we decompose this space into six articulation subspaces (6 DoFs for the palm and 4 DoFs for each finger). We also label each finger with a Gaussian model that is propagated between successive image frames. As confirmed by a number of experiments, this divide-and-conquer approach tracks hand articulations more accurately than existing model-based approaches. At the same time, real time performance is achieved without the need of GPGPU processing. Additional experiments show that the proposed approach is preferable for supporting the accurate manipulation of virtual objects in VR/AR scenarios.

Tamás Matuszka* · Attila Kiss · Woontack Woo†

Distributed, Ambient and Pervasive Interactions

The Augmented Reality applications have received great attention in the recent years. However, there is still a lack of formal description of such systems currently. In this paper, we propose a new formal model for context-aware semantic Augmented Reality systems. The model can be divided into two parts: a set-theory function based method allows the formalization of an Augmented Reality system while an integrated time-space-motion logic provides the description of the behavior of the system. The suggested model enables the characterization of an Augmented Reality system with mathematical precision. In addition, logical inferences can be performed by means of the logic part of the formal description. The practical applicability of the proposed model is shown through use cases.

Jeongmin Yu* · Jin-u Jeon · Gabyong Park · Hyung-il Kim · Woontack Woo†

Distributed, Ambient and Pervasive Interactions

In this paper, we present a unified framework for remote collaboration using interactive augmented reality (AR) authoring and hand tracking methods. The proposed framework enables a local user to organize AR digital contents for making a shared working environment and collaborate multiple users in the distance. To develop the framework, we combine two core technologies: (i) interactive AR authoring method utilizing a smart input device for making a shared working space, (ii) hand-augmented object interaction method by tracking two hands in egocentric camera view. We implement a prototype of the proposed remote collaboration framework for testing its feasibility in an indoor environment. To the end, we expect that our framework enables collaboration as feeling a sense of co-presence with remote users in a user’s friendly AR working space.

Eunseok Kim* · Junghoon Jo · Kihong Kim · Sunhyuck Kim · Seungmo Hong · Jea-In Kim · Noh-young Park · Hyerim Park · Tamás Matuszka · Jungwha Kim · Woontack Woo†

Human Interface and the Management of Information: Applications and Services

In this paper, we introduce the K-Culture Time Machine Project, which develops a mobile AR platform for visualizing time-space connected cultural contents of Korea. Existing AR Applications in cultural heritage domains are currently not interoperable and cannot reuse content. To solve this problem, we developed the modified AR reference model as generic framework of a context-aware AR platform; and we developed the context-aware AR platform with several core technologies according to this model. For back-end, we established the Korean Cultural Heritage Data Model (KCHDM) to aggregate the heterogeneous cultural heritage databases in Korea. We also developed the semi-auto time-space correlation generation module for domain experts. Moreover, we developed the authoring tool to generate the time-space connected AR contents. For the front-end, we developed the vision- and sensor-based spatial data composition technology to perform the solid tracking in outdoor environment and context-aware AR framework. Through the UI/UX and 3D contents, whole technologies are packaged into the mobile AR platform. As a validation process for the application, a mobile AR application for the Korean world cultural heritage was developed. Based on this project, an interoperable AR platform that responds with heterogeneous database would be developed and smart tour guide of the cultural heritage site would be possible.

Youngkyoon Jang* · Eunah Jung · Sung Sil Kim · Jeongmin Yu · Woontack Woo†

Distributed, Ambient and Pervasive Interactions

We present novel face landmark detection and tracking methods which are independent of user facial differences in a scenario of Spatial Augmented Reality (SAR) interaction. The proposed methods do not require a preliminary general face model to detect or track landmarks. Our contributions include: (i) fast face landmark detection, which is achieved based on our modified Latent Regression Forest (LRF) and (ii) model-independent facial landmark tracking by revising outliers based on a direction and displacement of neighboring landmarks. We also discuss (iii) feature enhancements based on RGB and depth images for supporting several interaction scenarios in SAR environments. We anticipate that the proposed methods promise several interesting scenarios, even under severe head orientation in SAR interaction without wearing any wearable devices.

