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Requirements

The confirmation of graduation requirement including the status of subject, requirement of subject, and others shall be implemented under the responsibility of the student.

Inquiries: leekchankaist.ac.kr / +82-42-350-2905

  • Common Requirements: KAIST Bulletin > Common > Graduate Course Requirements

    Major Requirements: KAIST Bulletin > Introductions and Curriculums ... > College of Liberal Arts ... > Graduate School of Culture Technology

Courses

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      • GCT501

        Introduction to Culture Technology

        3 credits

        This course discusses the basics of culture technology (CT). While culture technology refers to the technology for digital contents such as games, animation and movies, we extend its scope to the technology for various cultural artifacts, even to the technology for our everyday cultural activities. We shall also discuss how the traditional “analog” cultural problems may find their effective solutions by incorporating the “digital” approach.

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      • GCT502

        Aesthetics in the Digital Age

        3 credits

        This course deals with major aesthetical and technical issues to understand the art and culture in the 21st century. We cover the history and traditional concepts of aesthetics, review the latest trends in digital technology, and analyze the reaction to (or re-action on) the “desire” of current culture through multidisciplinary discussions including philosophy, psychoanalysis, arts, and digital technology.

      • GCT504

        Cyberpsychology

        3 credits

        Cyberpsychology is the study of the human mind and behavior in the context of human-technology interaction. It encompasses all psychological and social phenomena that are associated with or affected by emerging technologies, including the internet, mobile phones, online game, virtual world, digital media and any other technology, which has demonstrated an ability to alter human behaviors, lifestyles, and social changes. This course aims to provide with an in-depth understanding of how humans experience and interact with culture technology based on user”s psychological and social experience centered perspective.

      • GCT505

        Human-Computer Interaction

        3 credits

        The overall process of analysis, design, and implementation of human-computer interaction is covered. Topics include reflecting cultural context and user needs, analyzing tasks, designing user interface, evaluating performances, and the recent research trends.

      • GCT522

        Computer Graphics Theory and Application

        3 credits

        This course is designed to study theories, techniques and application methods of Computer Graphics. It covers the general overview, the history, and the fundamental concepts of Computer Graphics. The students will have an opportunity to learn graphics programming based on Maya API, Python Scripting, and Mel. Maya is the most widely used 3D commercial software. Industry professionals from leading CG companies will be invited to explain how the Computer Graphics technology is applied to produce most recent movies or animated films.

      • GCT523

        Computing for CT

        3 credits

        This course is designed to provide the students with the essential computing knowledge and skill to conduct the research and learning at the Graduate School of Culture Technology. The course covers not only the programming techniques but also the fundamental knowledge on computing. Rather than approaching computing from the algorithmic perspective, we shall begin with designing the services and contents, and then designing the computing architecture, and then prototyping the services and contents.

      • GCT525

        Motion Graphics

        3 credits

        This course deals with representing, analyzing, and creating motions of virtual objects for computer animation, game, VR, and other interactive media. Students will learn computational theories and algorithms for modeling and animating particles, solid, fluid, and characters through course studies and projects.

      • GCT533

        Sound Design and Programming

        3 credits

        This course is concerned with the basis of sound control and synthesis. MaxMSP is a graphical programming language created for use by sound designers, musicians and artists. Particularly useful is the real-time flexibility of audio processes and the ability to control the computer using midi instruments, sensors, networks and so on.

      • GCT535

        Sound Technology for Multimedia

        3 credits

        This project-based course deals with both theory and practice of digital audio technology. Topics include the basic concepts of sampling, spectrum, sound analysis/synthesis, digital audio effects, psychoacoustics, and data mapping strategies for cross-modal display. Students will learn how to utilize sound to create/ understand information and art.

      • GCT536

        Cognitive Science of Music

        3 credits

        Cognitive science of music concerns the sensation, perception and cognition of sounds that happen in the processing of music listening. this course will provide basic concepts of auditory cognition required for the development of music-related culture technology.

      • GCT543

        Game Design

        3 credits

        This course covers the entire of processes of game design - from preliminary concept design to prototyping. The course begins with the essential properties of gaming, and proceeds to the discussion on each game design process. Students will learn the essential knowledge by working on game protptypying

      • GCT544

        Game Studies (Ludology)

        3 credits

        Game studies (Ludology) are the discipline of studying games, players, their design and their roles in society and culture. These fields consist of multi- and inter-disciplinary research areas including computer science, psychology, sociology, anthropology, arts & literature, media studies, communication, theology and more. Introductory phase will be focused on basic overview of game studies such as history of games, changes of industry, basic concepts and theories that can form the basis for game field. In the deep understanding phase, based on diverse theoretical & case analysis approaches to the game areas, current trends and future directions of games can be considered.

