Track #1: Digital Art & Entertainment

KAIST GRADUATE SCHOOL OF CULTURE TECHNOLOGY
Track #1:
Digital Art & Entertainment
Digital Art & Entertainment
Research Interests
Track #1: Digital Art & Entertainment
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Performing Arts over networks and Sound Design_Boncheol Goo
Computer Animation, Movie Visual Effects, Stereoscopy_JunYong Noh
Cyber psychology & Serious games_Young Yim Doh
Virtual Reality_Kwangyun Wohn
Computer Graphics, Animation, Robotics_Sung-Hee Lee
Story Design & Storytelling_BongGwan Jun
RESEARCH INTERESTS
KAIST GSCT:
Intermedia Stage Lab. | Digital Art & Entertainment
Boncheol Goo
• Diploma in Computer Music,
Maastricht Conservatorium, The Netherlands
• M.A. & B.A. in Music (Composition),
Chungnam National University, Korea
• Visiting Professor, Graduate School of Culture Technology, KAIST
• Director, Youth CT Experience Center, KAIST
• Co-chair, APAN(Asia-Pacific Advanced Network) e-Culture WG
Digital Art & Entertainment
Research Interests
• Distance Learning and Performing Arts over High-speed Networks
• Digital Performance Planning and Intermedia Stage Directing
• Sound Design and Sound-based Interaction
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The Space Musical ‘NARO’ (2012/2011/2010)
KAIST-Chiang Mai-Barcelona-Salvador, Dancing Across Oceans (2012)
KAIST-Florida, ‘Queen’s Dance’ @LiveVibe TV (2010)
KAIST-Vancouver, ‘I-M-Age’ @IDMAA (2010)
KAIST-Barcelona, Pansori-Flamenco @TEIN3 (2010)
KAIST-NYU-CU, ‘MEMORY’ @Internet2 Project (2010)
KR-JP, Networked Performance ‘NetBand Wa-I’ (2009)
KR-ESP, Live Performance Transmission (2009)
Digital Performance ‘SYNTASIA’ (2007)
RESEARCH INTERESTS
Digital Art & Entertainment
Networked Performances
Pansori - Plamenco
Memory
I-M-Age
LiveVibe TV
ACHIEVEMENTS
Digital Art & Entertainment
The Space Musical “NARO”
• 우주, 미래, 희망을 주제로 하는 우주뮤지컬
나로의 특징은 무대장치를 전혀 사용하지 않고
인터랙티브 영상과 레이저 아트, 직접 제작한
특수장치 등을 사용하여 무대의 첨단화를
시도한 점이다.
• 한국의 고유한 설화인 ‘해와 달이 된 오누이’의
서사구조를 차용하여 천문학적으로 탄탄한
시나리오를 창작하고 청소년들에게 우주에
대한 꿈과 희망을 주는 한국 우주창조론을
재조명했으며, 뮤지컬 제작과정을 하나의
교육모델로 제시하고 있다.
A compelling SF space musical where the party of a genius
kid Naro, having conducted researches on space, makes a
time travel to Onooyee Star of Scorpio and struggles against
Tyran's conspiracy to bring about a massive explosion of the
red giant Antares for the conquest of the universe.
• 총 2막으로 구성된 ‘나로’는 우주를 연구하는
천재소년 ‘나로’ 일행이 전갈자리의 ‘해와 달이
된 오누이별’로 시간여행을 하면서 적색거성
안타레스의 대폭발을 통해 오누이별과 지구를
파괴하고 우주를 정복하려는 타이란의 음모를
막아낸다는 내용이다.
ACHIEVEMENTS
KAIST GSCT:
Visual Media Lab. | Digital Art & Entertainment
Junyong Noh
- Ph. D. in Computer Science USC
- Chair Professor KAIST 2011 - Present
- Associate Professor KAIST 2009 - Present
- Assistant Professor KAIST 2006 - 2009
- Graphics Scientist Rhythm & Hues Studios 2003-2006
Digital Art & Entertainment
Research Interests
Character Team
• Research Field : Character Motion, Facial Animation
develops art-directable production friendly techniques to breathe
life and presence into digital characters.
