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Taesik Gong Named Google PhD Fellow
PhD candidate Taesik Gong from the School of Computing was named a 2020 Google PhD Fellow in the field of machine learning. The Google PhD Fellowship Program has recognized and supported outstanding graduate students in computer science and related fields since 2009. Gong is one of two Korean students chosen as the recipients of Google Fellowships this year. A total of 53 students across the world in 12 fields were awarded this fellowship. Gong’s research on condition-independent mobile sensing powered by machine learning earned him this year’s fellowship. He has published and presented his work through many conferences including ACM SenSys and ACM UbiComp, and has worked at Microsoft Research Asia and Nokia Bell Labs as a research intern. Gong was also the winner of the NAVER PhD Fellowship Award in 2018. (END)
Professor Dongsu Han Named Program Chair for ACM CoNEXT 2020
Professor Dongsu Han from the School of Electrical Engineering has been appointed as the program chair for the 16th Association for Computing Machinery’s International Conference on emerging Networking EXperiments and Technologies (ACM CoNEXT 2020). Professor Han is the first program chair to be appointed from an Asian institution. ACM CoNEXT is hosted by ACM SIGCOMM, ACM's Special Interest Group on Data Communications, which specializes in the field of communication and computer networks. Professor Han will serve as program co-chair along with Professor Anja Feldmann from the Max Planck Institute for Informatics. Together, they have appointed 40 world-leading researchers as program committee members for this conference, including Professor Song Min Kim from KAIST School of Electrical Engineering. Paper submissions for the conference can be made by the end of June, and the event itself is to take place from the 1st to 4th of December. Conference Website: https://conferences2.sigcomm.org/co-next/2020/#!/home (END)
AI to Determine When to Intervene with Your Driving
(Professor Uichin Lee (left) and PhD candidate Auk Kim) Can your AI agent judge when to talk to you while you are driving? According to a KAIST research team, their in-vehicle conservation service technology will judge when it is appropriate to contact you to ensure your safety. Professor Uichin Lee from the Department of Industrial and Systems Engineering at KAIST and his research team have developed AI technology that automatically detects safe moments for AI agents to provide conversation services to drivers. Their research focuses on solving the potential problems of distraction created by in-vehicle conversation services. If an AI agent talks to a driver at an inopportune moment, such as while making a turn, a car accident will be more likely to occur. In-vehicle conversation services need to be convenient as well as safe. However, the cognitive burden of multitasking negatively influences the quality of the service. Users tend to be more distracted during certain traffic conditions. To address this long-standing challenge of the in-vehicle conversation services, the team introduced a composite cognitive model that considers both safe driving and auditory-verbal service performance and used a machine-learning model for all collected data. The combination of these individual measures is able to determine the appropriate moments for conversation and most appropriate types of conversational services. For instance, in the case of delivering simple-context information, such as a weather forecast, driver safety alone would be the most appropriate consideration. Meanwhile, when delivering information that requires a driver response, such as a “Yes” or “No,” the combination of driver safety and auditory-verbal performance should be considered. The research team developed a prototype of an in-vehicle conversation service based on a navigation app that can be used in real driving environments. The app was also connected to the vehicle to collect in-vehicle OBD-II/CAN data, such as the steering wheel angle and brake pedal position, and mobility and environmental data such as the distance between successive cars and traffic flow. Using pseudo-conversation services, the research team collected a real-world driving dataset consisting of 1,388 interactions and sensor data from 29 drivers who interacted with AI conversational agents. Machine learning analysis based on the dataset demonstrated that the opportune moments for driver interruption could be correctly inferred with 87% accuracy. The safety enhancement technology developed by the team is expected to minimize driver distractions caused by in-vehicle conversation services. This technology can be directly applied to current in-vehicle systems that provide conversation services. It can also be extended and applied to the real-time detection of driver distraction problems caused by the use of a smartphone while driving. Professor Lee said, “In the near future, cars will proactively deliver various in-vehicle conversation services. This technology will certainly help vehicles interact with their drivers safely as it can fairly accurately determine when to provide conversation services using only basic sensor data generated by cars.” The researchers presented their findings at the ACM International Joint Conference on Pervasive and Ubiquitous Computing (Ubicomp’19) in London, UK. This research was supported in part by Hyundai NGV and by the Next-Generation Information Computing Development Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Science and ICT. (Figure: Visual description of safe enhancement technology for in-vehicle conversation services)
Image Analysis to Automatically Quantify Gender Bias in Movies
