Young Bin Kim

Projects

Research
WISE UI: Wearable Interface for Sustainable Enhancement Ongoing Feb. 2025 – Present
KAIST UVR Lab · Augmented Space-Time team
  • A platform that brings a shared UI to everyone using AR glasses. It reconstructs the surrounding space and the user’s location at a consistent level in any environment, estimates integrated attention from physical cues together with the user’s personal traits and nearby objects, and enables organic, personalized information augmentation and interaction across diverse spaces.
  • I focused on recognizing the augmented space and its objects, then built an efficient on-device HMD system to track everyday objects around the user.
DT-XR: Development of Dynamic Digital Twin for Realistic Untact XR Collaboration Feb. 2025 – Feb. 2026
UVR Lab, KAIST
  • 3D space construction for dynamic digital twins: reconstructs static elements (space and objects) of a real environment and reflects dynamic elements (moving objects and cameras) in real time based on their semantic relations.
Coursework
K-Culture Stress Hunters Course 2025 Fall
MV600 · Augmented Reality Project · KAIST
  • A K-Culture-based AR system for implicit stress relief through play. A three-stage embodied interaction (Affect Labeling, Externalization, and Relational Healing) lets users objectify negative emotions and resolve them through playful manipulation, drawing on Korean motifs (Moon Jar, folk paintings, Jeong 情). A pilot study showed increased positive affect and reduced state anxiety and stress. (First author)
  • Demo video ↗ (Korean)
ASL (American Sign Language)-based Shortcut Gesture for 3D Interaction Course 2026 Spring
GCT555 · 3D Interaction Design · KAIST
  • 2D keyboard shortcuts like Ctrl+C / V are universal, but 3D interfaces have no shared gesture vocabulary yet. Short-cut introduces a familiar, intuitive 3D shortcut system that maps Ctrl+C / F / Z / X directly to ASL finger-spelling gestures.
  • A camera tracks both hands in real time and recognizes Copy / Find / Undo / Delete (distinguishing left and right hands); users then select and place blocks in 3D space with a pinch interaction, with real-time visual feedback on match status.
  • Demo video ↗ · Project website ↗
AR Exhibition: Architectural Elements Augmentation Course 2025 Summer
CTP445 · Augmented Reality · KAIST
  • A spatial augmentation system for AR exhibitions that immersively reinterprets 2D artworks. Taking an artwork image (e.g., Raphael’s The School of Athens on an LED wall) as input, it generates floor patterns and architectural 3D models and semantically aligns them with the physical space, giving visitors the feeling of actually stepping inside the painting.
  • Course project that led to a poster at ISMAR 2025 (see Publications).
  • Demo video ↗
Undergraduate
Media Facade: “Under the Pohang Sea” 2024
Pohang Buk-gu District Office · Unreal Engine
  • An underwater media facade video for the Pohang Buk-gu District Office building on the theme “Change, Leap, and Hope.” I wrote the scenario and built the visuals and effects (water, marine life, lighting, shaders) in Unreal Engine.
  • Grand Prize (HGU President’s Award), Pohang Media Facade Hackathon (see Awards). Demo video ↗
EasyDizzy 2023
VR motion-sickness adaptation game
  • A first-person VR running game that helps players adapt to motion sickness via a progressive overload system. I designed and developed the game and the adaptation system.
  • Demo video ↗
Legend of XR in the Metaverse of Madness 2023
XR-studio training VR content · Unity · Team Lead
  • A Unity VR experience that recreates an XR studio in the metaverse so anyone can try virtual-production, played out as a three-quest story across two maps. As team lead, I led the team and built the characters, VR interactions, and intro cinematic.
  • Excellence Award, 3rd COSS Metaverse Contest (see Awards). Demo video ↗
Handong University Metaverse 2022
Virtual campus platform · Unity
  • A virtual Handong University campus in Unity, 3D-modeled from drone footage, letting students and visitors explore the campus and join activities online. I built the platform structure, character interactions, and multi-user networking, and managed the project.