KAIST GRADUATE SCHOOL OF CULTURE TECHNOLOGY Track #1: Digital Art & Entertainment Digital Art & Entertainment Research Interests Track #1: Digital Art & Entertainment • • • • • • 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 • • • • • • • • • 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 + Selected Papers + 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 • 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
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