Daniel Saakes* · Hui-Shyong Yeo · Seung-Tak Noh · Gyeol Han · Woontack Woo†

Proceedings of the 2016 CHI Conference on Human Factors in Computing SystemsTop-tier

Virtual fitting rooms equipped with magic mirrors let people evaluate fashion items without actually putting them on. The mirrors superimpose virtual clothes on the user's reflection. We contribute the Mirror Mirror system, which not only supports mixing and matching of existing fashion items, but also lets users design new items in front of the mirror and export designs to fabric printers. While much of the related work deals with interactive cloth simulation on live user data, we focus on collaborative design activities and explore various ways of designing on the body with a mirror.

Hien To* · Hyerim Park · Seon Ho Kim · Cyrus Shahabi†

IEEE Second International Conference on Multimedia Big Data (BigMM) 2016

In recent years, augmented-reality (AR) has been attracting extensive attentions from both the research community and industry as a new form of media, mixing virtual content into the physical world. However, the scarcity of the AR content and the lack of user contexts are major impediments to providing and representing rich and dynamic multimedia content on AR applications. In this study, we propose an approach to search and filter big multimedia data, specifically geo-tagged mobile videos, for context-aware AR applications. The challenge is to automatically search for interesting video segments out of a huge amount of user-generated mobile videos, which is one of the biggest multimedia data, to be efficiently incorporated into AR applications. We model the significance of video segments as AR content adopting camera shooting patterns defined in filming, such as panning, zooming, tracking and arching. Then, several efficient algorithms are proposed to search for such patterns using fine granular geospatial properties of the videos such as camera locations and viewing directions over time. Experiments with real-world geo-tagged video dataset show that the proposed algorithms effectively search for a large collection of user-generated mobile videos to identify top K significant video segments.

Hyung-il Kim* · Woontack Woo†

IEEE Symposium on 3D User Interfaces (3DUI) 2016

We introduce a smartwatch assisted sensor fusion approach to robustly track 6-DOF hand movement in head mounted display (HMD) based augmented reality (AR) environment, which can be used for robust 3D object manipulation. Our method uses a wrist-worn smartwatch with HMD-mounted depth sensor to robustly track 3D position and orientation of user's hand. We introduce HMD-based augmented reality platform with smartwatch, and method to accurately calibrate orientation between smartwatch and HMD. We also implement natural 3D object manipulating system using 6-DOF hand tracker with hand grasping detection. Our proposed system is easy to use, and doesn't require any hand held devices.

Jinwoo Park* · Sung Sil Kim · Hyerim Park · Woontack Woo†

Proceedings of the 7th Augmented Human International Conference 2016

This paper proposes a system which enables users to have enhanced interior deigning and authoring tool through augmented reality (AR). The proposed system, which we refer to as DreamHouse, focuses on providing natural user interaction and realistic AR experience by enabling following features: 1) allowing users to utilize bare-hand interaction with an attached egocentric RGB-D camera when trying to make detail adjustments to virtual objects' size, location and orientation, 2) rendering every virtual object in consideration of an environment and lighting conditions, creating photo-realistic scenes to help users to have immersive and realistic interior designing experience. As a result, DreamHouse allows users to freely and easily interact in physical space with virtual objects using bare hands and gives immersive and realistic AR authoring experience to users through photo-realistic rendering.

Woontack Woo

Asian Workshop on User Interface(ACM AUI 2016), Oct, 2016

HMD가 구비된 단말의 정보 제공 서비스 방법 및 장치Pat.
시정곤 · 김재인 · 우운택

KR 10-1687309-0000 · Korea · Granted

본 발명은 HMD(Head Mounted Display)가 구비된 단말의 정보 제공 서비스 방법에 있어서, 제1 사용자의 HMD 뷰잉(viewing) 영역에서 사용자 인터럽트를 통해 감지된 이벤트에 대응하여 기설정된 메뉴를 표시하는 과정과, 표시된 상기 메뉴로부터 적어도 하나 이상의 타 사용자간 화면 공유 서비스를 지원하기 위한 항목을 활성화하여 페어링(pairing)된 타 사용자의 HMD에 디스플레이 하고자 하는 컨텐츠를 브로드캐스팅하는 과정과, 상기 제1 사용자의 HMD로부터 브로드캐스팅되어 적어도 하나 이상의 HMD에서 공유된 콘텐츠가 디스플레이된 화면의 뷰잉 영역에서 상기 HMD 사용자별 상호작용을 통해 제어되는 과정을 포함함을 특징으로 한다.

