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“3D sketch” Your Ideas and Bring Them to Life, Instantly!
Professor Seok-Hyung Bae’s research team at the Department of Industrial Design developed a novel 3D sketching system that rapidly creates animated 3D concepts through simple user interactions like sketching on a piece of paper or playing a toy. Foldable drones, transforming vehicles, and multi-legged robots from sci-fi movies are now becoming commonplace thanks to technological progress. However, designing them remains a difficult challenge even for skilled experts, because complex design decisions must be made regarding not only their form, but also the structure, poses, and motions, which are interdependent on one another. Creating a 3D concept comprising of multiple moving parts connected by different types of joints using a traditional 3D CAD tool, which is more suited for processing precise and elaborate modeling, is a painstaking and time-consuming process. This presents a major bottleneck for the workflow during the early stage of design, in which it is preferred that as many ideas are tried and discarded out as quickly as possible in order to explore a wide range of possibilities in the shortest amount of time. A research team led by Professor Bae has focused on designers’ freehand sketches drew up with a pen on a paper that serve as the starting point for virtually all design projects. This led them to develop their 3D sketching technology to generate desired 3D curves from the rough but expressive 2D strokes drawn with a digital stylus on a digital tablet. Their latest research helps designers bring their 3D sketches to life almost instantly. Using the intuitive set of multi-touch gestures the team successfully designed and implemented, designers can handle the 3D sketches they are working on with their fingers as if they are playing with toys and put them into animation in no time. < Figure 1. A novel 3D sketching system for rapidly designing articulated 3D concepts with a small set of coherent pen and multi-touch gestures. (a) Sketching: A 3D sketch curve is created by marking a pen stroke that is projected onto a sketch plane widget. (b) Segmenting: Entire or partial sketch curves are added to separate parts that serve as links in the kinematic chain. (c) Rigging: Repeatedly demonstrating the desired motion of a part leaves behind a trail, from which the system infers a joint. (d) Posing: Desired poses can be achieved through actuating joints via forward or inverse kinematics. (e) Filming: A sequence of keyframes specifying desired poses and viewpoints is connected as a smooth motion. > < Figure 2. (a) Concept drawing of an autonomous excavator. It features (b, c) four caterpillars that swivel for high maneuverability, (d) an extendable boom and a bucket connected by multiple links, and (e) a rotating platform. The concept’s designer, who had 8 years of work experience, estimated that it would take 1-2 weeks to express and communicate such a complex articulated object with existing tools. With the proposed system, it took only 2 hours and 52 minutes. > The major findings of their work were published under the title “Rapid Design of Articulated Objects” in ACM Transactions on Graphics (impact factor: 7.403), the top international journal in the field of computer graphics, and presented at ACM SIGGRAPH 2022 (h5-index: 103), the world’s largest international academic conference in the field, which was held back in August in Vancouver, Canada with Joon Hyub Lee, a Ph.D. student of the Department of Industrial Design as the first author. The ACM SIGGRAPH 2022 conference was reportedly attended by over 10,000 participants including researchers, artists, and developers from world-renowned universities; film, animation, and game studies, such as Marvel, Pixar, and Blizzard; high-tech manufacturers, such as Lockheed Martin and Boston Dynamics; and metaverse platform companies, such as Meta and Roblox. < Figure 3. The findings of Professor Bae’s research team were published in ACM Transactions on Graphics, the top international academic journal in the field of computer graphics, and presented at ACM SIGGRAPH 2022, the largest international academic conference held in conjunction early August in Vancouver, Canada. The team’s live demo at the Emerging Technologies program was highly praised by numerous academics and industry officials and received an Honorable Mention. > The team was also invited to present their technical paper as a demo and a special talk at the Emerging Technologies program at ACM SIGGRAPH 2022 as one of the top-three impactful technologies. The live performance, in which Hanbit Kim, a Ph.D. student of the Department of Industrial Design at KAIST and a co-author, sketched and animated a sophisticated animal-shaped robot from scratch in a matter of a few minutes, wowed the audience and won the Honorable Mention Award from the jury. Edwin Catmull, the co-founder of Pixar and a keynote speaker at the SIGGRAPH conference, praised the team’s research on 3D sketching as “really excellent work” and “a kind of tool that would be useful to Pixar's creative model designers.” This technology, which became virally popular in Japan after featuring in an online IT media outlet and attracting more than 600K views, received a special award from the Digital Content Association of Japan (DCAJ) and was invited and exhibited for three days at Tokyo in November, as a part of Inter BEE 2022, the largest broadcasting and media expo in Japan. “The more we come to understand how designers think and work, the more effective design tools can be built around that understanding,” said Professor Bae, explaining that “the key is to integrate different algorithms into a harmonious system as intuitive interactions.” He added that “this work wouldn’t have been possible if it weren’t for the convergent research environment cultivated by the Department of Industrial Design at KAIST, in which all students see themselves not only as aspiring creative designers, but also as practical engineers.” By enabling designers to produce highly expressive animated 3D concepts far more quickly and easily in comparison to using existing methods, this new tool is expected to revolutionize design practices and processes in the content creation, manufacturing, and metaverse-related industries. This research was funded by the Ministry of Science and ICT, and the National Research Foundation of Korea. More info: https://sketch.kaist.ac.kr/publications/2022_siggraph_rapid_design Video: https://www.youtube.com/watch?v=rsBl0QvSDqI < Figure 4. From left to right: Ph.D. students Hanbit Kim, and Joon Hyub Lee and Professor Bae of the Department of Industrial Design, KAIST >