      • GCT547

        Dynamics of Human-Computer Interaction

        3 credits

        This class begins with strong questions about the cognitive psychological perspective that has dominated past human-computer interaction research. From a cognitive psychological perspective on human-computer interaction represented by Fitts` law or the Human Processor Model, humans are considered to be an extremely static, computer-like object that processes the given information. This class clearly demonstrates (1) the limitations of the existing view of human beings as an information processing unit, (2) the nature of man as a dynamic controller that constantly controls his or her perception and the surrounding environment to achieve a given goal.

      • GCT551

        Digital Design

        3 credits

        This course is designed to study fundamental design theories, principles and visual languages for creating digital media and contents. Through the course, students will acquire skills of developing creative design ideas using various visualization techniques. Students will also experience a basic digital media and contents design practice.

      • GCT554

        Digital Architecture

        3 credits

      • GCT555

        3D Interaction Design

        3 credits

        This course is designed to study theories, methods and applications of 3D interaction design. It covers the general overview, the history, the fundamental concepts, and main issues of 3D interaction and it applications. It provides the interested students with the basic knowledge and skills to conduct the further researches in 3D Interaction through team projects.

      • GCT556

        Digital Fashion

        3 credits

        This course investigates how digital technologies affect fashion in terms of design, production and consumption. The course focuses on the design and construction of virtual garments and wearable computing, while introducing recent trends in technology applications and design methods as well as relevant contextual debates.

      • GCT559

        Computational Design

        3 credits

        This course will cover the introduction, research and state-of-art issues related to computational design. The student will get a comprehensive understanding of all the theories and approaches that have been investigated by related domain researchers such as cogtive psychologists, designers, aestheticians, computer sciencists, human-computer interaction researchers, etc.

      • GCT561

        Scientific Concepts and Thinking

        3 credits

        This course attempts to introduce and to nurture the essential concepts and knowledges in science and technology so that students develop the scientific minds for understanding, designing and solving various cultural and artistic problems. This course is primarily for the students with various non-science backgrounds.

      • GCT564

        Introduction to Data Analytics Using R

        3 credits

        The ability to handle social data and analyse them statistically is crucial in the modern world. The social data basics and tools to analyze such data will be provided. Using the R statistical package, students can get experience to handle real data and visualize them.

      • GCT565

        Augmented Humans

        3 credits

        It is a project-oriented course that designs and implements Culture Technology related projects. The main goal is to let students learn research process by proposing and implementing the idea of Augmented Human. Through team projects students will analyze collected data from smart phone to realize quantified self and then implement augmented human platform that enhance humans capability in terms of 1) physically 2) intellectually 3) socially.

      • GCT572

        Computer-mediated Communication

        3 credits

        Introduction to the internet, language and communication in the context of the complex interactions of culture and technology. This course offers both theoretical approaches and case studies of these interactions from diverse domains, including computer science, linguistics, information technology, and mass media.

      • GCT573

        Cognition and Emotion

        3 credits

        Every cultural activities come from the informational representation and expression given by the human-environment interaction. After the establishment of cognitive science, it became increasingly apparent that cognitive structure in the human brain could best explain human behavior and even it could provide the machinery to account for affect and emotion. This course is designed to review aspects of cognition including perception, attention, memory, and problem solving, and to develop a deeper understanding of emotion. With these knowledges, recent advances in computational and quantitative modeling of cognition and emotion will be applied to the understanding and development of cultural activities and artifacts.

      • GCT574

        Story Design

        3 credits

        Nowadays Storytelling is adapted to PC game, web content, advertizement, marketing as well as traditional story art such as novel, drama and movie. There are many stories in our time, but good stories are so rare. This course offers theories and techniques of good story well told.

      • GCT576

        Social Computing

        3 credits

        In this course, we are going to discuss researches of social network services, along with sociological studies of human action. Sociological action theories will help social-computing researchers figure out the substantive meaning of their data analysis. Students will learn how to design a sociological data analysis framework on their own. Students will learn how to make theoretical interpretations from data on the basis of course reading and discussions.

      • GCT582

        Culture Content Industry

        3 credits

        This course deals with cultural content industry field such as film, animation, game, edutainment and digital media, etc, particularly focusing on applying established scholarly tradition theories and discourses to cultural content industries. The purpose and output of this course is for empowering ability to set up and improve your analysis and predictability toward cultural content and its industry. Participants must implement case studies with applicable discourses which is provided for this course.

