RESEARCH

Graduate School of Culture Technology

LABS

KAIST Graduate School of Culture Technology discovering creative graduate students with potentials

    • Overview

      Cognitive Science Lab focus on human vision and cognitive processes to conduct research that uses them with scientific methodology. The main research include studies for retinal gain control mechanism, the characteristics of non-linear information processing of the human visual system, network dynamics for hysteresis, the neural mechanisms of cognitive control involved in cognitive conflict situations, and artwork analysis using human visual information processing.

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      Systems-Networks, Social Computing, Interactive Computing

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      The Communicative Interaction Lab (C.I. Lab) is a research group focused on studying interactivity on the basis of texts and stories. The scope of the C.I. Lab’s research covers, from communicative perspectives, interactivity occurring in digital spaces, such as human-to-human interaction in virtual and cyber spaces, computer-mediated interactivity between humans and computers, and cross-media content interaction. The research deals specifically with computer-based language & text analysis, digital communication, new storytelling media, content communication and transformations, etc.

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      Research at Digital Heritage Lab focuses on the three-dimensional(3D) documentation and its application, virtual heritage, and experience technologies for museums. We seek how a digital technology can contribute to the preservation of cultural heritage, and what we can develop to overcome ‘digital divide’ in the cultural heritage domain through collaborative work.

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      Digital Humanities & Story Design Lab studies digital humanities and story design. And we contribute to digital archiving of humanities knowledge, editing and visualization of humanities knowledge using digital technology, and verification and production of humanities knowledge using digital technology. We conduct research to make better stories through story engineering.

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      In the future, people will spend more time in virtual space, and the boundaries between physical and virtual space will become increasingly blurred. In the changing architectural environment, Future Space Lab (FSL) studies the impact of virtual/physical space design on users to provide an optimal architectural environment for users. Specifically, we conduct research projects related to virtual space design, data-driven design, human behavior analysis, and future space prediction. Our lab offers innovative solutions to achieve research objectives through a convergence approach of architectural design and cutting-edge technologies such as VR/AR, IoT sensors, artificial intelligence, and data science.

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      Games and Life Lab analyzes and designs the experiences and behavioral changes of game players based on lifespan developmental psychology and sociocultural perspectives. We are also interested in cultivating game literacy to create a healthy game culture ecosystem and discovering future game-related social agendas. Using mixed-methods that combine qualitative and quantitative approaches, we theorize how the game experience and our lives are effectively connected, and suggest personalized services and future game policies. We aim to expand human well-being in a digitalized society through research and practice that seeks an integrated understanding of social and cultural phenomena in which the real world and the game world are dynamically interconnected.

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      We are a multidisciplinary research group working on physical computing, natural user interface, and socially acceptable interactions. Our research focuses on enabling new opportunities with human-computer interaction, augmented/virtual/mixed reality, wearable devices, and applied machine learning.

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      The Information-Based Design (IBD) research group is in the Graduate School of Culture Technology (GSCT) at KAIST. IBD focuses on the Computational Design research field that aims to explore ways of juxtaposing computational approaches and applications with professional practice and theory in design. Therefore, the researchers are investigating to make the design environment more intelligent and easy to use through applying computational approaches such as artificial intelligence (AI) and human-computer interaction (HCI) on the basis of three related foundation fields: cognitive science, mathematics and design theory. The IBD research group is divided by three interdisciplinary teams that are not mutually exclusive: (1) Artificial Intelligence in Design, (2) User Experience (UX), and (3) Making Things. These explorations result in computer-based frameworks or systems contributing to the enhancement of the calculability using algorithmic and/or heuristic computational methods. In other words, the IBD research focus is on ‘computational culture’ as an extension of computational design.

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      LAVA Lab (Lifelike Avatar & Agent Lab) at KAIST strives to advance techniques for artificial humans, such as avatars and virtual characters. Our current research focuses are on modeling 3D avatars and generating human & avatar motions. Our research contributes to digital media contents, such as computer animation, games, VR/AR contents, and interactive media art. The Motion Computing Lab is affiliated with Graduate School of Culture Technology, KAIST.