See-through exhibitions using smartphones: KAIST develops the AR magic lens, WonderScope
WonderScope shows what’s underneath the surface of an object through an augmented reality technology. < Photo 1. Demonstration at ACM SIGGRAPH > - A KAIST research team led by Professor Woohun Lee from the Department of Industrial Design and Professor Geehyuk Lee from the School of Computing have developed a smartphone “appcessory” called WonderScope that can easily add an augmented reality (AR) perspective to the surface of exhibits - The research won an Honorable Mention for Emerging Technologies Best in Show at ACM SIGGRAPH, one of the largest international conferences on computer graphics and interactions - The technology was improved and validated through real-life applications in three special exhibitions including one at the Geological Museum at the Korea Institute of Geoscience and Mineral Resources (KIGAM) held in 2020, and two at the National Science Museum each in 2021 and 2022 - The technology is expected to be used for public science exhibitions and museums as well as for interactive teaching materials to stimulate children’s curiosity A KAIST research team led by Professor Woohun Lee from the Department of Industrial Design and Professor Geehyuk Lee from the School of Computing developed a novel augmented reality (AR) device, WonderScope, which displays the insides of an object directly from its surface. By installing and connecting WonderScope to a mobile device through Bluetooth, users can see through exhibits as if looking through a magic lens. Many science museums nowadays have incorporated the use of AR apps for mobile devices. Such apps add digital information to the exhibition, providing a unique experience. However, visitors must watch the screen from a certain distance away from the exhibited items, often causing them to focus more on the digital contents rather than the exhibits themselves. In other words, the distance and distractions that exist between the exhibit and the mobile device may actually cause the visitors to feel detached from the exhibition. To solve this problem, museums needed a magic AR lens that could be used directly from the surface of the item. To accomplish this, smartphones must know exactly where on the surface of an object it is placed. Generally, this would require an additional recognition device either on the inside or on the surface of the item, or a special pattern printed on its surface. Realistically speaking, these are impractical solutions, as exhibits would either appear overly complex or face spatial restrictions. WonderScope, on the other hand, uses a much more practical method to identify the location of a smartphone on the surface of an exhibit. First, it reads a small RFID tag attached to the surface of an object, and calculates the location of the moving smartphone by adding its relative movements based on the readings from an optical displacement sensor and an acceleration sensor. The research team also took into consideration the height of the smartphone, and the characteristics of the surface profile in order to calculate the device’s position more accurately. By attaching or embedding RFID tags on exhibits, visitors can easily experience the effects of a magic AR lens through their smartphones. For its wider use, WonderScope must be able to locate itself from various types of exhibit surfaces. To this end, WoderScope uses readings from an optical displacement sensor and an acceleration sensor with complementary characteristics, allowing stable locating capacities on various textures including paper, stone, wood, plastic, acrylic, and glass, as well as surfaces with physical patterns or irregularities. As a result, WonderScope can identify its location from a distance as close as 4 centimeters from an object, also enabling simple three-dimensional interactions near the surface of the exhibits. The research team developed various case project templates and WonderScope support tools to allow the facile production of smartphone apps that use general-purpose virtual reality (VR) and the game engine Unity. WonderScope is also compatible with various types of devices that run on the Android operating system, including smartwatches, smartphones, and tablets, allowing it to be applied to exhibitions in many forms. < Photo 2. Human body model showing demonstration > < Photo 3. Demonstration of the underground mineral exploration game > < Photo 4. Demonstration of Apollo 11 moon exploration experience > The research team developed WonderScope with funding from the science and culture exhibition enhancement support project by the Ministry of Science and ICT. Between October 27, 2020 and February 28, 2021, WonderScope was used to observe underground volcanic activity and the insides of volcanic rocks at “There Once was a Volcano”, a special exhibition held at the Geological Museum in the Korea institute of Geoscience and Mineral Resources (KIGAM). From September 28 to October 3, 2021, it was used to observe the surface of Jung-moon-kyung (a bronze mirror with fine linear design) at the special exhibition “A Bronze Mirror