      • GCT583

        Museum Technology in Digital Era

        3 credits

        Museum management needs to apply highly advanced technologies into divers fields such as collection information management, exhibit making, communication with visitors,..etc. Especially since in contemporary society of knowledge industry the roles and functions of museums are radically expanding, the museum technology field is also being develope. This course is designed for students, on the basis of understanding of contemporary museological issues, to do analysis and research on aspects of museum technology so that they will be ready for newly created professions in the museum.

      • GCT600

        Augmented Reality Project

        3 credits

        This course is a project-based course that plans and implements Augmented Reality (AR) projects. In this course, we explore how to solve various Metaverse issues using 'DT (Digital Twin)-based AR technology'. The key goal is to teach students the AR research process by finding/defining problems, proposing/implementing/evaluating possible solutions.

      • GCT606

        Digital Performance

        3 credits

        This course provides theoretical knowledge and practical skills to plan, produce and stage a digital performance project. The course draws on theories and methods from performance studies, film and media studies, and human computer interaction to gain insights into various approaches to filming choreographed shots for performance, designing computer mediated interactions, and capturing human movements in live performance.

      • GCT611

        Digital Heritage

        3 credits

      • GCT612

        Cultural Archetype and Image Code

        3 credits

        The Cultural Archetype is to find out the common and universal elements such as cultural images and symbols in the basic patterns, ways and styles of the Culture and Civilization. We are going to make an analysis of how the images and symbols come to create the Cultural Archetype reflected on Myth, Legend, History, Society, Arts, Politics and Religion. In this course the students have to focus on getting the visions, perspectives and insights to analyze the Culture through images and symbols. Furthermore, the students will learn how to use culture archetype knowledges to develop digital contents, such as smart media, games and etc.

      • GCT622

        Digital Creatures

        3 credits

        This course will give an overview of major research topics in digital human technology, such as facial animation, motion control, physically-based modeling and animation, modeling emotions and intelligent behaviors. Emphasis is on the computational techniques required to the simulation of human characters.

      • GCT633

        Audio and Multimedia Programming

        3 credits

        This course deals with various topics of audio/multimedia programming. We explore the basics of programming tools and environments, software libraries, graphic user interface design, audio plug-in architecture, audiovisual integration, and control/communication over network.

      • GCT634

        Musical Applications of Machine Learning

        3 credits

        Music information retrieval (MIR) is an emerging field of research that aims to provide intelligent solutions for music search or recommendation, music education, interactive performance, visualization and so on. This course introduces various topics in MIR research focusing on computational methods.

      • GCT651

        Media Interaction Design

        3 credits

        This course is designed to study the interactivity of multi-modalities (visual, sound, olfactory, and tactile), and to experience creative interaction design. Emphasis is given to experience tangible interface design with the state-of-the-art of technology.

      • GCT653

        Virtual Reality and Virtual Worlds

        3 credits

        The subjects of this course is virtual reality (technology) and virtual worlds (culture). This course will cover (1) the core technology and the characteristics of VR, and (2) the socio-humanities subjects on virtual worlds. Case studies on the various virtual worlds and the future perspectives will be discussed.

      • GCT662

        Human-Robot Interaction

        3 credits

        As the robot technology advances rapidly, robots become robust and intelligent ever before. In this course, we shall go beyond the traditional HCI, and shall investigate various technological as well as socio-humanities issues as robots become one of the integral ingredients of our civilization.

      • GCT671

        Social-aware Ubiquitous Computing

        3 credits

        Through this class, students will learn the concept and issues of the social aware ubiquitous computing, the evolutionary change of social applications including social networks and social media, and the impact on user behaviors in a new collective way.

      • GCT674

        Knowledge-based System Design & Modeling

        3 credits

        This course will examine the nature and principles of knowledge-based systems from performance and methodology perspectives. It will also cover the software engineering modeling concept and basic elements of knowledge-based systems using the specific programming language UML and JESS.

      • GCT675

        Theory and Applications in Culturoinformatics

        3 credits

        Culture-related data being actively archived owing to digital devices and high-throughput communication technology include piece-specific ones such as the color histogram in paintings, the genealogy of styles andschools, and the geographical distribution of monuments. This culturoinformatics class is dedicated to the analysis, visualization, and modelling of such data.

      • GCT684

        Regional Culture Industry Studies

        3 credits

        The very notion of culture involves both global-ness and local-ness. This course explores how the region-specific culture can be exploited, and be materialized into cultural outcome. Various strategies will be studied with the field study.