Youngkyoon Jang* · Ikbeom Jeon · Tae-Kyun Kim · Woontack Woo†

IEEE Transactions on Human-Machine Systems

We present a novel natural user interface framework, called Meta-Gesture, for selecting and manipulating rotatable virtual reality (VR) objects in egocentric viewpoint. Meta-Gesture uses the gestures of holding and manipulating the tools of daily use. Specifically, the holding gesture is used to summon a virtual object into the palm, and the manipulating gesture to trigger the function of the summoned virtual tool. Our contributions are broadly threefold: 1) Meta-Gesture is the first to perform bare hand-gesture-based orientation-aware selection and manipulation of very small (nail-sized) VR objects, which has become possible by combining a stable 3-D palm pose estimator (publicly available) with the proposed static-dynamic (SD) gesture estimator; 2) the proposed novel SD random forest, as an SD gesture estimator can classify a 3-D static gesture and its action status hierarchically, in a single classifier; and 3) our novel voxel coding scheme, called layered shape pattern, which is configured by calculating the fill rate of point clouds (raw source of data) in each voxel on the top of the palm pose estimation, allows for dispensing with the need for preceding hand skeletal tracking or joint classification while defining a gesture. Experimental results show that the proposed method can deliver promising performance, even under frequent occlusions, during orientation-aware selection and manipulation of objects in VR space by wearing head-mounted display with an attached egocentric-depth camera (see the supplementary video available at: http://ieeexplore.ieee.org).

Juyoung Lee · Woontack Woo

Asian Workshop on User Interface(ACM AUI 2016), Oct, 2016

Hyeongmook Lee* · Seung-Tak Noh · Woontack Woo†

IEEE Transactions on Human-Machine Systems

In this paper, we propose TunnelSlice, which enables natural acquisition of subspace in an augmented scene from an egocentric view, even for scenarios involving ambiguous center objects or object occlusion. In wearable augmented reality (AR), approaching a three-dimensional (3-D) region including the objects of interest has become more important than approaching distant objects one by one. However, existing ray-based volumetric selection through a head worn display accompanies difficulties in defining a desired 3-D region due to obstacles by occlusion and depth perception. The proposed TunnelSlice effectively determines a cuboid transform, excluding unnecessary areas of a user-defined tunnel via two-handed pinch-based procedural slicing from an egocentric view. Through six scenarios involving central object status and different occlusion levels, we conducted a user study of TunnelSlice. Compared with two existing approaches, TunnelSlice was preferred by the subjects and showed greater stability for all scenarios, and outperformed the other approaches in a scenario involving strong occlusion without a central object. TunnelSlice is thus expected to serve as a key technology for spatial protocol and interaction using a subspace in wearable AR.

Woontack Woo

Journal of Virtual Reality Society of Japan, Vol.21, no.2, pp.126-130, Jun, 2016

동적 DB 기반 콘텐츠 서비스 제공 방법 및 시스템Pat.
우운택 · 김은석

KR 10-1663470-0000 · Korea · Granted

본 발명은 콘텐츠 서비스 지원을 위한 서비스 수행 시 역사문화 관련 스토리텔링 콘텐츠 생성을 지원하기 위한 문화해설 서비스 모드가 실행되면, 하나 이상의 사료 정보 서비스 서버로부터 데이터 제공을 요청하고 이를 수집하는 과정과, 상기 다수의 사료 정보 서비스 서버로부터 수집된 사료 정보를 기설정된 콘텐츠 서비스 정책 기반 온톨로지 모델링(Ontology Modeling)을 통해 온톨로지 네트워크로 구축하여 DB화하는 과정과, 상기 DB화된 사료 정보를 상기 문화해설 서비스 모드에서 선택된 저작 인터페이스 모드를 통해 스토리텔링 기반 제작자별 적응적 콘텐츠를 생성하여 상기 스토리텔링 콘텐츠 검색 기반 상호 작용형 콘텐츠 서비스를 제공하는 과정을 포함함을 특징으로 한다.