Shines on Science” at the National Science Museum. And from August 2 to October 3, 2022 it was applied to a moon landing simulation at “The Special Exhibition on Moon Exploration”, also at the National Science Museum. Through various field demonstrations over the years, the research team has improved the performance and usability of WonderScope. < Photo 5. Observation of surface corrosion of the main gate > The research team demonstrated WonderScope at the Emerging Technologies forum during ACM SIGGRAPH 2022, a computer graphics and interaction technology conference that was held in Vancouver, Canada between August 8 and 11 this year. At this conference, where the latest interactive technologies are introduced, the team won an Honorable Mention for Best in Show. The judges commented that “WonderScope will be a new technology that provides the audience with a unique joy of participation during their visits to exhibitions and museums.” < Photo 6. Cover of Digital Creativity > WonderScope is a cylindrical “appcessory” module, 5cm in diameter and 4.5cm in height. It is small enough to be easily attached to a smartphone and embedded on most exhibits. Professor Woohun Lee from the KAIST Department of Industrial Design, who supervised the research, said, “WonderScope can be applied to various applications including not only educational, but also industrial exhibitions, in many ways.” He added, “We also expect for it to be used as an interactive teaching tool that stimulates children’s curiosity.” Introductory video of WonderScope: https://www.youtube.com/watch?v=X2MyAXRt7h4&t=7s
Globally renowned stained-glass artist Fr. En Joon Kim appointed as a distinguished invited professor in the KAIST Department of Industrial Design
World-renowned master of stained-glass Father En Joong Kim was appointed to a two-year distinguished invited professorship in the KAIST Department of Industrial Design starting August 1, 2022 - Fr. Kim will share his life, spirit, and artistic capabilities with the members of KAIST through special lectures for undergraduate and graduate students, and through a stained-glass piece he will work on and donate to the KAIST Academic and Cultural Complex - The 53-piece work of art will provide KAIST with fresh inspiration and add to its dynamic atmosphere KAIST appointed the world-renowned stained-glass artist and priest Fr. En Joong Kim of the Dominican Order as a distinguished invited professor in the KAIST Department of Industrial Design. His term starts from August 1 of this year and ends on July 31, 2024. The appointment aims to share the life, spirit, and artistic capabilities of Fr. Kim, who is internationally recognized for his creative work. The purpose of the appointment is not only to provide professional advice on lighting color and space, which are core contents of industrial design courses, but also to bring new inspiration to KAIST community. Fr. Kim, who studied in the College of Fine Arts at Seoul National University, won the Korean Art Award in 1965, and later studied at the University of Fribourg in Switzerland and the Catholic University of Paris. Joining the Dominican Order in France in 1974, he started his career as both a priest and an artist, and continued his artistic activities via 200 exhibitions around the world and by working on the stained-glass windows of 50 European churches. In recognition of the artistic merit of combining colorful tones with the beauty of blank spaces, a distinctive characteristic of Asian art, and Fr. Kim’s contributions to establishing such combinations, Passage Kim En Joong, an art gallery, was founded in Ambert, France in 2019, and for his artwork installed all over France, he was presented with the insignia of Officer in the Order of Arts and Letters by the French government in 2010. Following the appointment, the KAIST Department of Industrial Design is preparing a special seminar lecture by Fr. Kim under the title “Search the Future”. Fr. Kim will share his experience and philosophy for pursuing aesthetic values and efforts. In addition, the department plans to set up a special studio for Fr. Kim to both work and interact with students, encouraging them to naturally communicate and share ideas together. One of Fr. Kim's art piece being installed at the main administration building at KAIST. In a studio at the KAIST Academic Cultural Complex (ACC), Fr. Kim is currently working on his 53-piece stained-glass project that, when finished, will be added to the ACC. KAISTians will be able to enjoy a master’s art on a daily basis as the 53 sheets of glasses combine to form one magnificent piece. Fr. Kim said, “I am very happy to be a distinguished invited professor at KAIST, where excellent scientists are at work. It is my wish and prayer that my presence here may comfort the students’ hearts with artwork and art philosophy that carries sensitivity and sincerity, and that they may garner richer experiences.” KAIST President Kwang Hyung Lee said, “The purpose of research and art are similar in that they pioneer through endless contemplations and attempts. The art piece to be installed at ACC, which will combine 53 pieces of stained glass, resembles our school, where our members each with their own distinctive colors and textures come together create a harmonious new form known as KAIST.” He added, “I hope that the artistic spirit of Fr. Kim, a world-class master, will be a beacon that would bring a new type of stimulation and ease here at KAIST” KAIST also appointed world-renowned soprano Sumi Jo as a distinguished invited professor in the Graduate School of Culture Technology in October 2021, and SM Entertainment’s executive producer Soo-man Lee as a distinguished invited professor in the School of Computing in March 2022. KAIST continues to expand and incorporate science and technology into the fields of art and culture, and to establish itself as a place for joint research and creative endeavors.