      • GCT685

        Venture Management in Culture Industry

        3 credits

        The students will study various issues in creating and managing the venture companies in the cultural industry. The topics to be discussed are: case study, processes and simulation.

      • GCT686

        Exhibition Content Design

        3 credits

        Making exhibitions in the digital era cannot treat any more only with artefacts or art works. Exhibition developers, with the analysis on the purpose and intention of the event, should take into consideration the possibilities of digital technologies in planning and designing the exhibit content to meet with the needs for the institution and also for the public. This course will be composed of the basic principles to plan and design the exhibit as well as of pratice experience through projects that students will present at the end of semester.

      • GCT687

        New Media and Heritage

        3 credits

        Museums, Art center, Science center, World Expo, Coex, Brand land, Fairs .. all these culture institutions do communicate with public through the exhibitions. It means that the Exhibition plays the role of a platform where all fields of sciences and industries can be active participants. In this lecture we will examine the exhibition planning process with concrete cases.

      • GCT688

        Global Cultural Marketing

        3 credits

        This course begins with the traditional marketing agenda such as marketing theory, marketing models and promotion management, and proceeds to the issues that arises in global marketing. Focus will be given to the global marketing for cultural artifacts, especially cultural contents.

      • GCT689

        Managerial and Cultural Economics

        3 credits

      • GCT700

        Topics in Culture Technology project planning

        3 credits

        This course is designed to develop Culture Technology related project through analyzing and understanding various digital media. Students will participate in real CT projects and they can gain experience and know-how of real CT projects.

      • GCT703

        Topics in Culture TechnologyⅠ

        1 credits

        This course is concerned with the emerging issues in the theoretical and practical aspects of culture technology. The course may be offered throughout the entire semester, or may proceed in a relatively short time span, covering the same amount of material. Typical topics include content technologies, cultural management, cultural policies, content design, techno-culture, and scientific communications.

      • GCT704

        Topics in Culture TechnologyⅡ

        3 credits

        This course is concerned with the emerging issues in the theoretical and practical aspects of culture technology. The course may be offered throughout the entire semester, or may proceed in a relatively short time span, covering the same amount of material. Typical topics include content technologies, cultural management, cultural policies, content design, techno-culture, and scientific communications.

      • GCT711

        Topics in Digital Socio-Humanities

        3 credits

      • GCT721

        Topics in Computer Graphics

        3 credits

        This course deals with the emerging issues in 3D interactive graphics and animation. The primary subjects are rendering, modeling, motion control and 3D interaction techniques.

      • GCT722

        Topics in Virtual Reality

        3 credits

      • GCT731

        Topics in Music Technology

        3 credits

        This course covers both the theory and the practice of digital instruments and performance. Students will learn how to implement digital interfaces for music and practice various data mappings, design new instruments, and finally conduct a performance using the result.

      • GCT741

        Topics in Human-Computer Interaction

        3 credits

      • GCT742

        Topics in Infotainment Technology

        3 credits

        In order to complete successful games development, collaboration between many different areas is a prerequisite. Well-balanced contribution from various disciplines is such an important factor in the field. Ideas from various fields have infinite potential to trigger innovative thinking for current and future game media. This course will provide innovative ideas and insights from various disciplines for future game media, such as tangible games. During this course, various types of tangible game and serious game design will be assigned.

      • GCT752

        Topics in Digital Contents

        3 credits

      • GCT753

        Topics in Computational Design

        3 credits

        This course will cover the introduction, research and state-of-art issues related to computational design. The student will get a comprehensive understanding of all the theories and approaches that have been investigated by related domain researchers such as cogtive psychologists, designers, aestheticians, computer sciencists, human-computer interaction researchers, etc.

      • GCT787

        Topics in Cultural Planning

        3 credits

        This course considers how art museums reveal the social and cultural ideologies of those who build, pay for, work in, and visit them. We will study the ways in which art history is (and has been) constructed by museums acquisitions, exhibitions, and installation. We will also consider the ways in which art museums are changing by looking at the world-wide boom in museum architecture, and by examining the relationship between contemporary art and museums. The analysis of some of major art museum examples will give the insignt to the students on the relationship between the cultural contexts of viewer and object, the nture of languages or aesthetic discourse.

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      • GCT966/986

        Seminar, Master`s/Ph.D.

        1 credits

        Introduction to the internet, language and communication in the context of the complex interactions of culture and technology. This course offers both theoretical approaches and case studies of these interactions from diverse domains, including computer science, linguistics, information technology, and mass media.