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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.