머리 착용형 컬러 깊이 카메라를 활용한 손 위치 추정 장치 및 방법, 이를 이용한 맨 손 상호작용 시스템Pat.
우운택 · 하태진

KR 10-1687017-0000 · Korea · Granted

본 발명은 사용자가 착용형 증강 현실 (wearable AR) 환경에서 맨 손 (Bare Hand)으로 가상 3D 객체를 조작할 수 기술에 관한 것으로, 특히 공간(환경)에 설치된 별도의 손, 카메라 추적 장치 없이도, RGB-D 카메라의 거리 입력 데이터를 이용하여, 공간에서 착용형 디스플레이착용형 디스플레이리 카메라 쌍의 3차원 위치와 사용자의 손의 3차원 위치를 알아내고 이를 기반으로 사용자의 맨 손 상호작용이 가능하도록 하는 기술이다.

얼굴 인식 기반 어플리케이션의 피드백 UI 제공 서비스 방법 및 시스템Pat.
우운택 · 조정훈 · 김성실 · 장영균

KR 10-1677426-0000 · Korea · Granted

본 발명은 사용자 인터럽트(interrupt)를 통해 잠금 해제 인터페이스를 디스플레이하는 과정과, 상기 잠금 해제 인터페이스를 통해 입력된 잠금 해제 패턴을 수신하는 과정과, 상기 수신된 잠금 해제 패턴을 검출하고 검출된 잠금 해제 패턴에 대응하는 모드를 실행하여 상기 검출된 잠금 해제 패턴에 대응하는 오브젝트의 상태 정도를 측정하는 과정과, 기설정되어 분류된 오브젝트 유형에 따라 유형별 적정 상태 정도 범위가 측정되어 매칭된 룩업 테이블을 호출하여 상기 측정된 오브젝트의 상태 정도를 판단하고, 판단 결과를 상기 잠금 해제 인터페이스를 통해 피드백하는 과정을 포함함을 특징으로 한다.

증강 공간 내 부분 공간 획득 시스템 및 방법Pat.
우운택 · 이형묵

KR 10-1666561-0000 · Korea · Granted

본 발명은 디스플레이 장치에서 표시되는 3D 이미지에서 사용자의 동작에 의한 이벤트가 발생되면, 상기 사용자의 동작에 대응하는 제1 입체형상의 제1 부분 공간을 획득하는 타겟팅(Targeting)부 및 상기 타겟팅부가 획득한 제1 부분 공간의 범위 내에서 사용자의 제스쳐에 따라 위치와 스케일이 조절되는 제2 입체형상의 제2 부분 공간을 획득하는 개선부를 포함한다.

증강 현실 기반의 의상 디자인 장치Pat.
석 다니엘 · 여휘숑 · 노승탁 · 한결 · 우운택

KR 10-1678510-0000 · Korea · Granted

증강 현실 기반의 의상 디자인 장치는 판상의 반투명한 거울층 및 상기 거울층 배면에서 영상을 표시하는 디스플레이 계층을 포함하는 표시부, 상기 거울 전면에 위치한 사용자에 대한 깊이 영상을 획득하는 깊이 센서부, 상기 거울을 향하는 상기 사용자의 일면 중 적어도 일부의 타겟 영역에 의상의 디자인을 구성하는 적어도 하나의 디자인 요소를 투사하는 프로젝터부 및 상기 깊이 센서부가 획득한 영상을 이용하여 상기 사용자의 위치를 추적하고, 상기 프로젝터부가 상기 타겟 영역에 상기 디자인 요소를 투사하도록 제어하는 제어부를 포함한다.