Professor Sang Su Lee’s Team Wins Seven iF Design Awards 2022
Professor Sang Su Lee from the Department of Industrial Design and his team’s five apps made in collaboration with NH Investment and Securities won iF Design Awards in the fields of UI, UX, service design, product design, and communication. These apps are now offered as NH Investment and Securities mobile applications. The iF Design Awards recognize top quality creativity in product design, communication, packaging, service design and concepts, and architecture and interior design, as well as user experience (UX) and interface for digital media (UI). In the field of UI, ‘Gretell’ is a mobile stock investment app service designed by Lee and his team to support investors struggling to learn about investing by archiving personalized information. Gretell provides investment information including news and reports. Users learn, evaluate, and leave comments. This shows both quantitative and qualitative indications, leading to rational decision-making. Other user’s comments are shared to reduce confirmation bias. Through this process, Gretell helps users who are impulsive or easily swayed by others’ opinions to grow as independent investors. ‘Bright’ is another app created by Lee’s team. It helps people exercise their rights as shareholders. As the need to exercise shareholders’ rights increases, many people are frustrated that investors with a small number of shares don’t have a lot of power. Bright provides a space for shareholders to share their opinions and brings people together so that individuals can be more proactive as shareholders. The Integrated Power of Attorney System (IPAS) expands the chances for shareholders to exercise their rights and allows users to submit proposals that can be communicated during the general meeting. Bright fosters influential shareholders, responsible companies, and a healthy society. For communications, ‘Rewind’ is a stock information services app that visualizes past stock charts through sentiment analysis. Existing services focus on numbers, while Rewind takes a qualitative approach. Rewind analyzes public sentiment toward each event by collecting opinions on social media and then visualizes them chronologically along with the stock chart. Rewind allows users to review stock market movements and record their thoughts. Users can gain their own insights into current events in the stock market and make wiser investment decisions. The intuitive color gradient design provides a pleasant and simplified information experience. In the area of interfaces for digital media and service design, ‘Groo’ is a green bond investing service app that helps users participate in green investment though investing in green bonds that support green projects for environmental improvement. Not restricted to trading bonds, Groo joins users in the holistic experience of green investing, from taking an interest in environmental issues to confirming the impact of the investment. Next, ‘Modu’ is a story-based empathy expression training game for children with intellectual disabilities. Modu was developed to support emotion recognition and empathy behavior training in children with mild intellectual disabilities (MID) and borderline intellectual functioning (BIF). Finally, the diving VR device for neutral buoyancy training, ‘Blow-yancy’, also made winner’s list. The device mimics scuba diving training without having to go into the water, therefore beginner divers are able getting feeling of diving while remaining perfectly safe and not harming any corals. It is expected that the device will be able to help protect at-risk underwater ecosystems.
