WIRobotics is betting that years of real-world movement data could shape the next generation of humanoid robots
Updated
May 19, 2026 5:10 PM

3D render of a person in various colours. PHOTO: UNSPLASH
Investor interest in humanoid robotics is continuing to grow as startups race to build systems capable of working alongside humans in real-world environments. That momentum was reflected after WIRobotics announced a KRW 95 billion (USD 68 million) Series B funding round to accelerate development of its humanoid robotics platform, ALLEX.
The Seoul-based startup said the funding comes roughly two years after its KRW 13 billion Series A round in 2024. JB Investment led the financing alongside investors including InterVest, Hana Ventures, Smilegate Investment, SBVA, NH Investment & Securities, Company K Partners, GU Investment and FuturePlay.
WIRobotics has spent the past several years building wearable robotics systems designed to assist human movement. The startup is now using that foundation to expand deeper into humanoid robotics and Physical AI, a category focused on AI systems that can interact with the physical world through movement, perception and manipulation.
Its humanoid platform, ALLEX, is being developed to support human-level object manipulation and interaction capabilities. The startup was recently selected for NVIDIA’s Physical AI Fellowship, a global robotics and AI development initiative aimed at supporting next-generation robotics research.
Rather than building humanoid systems entirely from scratch, WIRobotics is drawing on movement data collected through its wearable walking-assist robot, WIM. Over the past three years, the startup says it has built large real-world datasets around gait patterns, mobility and human movement control.
That wearable robotics business has also started showing commercial traction. WIM has sold more than 3,000 cumulative units and expanded into overseas markets including Europe, China, Türkiye and Japan. Revenue grew from KRW 560 million in 2023 to KRW 1.3 billion in 2024, then to KRW 2.79 billion in 2025. According to the startup, first-quarter 2026 revenue has already surpassed its full-year 2024 total.
The startup believes that real-world movement data collected through wearable robotics could become a competitive advantage as humanoid systems move closer to commercial deployment. WIRobotics is also expanding its global footprint alongside its robotics development efforts. The startup said it is establishing a North American entity in California while growing partnerships with overseas distributors and healthcare networks.
Its humanoid ambitions are moving into a more operational phase as well. Beginning later this year, WIRobotics plans to supply a research-focused version of its Mobile ALLEX platform to global research institutions and international partners for testing and collaborative development. The startup is also in discussions with a global automotive manufacturer around manufacturing-focused platform validation projects.
Yeonbaek Lee said: "This investment represents global recognition that the real-world movement data and control technologies accumulated through wearable robotics can evolve into next-generation humanoid robotics. We aim to accelerate the arrival of humanoid robots capable of interacting naturally with people".
Yongjae Kim added: "All investors from our previous Series A round participated again in this Series B financing, demonstrating strong confidence in WIRobotics' technological capabilities and growth potential amid intensifying global humanoid competition. Our mission is to realize humanoids capable of fundamentally human-like interaction and force control, driving a paradigm shift in high-performance manipulation technologies".
As competition intensifies across humanoid robotics, startups are increasingly trying to differentiate themselves through real-world deployment data rather than simulation alone. WIRobotics is positioning its wearable robotics business as the foundation for that transition, betting that years of human movement data could help shape the next generation of humanoid systems.
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The focus is no longer just AI-generated worlds, but how those worlds become structured digital products
Updated
March 17, 2026 1:01 AM

The inside of a pair of HTC VR goggles. PHOTO: UNSPLASH
As AI tools improve, creating 3D content is becoming faster and easier. However, building that content into interactive experiences still requires time, structure and technical work. That difference between generation and execution is where HTC VIVERSE and World Labs are focusing their new collaboration.
HTC VIVERSE is a 3D content platform developed by HTC. It provides creators with tools to build, refine and publish interactive virtual environments. Meanwhile, World Labs is an AI startup founded by researcher Fei-Fei Li and a team of machine learning specialists. The company recently introduced Marble, a tool that generates full 3D environments from simple text, image or video prompts.
While Marble can quickly create a digital world, that world on its own is not yet a finished experience. It still needs structure, navigation and interaction. This is where VIVERSE fits in. By combining Marble’s world generation with VIVERSE’s building tools, creators can move from an AI-generated scene to a usable, interactive product.
In practice, the workflow works in two steps. First, Marble produces the base 3D environment. Then, creators bring that environment into VIVERSE, where they add game mechanics, scenes and interactive elements. In this model, AI handles the early visual creation, while the human creator defines how users explore and interact with the world.
To demonstrate this process, the companies developed three example projects. Whiskerhill turns a Marble-generated world into a simple quest-based experience. Whiskerport connects multiple AI-generated scenes into a multi-level environment that users navigate through portals. Clockwork Conspiracy, built by VIVERSE, uses Marble’s generation system to create a more structured, multi-scene game. These projects are not just demos. They serve as proof that AI-generated worlds can evolve beyond static visuals and become interactive environments.
This matters because generative AI is often judged by how quickly it produces content. However, speed alone does not create usable products. Digital experiences still require sequencing, design decisions and user interaction. As a result, the real challenge is not generation, but integration — connecting AI output to tools that make it functional.
Seen in this context, the collaboration is less about a single product and more about workflow. VIVERSE provides a system that allows AI-generated environments to be edited and structured. World Labs provides the engine that creates those environments in the first place. Together, they are testing whether AI can fit directly into a full production pipeline rather than remain a standalone tool.
Ultimately, the collaboration reflects a broader change in creative technology. AI is no longer only producing isolated assets. It is beginning to plug into the larger process of building complete experiences. The key question is no longer how quickly a world can be generated, but how easily that world can be turned into something people can actually use and explore.