- Automatic setup of digital characters
- Efficient animation/deformation/motion editing
- Secondary animation of digital characters
EVE Team (Enhanced Visual Experience)
• Research Field : Stereoscopic Effects, Image Processing
develops techniques that provides the viewers with immersive
experiences in a new visual media environment.
- 2D to 3D conversion
- Stereoscopic manipulation
- Stereoscopic rendering
- Multi-projector calibration
CFL2 Team (Computing For Lazy Life)
• Research Field : Human Computer Interaction,
Image Processing, Physically-based Simulation
develops interactive techniques to enrich user experiences especially through
computer graphics and vision technology.
- Modeling immersive home entertainment environment
- Video analysis & 3D geometry reconstruction
- New paradigm visualization
- Human sensing-based interaction
RESEARCH INTERESTS
Digital Art & Entertainment
Contents Creation and Industry Collaboration
+ Movies, TV dramas, and Music Videos
The Cat,
2011
Sectaor 7,
2011
+ Weta Digital (New Zealand)
- Jaewoo Seo, 2010
- Yeongho Seol, 2011
- Byungkuk Choi, 2011
Tarbosaurus,
2012
Beyond the frame,
2013
조용필 “Hello” MV,
2013
+ OLM Digital (Japan)
+ ScreenX (CJ CGV)
- Jaewoo Seo, 2011
- EVE team, 2013
ACHIEVEMENTS
The X,
2013
Digital Art & Entertainment
Papers and Projects
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Selected Papers
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Current Projects
Spacetime Expression Cloning for
Blendshapes
ACM SIGGRAPH , 2012
- Yeongho Seol, J.P.Lewis, Jaewoo Seo, Byungkuk Choi, Ken Anjyo, Junyong Noh
Pre-Viz Pipeline Project
: develops a pipeline management and onstage pre-visualization system for efficient VFX
production.
(Supported by Ministry of Culture, Sports and
Tourism)
Compression and Direct Manipulation
of Complex Blendshape Models
ACM SIGGRAPH ASIA, 2011
- Jaewoo Seo, Geoffrey Irving, J.P. Lewis, Junyong Noh
Video Panorama for
2D to 3D Conversion
Multi-view Autostereoscopic 3D
Project
: develops an efficient autostereoscopic 3D
content production process including camera
rig, post-processing and display. (Supported by
Ministry of Science, ICT and Future Planning)
PACIFIC GRAPHICS, 2012
- Roger Blanco i Ribera, Sungwoo Choi, Younghui Kim, Jungjin Lee, Junyong Noh
An Efficient Diffusion Model
for Viscous Fingering
COMPUTER GRAHPICS INTERNATIONAL, 2012
- Seunghoon Cha, Jinho Park, Jonghyun Hwang, Junyong Noh
ACHIEVEMENTS
Immersive & Interactive Space
Project
: develops technology that help create
convenient and immersive human life style.
Digital Art & Entertainment
Accomplishments
Research Grants
+ 6 Million Dollars
Research
+ 27 Published or Accepted International Journal Papers (including 4 SIGGRAPH Papers)
+ 30 Refereed International Conference Full Length Papers
+ 9 International Conference Short or Poster Papers
+ 2 International Book Chapters
+ 2 Invited Conference Papers
+ 7 Refereed Domestic Conference Papers
Creation
+ 2 Refereed International Animation Competition (SIGGRAPH Computer Animation Festival)
+ 4 Invitations to International Animation Festival
+ 17 Technology Contributions to Movies and TV Dramas
Technology Transfer and Industry Collaboration
+ 1 International Patents Granted
+ 13 Domestic Patents Granted
+ 10 International Patents Applied
+ 27 Domestic Patents Applied
+ 11 Technology Transfers ( $275,000 )
+ 65 Free Downloadable Software (http://vml.kaist.ac.kr/)
Awards
+ 1 KAIST Technology Innovation Award
+ 1 Best Paper Award in International Conference
+ 2 Creative Awards in Domestic Conference
+ 1 KOLON-KAIST Life Style Innovation - Innovator Prize
+ 1 “ScreenX” – 2013 KAIST Top 10 Research Achievement Award
ACHIEVEMENTS
KAIST GSCT:
Serious Game Group | Digital Art & Entertainment
Young Yim Doh
Ph. D., Dept. of Psychology, Yonsei University
2010-Present Visiting Professor, GSCT KAIST
2007-2010 Senior Researcher, KAIST Serious Game Lab
2004-2006 Academic Advisor, University College of Yonsei University
1999-2001 Chief Manager, Internet Business Department, Helloart Inc.