MCM Utilized at Residential Treatment Center in Gyeonggi
The Mobile Clinic Module (MCM) developed by the KAIST Action for Respiratory Epidemics was installed at special residential treatment center in Gyeonggi Province on September 13. The MCM is an isolate negative pressure unit fitted with high-quality medical equipment, developed by Professor Taek-Jin Nam of the Department of Industrial Design under the KAIST New Deal R&D Initiative. This is also a part of the Korean Disease Control Package Development Project from last July. In January, a ward with four beds for critical care was installed at the Korea Institute for Radiological & Medical Sciences in Seoul for a trial operation, and two mild cases were treated there. It was also implemented as an isolated negative pressure unit in the Daejeon Konyang University Hospital emergency room in June, and has treated 138 cases since. The special residential treatment center installed in the Gyeonggi Provincial Academy gymnasium, which consists of 28 beds in 14 rooms (double occupancy) and a multipurpose room (for X-rays and treatment), is to remain open through October 10. Unlike existing treatment centers that have quarantined COVID-19 patients for two weeks, the Gyeonggi MCM will act as a self-treatment-associated short-term treatment center. While in self-treatment, patients showing symptoms requiring special attention will be moved to the MCM, followed by short-term hospitalization of 1-3 days for observation before further measures are taken. Patients can be treated using the MCM’s own treatment capacities, including in-person and oxygen treatment, X-rays, and IVs. There are individual bathrooms in each room, and the pressure, ventilation, and the automatic opening and closing of the entrance can be centrally monitored and controlled. Patients showing symptoms during treatment will be moved to a specially designated hospital for critical care, and will return to the self-treatment center if no further abnormalities are reported. The Gyeonggi Provincial Medical Center’s Ansung Hospital will take charge of operating the special treatment center. Each day, one or two doctors, three nurses, two nursing assistants, one administrative staff member, two or three disinfection specialists, and a medical imaging engineer will work in three shifts. There will also be about 20 additional specially designated staff members including KAIST researchers, firefighters, and police officers. The MCM was internationally recognized as an excellent medical facility not only for its functionality, economic feasibility, and utility, but also for its unique design and aesthetics. It received two Best of Best awards at the Red Dot Award in product design and Communication Design in user interface. By running this special treatment center, KAIST will conduct research on how to build an optimized model for efficient negative pressure medical units. This research is expected to lead to advances in waste water treatment systems, mobile bathrooms optimized for infectious cases, and MCM user interfaces for electronic devices, etc. Professor Taek-Jin Nam, the general director of the project and design, said “if there is a gymnasium available, we can convert it into a special treatment center fitted with a waste water treatment system, and pressure equipment in two weeks even without additional infrastructure.” The head of the KAIST New Deal R&D Initiative Choongsik Bae said, “our MCM research started in July of last year, and in just over a year, it has become a successful and innovative case that has undergone trials and become commercialized in a short period of time.” He added, “In response to COVID-19, KAIST is conducting research and empirical studies, not just in relation to the MCM, but in other areas of disease control as well.” Based on the excellent disease control technologies developed by KAIST research teams, the KAIST Action for Respiratory Epidemics is conducting technology transfers and industrialization, and is developing a Korean disease control package model
Aline and Blow-yancy Win the Red Dot Design Awards: Brand & Communications Design 2021
‘Aline’ and ‘Blow-yancy’ developed by Professor Sang Su Lee’s team at the Department of Industrial Design won the Red Dot Design Awards in Brand & Communications Design. Aline is a mobile investment portfolio application used in the NH Investment & Securities Co. Blow-yancy is a suva diving VR device for neutral buoyancy training.Professor Lee sought ‘sustainability’ while developing Aline to meet the growing awareness of ESG (environmental, social, and governance) investing. ESG investing relies on independent ratings that help consumers assess a company’s behavior and policies when it comes to its social impact. Aline’s personal value index with six main criteria translates values into sustainable finance. By gathering data from the initial survey and regular value updates, the index is weighted according to the user’s values. Based on the index, the investment portfolio will be adjusted, and consumption against the values will be tracked. Blow-yancy is a diving VR device for neutral buoyancy training. Blow-yancy’s VR mask helps divers feel like they are wearing an actual diving mask. Users can breathe through a regulator with a built-in breathing sensor. It allows training like actual diving without going into the water, therefore enabling safer diving. “We got an idea that about 74% of scuba divers come into contact with corals underwater at least once and that can cause an emergency situation. Divers who cannot maintain neutral buoyance will experience a tough time avoiding them,” said Professor Lee. The hardware consists of a nose covering VR mask, a regulator with a built-in breath sensor, and a controller for virtual BCD control. Blow-yancy’s five virtual missions were organized according to the diving process required by PADI, a professional diving education institute. Professor Lee’s team already received eight recognitions at the iF Design Award in April. Professor Lee said, “We will continue to develop the best UX design items that will improve our global recognition.”
