Since its establishment in 2005, the Graduate School of Culture Technology (GSCT) has presented a new paradigm through the convergence of culture and technology.

In addition, the GSCT has established various models of cultural technology convergence research fields by each major such as movies, games, media and so on.

In the convergence of movies and technology, we have achieved great results not only from SCREEN X which is the world’s first multi-projection immersive cinematic platform, but also NAKid 3D image conversion software which has improved production speed by more three times than that of Hollywood’s technology.

In the convergence of game technology research, digital creatures technology was developed that can be produced quickly and conveniently to implement realistically.

In the convergence of media and technology research, we developed virtual finger technology that allows us to perform multi-touch functions such as zoom-in/out using virtually created fingers.

In the convergence of cultural heritage technology research, restoration of cultural heritage technologies were developed. The Seokguram Grotto in South Korea, Ho Quyen, and Hue Palace in Vietnam were successfully restored by using 3D images.

In the convergence of spatial technology research, we developed augmented reality technology that combines virtual reality with the natural environment to allow for more natural interaction.

The convergence of social technology research has received attention for its big data technology that accurately identifies the authenticity of malicious rumors on SNS.

In the convergence of performance technology research, we are breaking new ground in state-of-the-art performance that exceeds the limits of space through high-speed networks.

These convergence of studies maximize their achievements through specialized convergence training on 3 tracks.

The GSCT is the only graduate school in Korea which educates globally integrated human resources based on culture and advanced technology.

About 290 alumni have taken a leading role in various cultural industry areas such as IT, movies, games, performances, mobile technologies, and etc.

Also, they are leading the cultural industries by launching 14 companies in the field of cultural content, and introducing new ideas such as filmmaking, games, applications, exhibition planning, photography, and etc.

The GSCT has established 5 key strategies based on the culture industry ecosystem.

We are conducting a variety of convergence studies, including 'creation' of entertainment technology, 'production' of high-tech video and contents, 'diffusion’ of social network information, 'exhibition performance' which researches stage aesthetics and technology, and 'participation sharing' which adopts interactive technology.

In an academic field, we have received the Ji Seogyeong Technology Award and Minister prize from the Ministry of Knowledge Economy in 2010, the Creative Award at HCI Academic conference in 2011, the Global K Start up Google special award in 2012, and the Best Thesis Award at International Mobile HCI Academic conference in 2013.

Also, the development of ‘SCREEN X-Immersive Future Theater’ was selected as KAIST’s representative performance in 2014.

We have transferred technology worth 2.2 billion won to domestic companies, and applied for approximately 130 patents.

Thus, the GSCT convergence research and academic achievements will continue in the future.