1995-1999 Researcher, Research Institute for Human Behavior, Yonsei
University
KAIST GSCT:
Serious Game Group | Digital Art & Entertainment
Members
Ph. D Course
Jimin Rhim
(임지민)
Seyeon Lee
(이세연)
Kiseul Suh
(서기슬)
Master Course
Wonkyu Choi
(최원규)
Seri Sun
(선세리)
Seul Lee
(이슬)
Seukwoo Lee
(이석우)
Minseok Do
(도민석)
KAIST GSCT:
Serious Game Group | Digital Art & Entertainment
Vision
• Our core focus is on positive potential of boundless emerging technologies
such as serious games, social robots and many other interactive media.
• We pursue playful and meaningful game experiences in terms of humantechnology interaction, using psychological research methods with
interdisciplinary approach.
• We aim to change human behaviors, lifestyles, and society by enlarging
human potentials and creating useful applications.
Research Interests
Serious Game
Positive Technology
Cyber Psychology
Digital Art & Entertainment
SERIOUS GAME
WORD COLLECTRIAN: English
Learning Serious Game
Lee, H & Doh, Y. Y. (2012). A Study on Enhancing
Emotional Engagement in Learning Situation –
Based on Development Case of English Learning
Serious Game ‘Word Collectrian’. Journal of
Korea Game Society, 12(6), 95-106.
THE GUARDIANS : Serious Game
Design for Enhancing Awareness of
Cultural Heritage Preservation
Rhim, J., Do, M., Yeom, H., Kim, M., Song, Y., Lee, S., Kim, J., Doh,
Y.Y. (2013). The Guardians: Serious Game Design for Enhancing
Awareness of Cultural Heritage Preservation. NODEM 2013
International Conference on Design and Digital Heritage,
Stockholm, Conference Proceedings 171-178.
SERIOUS GAME ASSESSMENT
MODEL BASED ON PLAYER’S
FEEDBACK
Kim, S., Lee, M-J., & Doh, Y. Y. (2013). Proposal of Serious
Game Assessment Model Based on Player's Feedback.
Korean Society for Computer Game, 26(2), 19-26.
ACHIEVEMENTS
Digital Art & Entertainment
POSITIVE TECHNOLOGY
iSPY: RFID-Driven Language Learning Toy
Integrating Living Environment
Lee, S., & Doh, Y. Y. (2013, April). iSpy: RFIDdriven language learning toy integrating living
environment. In CHI'13 Extended Abstracts on
Human Factors in Computing Systems (pp. 697702). ACM.
AR PETITE THEATER : AR Storybook for
Supporting Children's Empathy Behavior
Gil, K., Rhim, J., Doh, Y. Y. & Woo, W. (2014). AR
Petite Theater : Augmented Reality Storybook
for Supporting Children's Empathy Behavior.
ISMAR 2014 submitted.
EFFECTS OF ANONYMITY ON USERS’
PERCEIVED PRIVACY AND EXPRESSION
OF EMOTIONAL STATE IN SNS
Suh, K., Trondsen, J. K., Hutchings, P, Lee, W., & Doh, Y. Y.
(2014). Effects of Anonymity on Users’ Perceived Privacy and
Expression of Emotional State in Social Network Service. In ACHIEVEMENTS
2014 KHCI 225-228.
Digital Art & Entertainment
CYBER PSYCHOLOGY
EMERGENCE OF LIFESTYLES IN
ONLINE GAME WORLD
Whang, S-M., & Doh, Y. Y. (2008). The
Emergence of Lifestyles in On-line Game World :
Understanding Self and Others, Aesthetics of
Diversity. Journal of Korean Society for the
Scientific Study of Subjectivity. 16, 17-31.