Mobile Clinic Module Wins Red Dot and iF Design Awards
The Mobile Clinic Module (MCM), an inflatable negative pressure ward building system developed by the Korea Aid for Respiratory Epidemic (KARE) initiative at KAIST, gained international acclaim by winning the prestigious Red Dot Design Award and iF Design Award. The MCM was recognized as one of the Red Dot Product Designs of the Year. It also won four iF Design Awards in communication design, interior architecture, user interface, and user experience. Winning the two most influential design awards demonstrates how product design can make a valuable contribution to help contain pandemics and reflects new consumer trends for dealing with pandemics. Designed to be patient friendly, even in the extreme medical situations such as pandemics or triage, the MCM is the result of collaborations among researchers in a variety of fields including mechanical engineering, computing, industrial and systems engineering, medical hospitals, and engineering companies. The research team was led by Professor Tek-Jin Nam from the Department of Industrial Design. The MCM is expandable, moveable, and easy to store through a combination of negative pressure frames, air tents, and multi-functional panels. Positive air pressure devices supply fresh air from outside the tent. An air pump and controller maintain air beam pressure, while filtering exhausted air from inside. An internal air information monitoring system efficiently controls inside air pressure and purifies the air. It requires only one-fourth of the volume of existing wards and takes up approximately 40% of their weight. The unit can be transported in a 40-foot container truck. MCMs are now located at the Korea Institute of Radiological & Medical Sciences and Jeju Vaccine Center and expect to be used at many other facilities. KARE is developing antiviral solutions and devices such as protective gear, sterilizers, and test kits to promptly respond to the pandemic. More than 100 researchers at KAIST are collaborating with industry and clinical hospitals to develop antiviral technologies that will improve preventive measures, diagnoses, and treatments. Professor Nam said, “Our designers will continue to identify the most challenging issues, and try to resolve them by realizing user-friendly functions. We believe this will significantly contribute to relieving the drastic need for negative pressure beds and provide a place for monitoring patients with moderate symptoms. We look forward to the MCM upgrading epidemic management resources around the globe.” (END)
KAIST Mobile Clinic Module to Fill Negative Pressure Ward Shortage
Efficient versatile ready-for-rapid building system of MCM will serve as both a triage unit and bridge center in emergency medical situations A team from KAIST has developed a low-cost and ready-for-rapid-production negative pressure room called a Mobile Clinic Module (MCM). The MCM is expandable, moveable, and easy to store through a combination of negative pressure frames, air tents, and multi-function panels. The MCM expects to quickly meet the high demand for negative pressure beds in the nation and eventually many other countries where the third wave of COVID-19 is raging. The module is now ready to be rolled out after a three-week test period at the Korea Cancer Center Hospital. Professor Tek-Jin Nam’s team swung into action, rapidly working together with researchers, engineers with expertise in mechanical design, and a team of clinical doctors to complete the MCM as one of KAIST’s New Deal R&D initiatives launched last July. Professor Nam cites ‘expandability’ as the key feature of the MCM. Eventually, it will serve as both a triage unit and bridge center in emergency medical situations. “The module is a very efficient and versatile unit building system. It takes approximately two hours to build the basic MCM unit, which comprises four negative pressure bed rooms, nurse’s station, locker room, and treatment room. We believe this will significantly contribute to relieving the drastic need for negative pressure beds and provide a place for monitoring patients with moderate symptoms,” said Professor Nam. “It will also be helpful for managing less-severe patients who need to be monitored daily in quarantined rooms or as bridge stations where on-site medical staff can provide treatment and daily monitoring before hospitalization. These wards can be efficiently deployed either inside or outside existing hospitals.” The research team specially designed the negative pressure frame to ensure safety level A for the negative pressure room, which is made of a multi-function panel wall and roofed with an air tent. The multi-function panels can hold medical appliances such as ventilators, oxygen and bio-signal monitors. Positive air pressure devices supply fresh air from outside the tent. An air pump and controller maintain air beam pressure, while filtering exhausted air. An internal air information monitoring system efficiently controls room air pressure and purifies the air. While a conventional negative pressure bed is reported to cost approximately 3.5 billion KRW (50 billion won for a ward), this module is estimated to cost 0.75 billion won each (10 billion won for a ward), cutting the costs by approximately 80%. The MCM is designed to be easily transported and relocated due to its volume, weight, and maintainability. This module requires only one-fourth of the volume of existing wards and takes up approximately 40% of their weight. The unit can be transported in a 40-foot container truck. “We believe this will significantly contribute to relieving the drastic need for negative pressure beds and provide a place for monitoring patients with moderate symptoms. We look forward to the MCM upgrading epidemic management resources around the world.” Professor Nam’s team is also developing antiviral solutions and devices such as protective gear, sterilizers, and test kits under the KAIST New Deal R&D Initiative that was launched to promptly and proactively respond to the epidemic. More than 45 faculty members and researchers at KAIST are collaborating with industry and clinical hospitals to develop the antiviral technology that will improve preventive measures, diagnoses, and treatment.
