Woontack Woo ACM SIGGRAPH Member Profile

Member Profile: Woontack Woo

1. What do you do, and how long have you been doing it?

I have been a professor in the Graduate School of Culture Technology at KAIST since 2012. In 2022, I founded the Metaverse Graduate Program and currently serve as its inaugural Head. Additionally, I run the UVR Lab, which began at GIST in 2001 and has since produced 27 Ph.D. graduates and 67 master’s graduates.

The UVR lab research ubiquitous virtual reality (UVR) that seamlessly connect the virtual and real worlds. Our motto is: “Let’s implement context-aware mediated and augmented reality (CAMAR) such that realize just-in-time CAMAR in real world!”

2. What was your first job?

My first job was a researcher at the Samsung Advanced Institute of Technology (SAIT), a subsidiary of Samsung Electronics.

During my master’s studies, I attended a colloquium on multimedia by the multimedia team leader at SAIT and immediately thought, “This is it!” Inspired by this, I joined SAIT and leveraged my expertise in computer vision technology to begin researching video compression optimized for human visual perception at SAIT.

However, the more I researched, the more I felt, “I need to dig deeper into this!” This led me to pursue a Ph.D., where I focused on 3D video compression that considers both human visual perception and coding efficiency.

Ultimately, my guiding principle has always been: “If it’s fun, I do it!” This motto has kept me motivated from my first job to this day.

3. Where did you complete your formal education?

I earned my undergraduate degree in Electronic Engineering (Systems Engineering track) from Kyungpook National University. For my master’s, I studied Computer Vision in the Electrical Engineering Department at POSTECH (Pohang University of Science and Technology). I then completed my Ph.D. in 3D Image and Video compression and its Applications in the Department of Electrical Engineering at the University of Southern California (USC).

My doctoral dissertation focused on stereo video compression, with a core research question:
“How can we leverage human vision more efficiently when we deliver stereo image and video?”

At its core, my research is about finding ways for people to experience 3D content in a more natural and seamless way.

4. How did you first get involved with ACM SIGGRAPH?

My first SIGGRAPH experience was at the 22nd SIGGRAPH in Los Angeles in 1995. At the time, I was researching stereo-based 3D video and was intrigued by the idea: “In the future, wouldn’t people watch and interact with 3D content on their TVs?” Then, at SIGGRAPH, I was introduced to interactive 3D graphics—and I was blown away. “This is it! If computer graphics and human interaction technologies come together, the world will change!” Since then, SIGGRAPH has become an essential opportunity for me to refine and realign my research direction every year.

5. What is your favorite memory of a SIGGRAPH conference?

One of the best things about SIGGRAPH is the chance to experience cutting-edge 3D technology firsthand and network with top experts in the field. A particularly memorable moment was spending time with fellow SIGGRAPH attendees at Universal Studios in LA—discussing research, envisioning future technologies, and, of course, enjoying the rides! That experience reinforced a key realization: SIGGRAPH isn’t just a conference—it’s a fun festival!

6. Describe a project that you would like to share with the ACM SIGGRAPH community.

I’d love to introduce my recently launched project: Meta-Object. Meta-Objects are “virtual objects in the post-metaverse that interact with the real world.” The post-metaverse isn’t just a digital space—it’s a sustainable world that expands reality through virtual interactions. To achieve this, Meta-Objects must have three key attributes:

1) virtual representations that inherit the form, function, and properties of real-world objects.

2) bidirectional Interactions that naturally connect the physical and digital realms.

3) virtual objects that enables experiences and connections beyond the limitations of time and space.

So, Meta-Objects will allow people to share new experiences, create economic value, and ultimately serve as a key to a sustainable post-metaverse where the real and virtual worlds seamlessly merge.

7. If you could have dinner with one living or non-living person, who would it be and why?

I would love to have dinner with Ivan Sutherland. As the creator of Sketchpad, he revolutionized computer graphics, and as a pioneer of HMD technology, he is considered the father of VR/AR. During dinner, I’d ask him: “As we build the future of XR, what else do we need to do to ensure it truly integrates into everyday life?” With his visionary insights, I believe he would provide a truly enlightening answer.

If I had one more chance, I would love to have a long dinner with my late father, share the words I never got to say, and tell him that I have been living my life diligently, just as he taught me.

8. What is something most people don’t know about you?

Many people see me as an interdisciplinary researcher, but in reality, I am a pure engineer at heart. I studied electronic engineering, specialized in systems and signal processing, and always prioritize efficiency and feasibility in my research—just like a typical engineer. And… I don’t have any special hobbies or unique talents. (Yes, sometimes I feel like I’m too boring, and it bothers me!)

9. From which single individual have you learned the most in your life? What did they teach you?

I have learned the most from my academic advisor. He taught me the passion for research, diverse perspectives, value of collaboration as well as problem-solving skills. In addition, By combining these lessons, I continue to explore how technology can change the world.

10. Is there someone in particular who has influenced your decision to work with ACM SIGGRAPH?

Rather than a single individual, I was greatly influenced by SIGGRAPH’s spirit of innovation and collaboration. SIGGRAPH is where technology meets art, researchers collaborate with creators, and the future is actively being built. The desire to be part of this ecosystem and grow within it drove my decision to engage with SIGGRAPH.

11. What can you point to in your career as your proudest moment?

More than my research itself, what I’m most proud of is something else: Seeing the students from UVR Lab pave their own paths and grow into outstanding professionals and wonderful colleagues. Their challenges and achievements are my greatest source of fulfillment because the future they are creating is the true vision of the post-metaverse we have all been dreaming of!