PARENTS’ DIVERGENT VIEWS
ON THE GAME SHUTDOWN SYSTEM
Kim, J. Y. & Doh. Y. Y. (2012) Parents' Divergent Views
on the Game Shutdown System and Sociocultural
Intervention Strategies for Children's Healthy Game
Use. Korean Journal of Youth Studies, 19(3), 55-84.
FROM SEPARATION TO
INTEGRATION : Identity
Development in Online Game World
Y. Y. Doh & S-M. Whang (2014). From Separation to
Integration : Identity Development of Korean Adult Players in
Online Game World. Games and Culture, 9(1) , 30-58.
ACHIEVEMENTS
KAIST GSCT:
Experience Lab. | Digital Art & Entertainment
KwangYun Wohn
Ph.D. Computer Science, University of Maryland
1991-Present
2006-2011
2005-2010
1986-1990
1984-1986
Professor , CS Department and GSCT
Director, KI Entertainment Engineering Research Center
Founder and Dean , GSCT
Assistant Professor, University of Pennsylvania
Lecturer, Harvard University
Major Achievements:
Director, VR Research Center (Center of Research Excellence, KRF)
Founder and President, Korean HCI Society
Outstanding Leadership Award, Intl Digital Media & Art Association
Franklin Foundation Award
Digital Art & Entertainment
Research Interests
About EXP (Experience) Lab
Our playground is art and technology to create various experiences of the
synthetic reality that is created by digital technology, especially by heterogeneous
digital displays and virtual reality.
Information Visualization
3D Interaction
RESEARCH INTERESTS
Nomadic Life
Digital Art & Entertainment
Projects
Sphere: Non-planar Display
Sponsors: 동대문디자인플라자 , 국립현대미술관
Non-planar displays such as spherical one shown
here have several distinctive advantages over the
conventional, planar ones. We investigate various
usages for entertainment, education and public
settings.
Paradigm: Parallel Tiled Display
Sponsor: 한국과학재단 (Korea Research Foundation)
This research is concerned with the information visualization
of real-time, big data on the tiled display system. Current
research efforts focus on (1) the interaction techniques, (2)
artistic transformation of serious information, and (3) novel
usages of the tiled display system
ACHIEVEMENTS
KAIST GSCT:
Motion Computing Lab.| Digital Entertainment
Sung-Hee Lee
- University of California, Los Angeles, CA
Ph.D. in Computer Science
- Assistant Professor, KAIST, 2013.7-Present
- Assistant Professor, GIST, 2010-2013.6
- Postdoctoral Researcher, Honda Research Institute, 2009-2010
Research Interests
Human Motion
Computing
Intelligent
Avatar
Entertainment
Robot
RESEARCH INTERESTS
Digital Art & Entertainment
Deploying Virtual Characters into Real World
• To develop intelligent characters that
– interact with real environment
– interact with real humans
• Applications
– Next generation game engines
– Animation/movie authoring tools
ACHIEVEMENTS
Digital Art & Entertainment
Human Motions: Analysis and Synthesis
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Human Motion Capture
with Minimal Sensors
 Applications
- Life log
- Live media performance
• Human Motion Synthesis
 Applications
- Character engine for game
- Interactive visual contents
ACHIEVEMENTS
KAIST GSCT:
Communicative Interaction Lab. | Digital Art & Entertainment
JUN Bong Gwan
Ph.D. Dept. of Korean Language & Literature, Seoul National University
2008-2008 Visiting Professor, Center for Korean Studies
EHESS
2007-Present, Associate Professor, Department of
Humanities and Social Sciences
2004-2007, Assistant Professor, School of Humanities and
Social Sciences
Books: Digital Storytelling, <황금광시대>, <경성기담>,
<러키경성>, <경성 자살 클럽>
Digital Art & Entertainment
Research Interests
Story Design
Digital Storytelling
• Developing Good Story Well Told
• Developing Attractive Character
• Story Contents Design
• Interactive Storytelling
• New Storytelling Technique in
New Media
Story Engineering
Modern Cultural History
• Creative Process Supporting
System
• Semantic Story Template
• Story Evaluation System
• Murder cases as a Culture
Archetype
• Scandals as a Culture Archetype
• Discovering Attractive Historical
Persons
RESEARCH INTERESTS