Feel the Force with ElaStick
ElaStick, a handheld variable stiffness display, renders the dynamic haptic response of a flexible object Haptic controllers play an important role in providing rich and immersive virtual reality experiences. Professor Andrea Bianchi’s team in the Department of Industrial Design recreated the haptic response of flexible objects made of different materials and with different shapes by changing the stiffness of a custom-controller – ElaStick. ElaStick is a portable hand-held force-feedback controller that is capable of rendering the illusion of how flexible and deformable objects feel when held in the hand. This VR haptic controller can change its stiffness in two directions independently and continuously. Since providing haptic feedback enhances the VR experience, researchers have suggested numerous approaches for rendering the physical properties of virtual objects - such as weights, the movement of mass, impacts, and damped oscillations. The research team designed a new mechanism based on a quaternion joint and four variable-stiffness tendons. The quaternion joint is a two-DoF bending joint that enables ElaStick to bend and oscillate in any direction using a pair of tendons with varying stiffness. In fact, each tendon around the joint is made of a series of elastic rubber bands and inelastic fishing lines and can vary its stiffness by changing the proportion of the two materials. Thanks to these structures, each pair of tendons can behave independently, controlling the anisotropic characteristics of the entire device. “The main challenge was to implement the mechanism to control the stiffness while maintaining independence between deformations in two perpendicular directions,” said Professor Bianchi. The research team successfully measured the relative threshold of human perception on the stiffness of a handheld object. The results showed that the just-noticeable difference (JND) of human perception of stiffness is at most about 30% of the change from the initial value. It also found that appropriate haptic responses significantly enhance the quality of the VR experience. The research team surveyed the perceived realism, immersion, and enjoyment of participants after they played with various flexible objects in VR. “It is meaningful that the haptic feedback of a flexible object was mechanically reproduced and its effectiveness in VR was proven. ElaStick has succeeded in implementing a novel mechanism to recreate the dynamic response of flexible objects that mimic real ones, suggesting a new category of haptic feedback that can be provided in VR,” explained Professor Bianchi. The team plans to extend the ElaStick’s applications, from being used merely as a game controller to driving simulations, medical training, and many other digital contexts. This research, led by MS candidate Neung Ryu, won the Best Paper Award at the ACM UIST 2020 (the ACM Symposium on User Interface Software & Technology) last month. -ProfileProfessor Andrea BianchiMakinteract.kaist.ac.krDepartment of Industrial DesignKAIST
‘SoundWear’ a Heads-Up Sound Augmentation Gadget Helps Expand Children’s Play Experience
In this digital era, there has been growing concern that children spend most of their playtime watching TV, playing computer games, and staring at mobile phones with ‘head-down’ posture even outdoors. To counter such concerns, KAIST researchers designed a wearable bracelet using sound augmentation to leverage play benefits by employing digital technology. The research team also investigated how sound influences children’s play experiences according to their physical, social, and imaginative aspects. Playing is a large part of enjoyable and rewarding lives, especially for children. Previously, a large part of children’s playtime used to take place outdoors, and playing outdoors has long been praised for playing an essential role in providing opportunities to perform physical activity, improve social skills, and boost imaginative thinking. Motivated by these concerns, a KAIST research team led by Professor Woohun Lee and his researcher Jiwoo Hong from the Department of Industrial Design made use of sound augmentation, which is beneficial for motivating playful experiences by facilitating imagination and enhancing social awareness with its ambient and omnidirectional characteristics. Despite the beneficial characteristics of sound augmentation, only a few studies have explored sound interaction as a technology to augment outdoor play due to its abstractness when conveying information in an open space outdoors. There is also a lack of empirical evidence regarding its effect on children's play experiences. Professor Lee’s team designed and implemented an original bracelet-type wearable device called SoundWear. This device uses non-speech sound as a core digital feature for children to broaden their imaginations and improvise their outdoor games. Children equipped with SoundWear were allowed to explore multiple sounds (i.e., everyday and instrumental sounds) on SoundPalette, pick a desired sound, generate the sound with a swinging