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      The Music and Audio Computing Lab (MACLab) is a music research group in the Graduate School of Culture Technology at KAIST. Our mission is to improve ways people enjoy, play, and make music through technology. Our research focuses on computational methods to analyze or generate music with applications to music listening, performance, composition, production, education, entertainment, and other musical activities. We are particularly developing "Music AI" that can understands music, represents the meanings in a human-friendly manner, and generates new musical content.

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      The place that investigates music and human, we are the Music and Brain Research Lab. We explore various aspects of humans who have evolved to enjoy music through interdisciplinary studies in musicology, brain science, and cognitive science. Through behavioral and electrophysiological monitoring methods, we study how musical components such as harmony and rhythm are processed from our ears to our brain, and how musical culture and experience might promote neuroplasticity from infant to senior years. What differentiates world renown musicians and tone-deaf, and what is the mechanism of sensation behind feeling pleasure when listening to music? Through scientific discoveries behind human’s musicality and musical pleasure, we aim to develop futuristic musical technologies to cultivate happiness and creativity for the next generation.

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      Social Computing Lab identifies, predicts, and analyzes the causes of social phenomena in general. SCL takes scientific approach in interpreting the characteristics of various social phenomena regarding society, economy, politics, art, and culture. SCL performs not only qualitative research, but also applies quantitative methods. SCL’s main focus is to objectively understand and interpret the social phenomenon to solve research problems with deep learning, statistics, network modeling, and more.

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      The Q Group Lab analyzes and discovers patterns in various cultural content data such as music, art, stoårytelling, and history through the lens of network science, information theory, and mathematical modeling. We view complex social and cultural phenomena as a complex system that is difficult to understand linearly. Topics that we mainly deal with are measuring and deriving insights from the emergent phenomena in networks such as creativity, innovation, social success, and cultural systems. We aim for convergence research between the humanities society and art and science technology using big data such as video, music, and text.

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      The TX lab, led by Professor Jinjoon Lee, an artist and scholar, embodies two modes of operations: that of an artist studio and that of a technology lab. The TX lab pursues the balance between autonomy and responsibility through a combination of artistic and scientific practices with the two wings of emotion and intelligence spreading out. We are contemplating a method of cooperation by placing humanity at the forefront of the interdisciplinary approaches, since it is our aim to support man’s coexistence with the nature and the sustainability of human race at a time of transition—from the era of division of labor to the era of automation and creation.

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      Computing technologies are fundamentally changing the way we communicate and interact with computers as well as content, spaces and people. Ubiquitous VR research aims to study a new computing paradigm for “holistic DigiLog life in a smart space”. DigiLog, i.e, reality-virtuality convergence is highly interdisciplinary, so it covers a wide range of research areas, from theory to practice, and from math to intuitive. Specifically, major research topics such as Wearable AR, DigiLog Twin, Context-aware Augmentation, and 3D Interaction/Collaboration are planned to enable collaboration that transcends time and space. However, the research area is not limited to these areas. We want to broaden and deepen our understanding of a variety of key topics in challenging new fields such as post-metaverse or augmented cities/humans/society.

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    • Overview

      Visual Cognition Lab is interested in understanding the mechanisms of how people process and represent information in the brain in traditional as well as novel (e.g., VR, AR, Game) media environments. Research in the lab focuses on how various factors, such as prior experience, knowledge, context, and emotion, influence human perception and cognition of multisensory contents. To study these issues, converging methodologies are used including cognitive behavioral experiments, eye-tracking, and electrophysiological measures (EEG/ERP) with human participants.

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      The Visual Media Lab (VML) in the Graduate School of Culture Technology (GSCT) at KAIST is where technology and creativity meet. VML focuses on developing fundamental computer graphics technology and software applications specifically for the creation of movie visual effects and immersive environments to the viewers. The main research area includes character animation, immersive content generation and interactive environment. Since its foundation in 2006, VML has emphasized both R&D and contents production as a core part of lab activity. About 20 Ph.D. and master program researchers along with more than 10 digital artists have published numerous papers at premium graphics conferences and showcased animations at international computer animation festivals. The close relationship with industry has allowed VML to contribute its technology to recently released movies and new media platform.

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