movement, and transfer the sound between multiple devices for their outdoor play. Both the quantitative and qualitative results of a user study indicated that augmenting playtime with everyday sounds triggered children’s imagination and resulted in distinct play behaviors, whereas instrumental sounds were transparently integrated with existing outdoor games while fully preserving play benefits in physical, social, and imaginative ways. The team also found that the gestural interaction of SoundWear and the free sound choice on SoundPalette helped children to gain a sense of achievement and ownership toward sound. This led children to be physically and socially active while playing. PhD candidate Hong said, “Our work can encourage the discussion on using digital technology that entails sound augmentation and gestural interactions for understanding and cultivating creative improvisations, social pretenses, and ownership of digital materials in digitally augmented play experiences.” Professor Lee also envisioned that the findings being helpful to parents and educators saying, “I hope the verified effect of digital technology on children’s play informs parents and educators to help them make more informed decisions and incorporate the playful and creative usage of new media, such as mobile phones and smart toys, for young children.” This research titled “SoundWear: Effect of Non-speech Sound Augmentation on the Outdoor Play Experience of Children” was presented at DIS 2020 (the ACM Conference on Designing Interactive Systems) taking place virtually in Eindhoven, Netherlands, from July 6 to 20. This work received an Honorable Mention Award for being in the top 5% of all the submissions to the conference. Publication: Hong, J., et al. (2020) ‘SoundWear: Effect of Non-speech Sound Augmentation on the Outdoor Play Experience of Children’. Proceedings of the 2020 ACM Designing Interactive Systems Conference (DIS'20), Pages 2201-2213. Available online at https://doi.org/10.1145/3357236.3395541 Profile: Professor Woohun Leewoohun.email@example.com://wonderlab.kaist.ac.kr Department of Industrial Design (ID) KAIST
Professor Tek-jin Nam Elected to DSR Int’l Advisory Council
Professor Tek-jin Nam from the Department of Industrial Design was elected to serve on the first International Advisory Council (IAC) of the Design Research Society (DRS). The DRS, an academic society in the field of design research, was founded in the UK in 1966 with the mission of developing and promoting design research. The IAC is newly established under the new DRS governance structure, and its members are selected from distinguished design researchers recommended by DRS members around the globe. The new IAC members will carry out various activities offered by the DRS, which include innovating design research, strengthening the design researchers’ network and developing policies to nurture new researchers.
Jeju Inspired Packaging by ID+IM Design Lab Wins 2020 iF Design Award
A water bottle designed by researchers from the ID+IM Design Laboratory led by Professor Sangmin Bae from the Department of Industrial Design won the packaging section of the 2020 iF Design Award. The iF Design Award, hosted by the Hannover Exhibition Center in Germany, is one of the three major international design competitions. It receives more than 7,000 submissions from participants representing 60 countries. The Jeju Yong-Am-Soo (which means ‘volcanic mineral water’ in English) bottle design was a product of an academic-industrial cooperation project carried out by Professor Bae’s team and a Korean confectionery company, Orion Corporation, to create a design for a premium mineral water bottle. The motif of the awarded design was the beautiful nature of Jeju Island in Korea. The columnar joints and the horizon of Jeju Island were each represented by horizontal and vertical lines, completing a simple yet sensuous design. The mystical volcanic Mount Halla printed on the transparent front-label of the bottle represents the daytime of Jeju Island, while the rear-label design, which is reflected through the transparent front-label, symbolizes the nighttime of Jeju Island. By putting the Orion constellation, a symbol of tourist’s guide, right above the Orion Corporation’s brand logo, Professor Bae’s team ambiently promotes the company’s identity. Although the design uses a significantly smaller amount of materials than traditional water bottles, it can withstand about four times the pressure and weight. The efficient structure therefore shows excellence in both aesthetic and functional areas. Professor Bae said, “I am happy with the fact that the result of this academic-industrial cooperation project became mass-produced through commercialization and was recognized by an international design award.” He continued, “Even though it was difficult for my team to come up with the design that fits both manufacturing and the distribution processes, we worked hard to achieve the structural and functional aspects, while also expressing beauty through its appearance.” (END)
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