Many commercial films worldwide continue to express womanhood in a stereotypical manner, a recent study using image analysis showed. A KAIST research team developed a novel image analysis method for automatically quantifying the degree of gender bias in films. The ‘Bechdel Test’ has been the most representative and general method of evaluating gender bias in films. This test indicates the degree of gender bias in a film by measuring how active the presence of women is in a film. A film passes the Bechdel Test if the film (1) has at least two female characters, (2) who talk to each other, and (3) their conversation is not related to the male characters. However, the Bechdel Test has fundamental limitations regarding the accuracy and practicality of the evaluation. Firstly, the Bechdel Test requires considerable human resources, as it is performed subjectively by a person. More importantly, the Bechdel Test analyzes only a single aspect of the film, the dialogues between characters in the script, and provides only a dichotomous result of passing the test, neglecting the fact that a film is a visual art form reflecting multi-layered and complicated gender bias phenomena. It is also difficult to fully represent today’s various discourse on gender bias, which is much more diverse than in 1985 when the Bechdel Test was first presented. Inspired by these limitations, a KAIST research team led by Professor Byungjoo Lee from the Graduate School of Culture Technology proposed an advanced system that uses computer vision technology to automatically analyzes the visual information of each frame of the film. This allows the system to more accurately and practically evaluate the degree to which female and male characters are discriminatingly depicted in a film in quantitative terms, and further enables the revealing of gender bias that conventional analysis methods could not yet detect. Professor Lee and his researchers Ji Yoon Jang and Sangyoon Lee analyzed 40 films from Hollywood and South Korea released between 2017 and 2018. They downsampled the films from 24 to 3 frames per second, and used Microsoft’s Face API facial recognition technology and object detection technology YOLO9000 to verify the details of the characters and their surrounding objects in the scenes. Using the new system, the team computed eight quantitative indices that describe the representation of a particular gender in the films. They are: emotional diversity, spatial staticity, spatial occupancy, temporal occupancy, mean age, intellectual image, emphasis on appearance, and type and frequency of surrounding objects. Figure 1. System Diagram Figure 2. 40 Hollywood and Korean Films Analyzed in the Study According to the emotional diversity index, the depicted women were found to be more prone to expressing passive emotions, such as sadness, fear, and surprise. In contrast, male characters in the same films were more likely to demonstrate active emotions, such as anger and hatred. Figure 3. Difference in Emotional Diversity between Female and Male Characters The type and frequency of surrounding objects index revealed that female characters and automobiles were tracked together only 55.7 % as much as that of male characters, while they were more likely to appear with furniture and in a household, with 123.9% probability. In cases of temporal occupancy and mean age, female characters appeared less frequently in films than males at the rate of 56%, and were on average younger in 79.1% of the cases. These two indices were especially conspicuous in Korean films. Professor Lee said, “Our research confirmed that many commercial films depict women from a stereotypical perspective. I hope this result promotes public awareness of the importance of taking prudence when filmmakers create characters in films.” This study was supported by KAIST College of Liberal Arts and Convergence Science as part of the Venture Research Program for Master’s and PhD Students, and will be presented at the 22nd ACM Conference on Computer-Supported Cooperative Work and Social Computing (CSCW) on November 11 to be held in Austin, Texas. Publication: Ji Yoon Jang, Sangyoon Lee, and Byungjoo Lee. 2019. Quantification of Gender Representation Bias in Commercial Films based on Image Analysis. In Proceedings of the 22nd ACM Conference on Computer-Supported Cooperative Work and Social Computing (CSCW). ACM, New York, NY, USA, Article 198, 29 pages. https://doi.org/10.1145/3359300 Link to download the full-text paper: https://files.cargocollective.com/611692/cscw198-jangA--1-.pdf Profile: Prof. Byungjoo Lee, MD, PhD email@example.com http://kiml.org/ Assistant Professor Graduate School of Culture Technology (CT) Korea Advanced Institute of Science and Technology (KAIST) https://www.kaist.ac.kr Daejeon 34141, Korea Profile: Ji Yoon Jang, M.S. firstname.lastname@example.org Interactive Media Lab Graduate School of Culture Technology (CT) Korea Advanced Institute of Science and Technology (KAIST) https://www.kaist.ac.kr Daejeon 34141, Korea Profile: Sangyoon Lee, M.S. Candidate email@example.com Interactive Media Lab Graduate School of Culture Technology (CT) Korea Advanced Institute of Science and Technology (KAIST) https://www.kaist.ac.kr Daejeon 34141, Korea (END)
Object Identification and Interaction with a Smartphone Knock
(Professor Lee (far right) demonstrate 'Knocker' with his students.) A KAIST team has featured a new technology, “Knocker”, which identifies objects and executes actions just by knocking on it with the smartphone. Software powered by machine learning of sounds, vibrations, and other reactions will perform the users’ directions. What separates Knocker from existing technology is the sensor fusion of sound and motion. Previously, object identification used either computer vision technology with cameras or hardware such as RFID (Radio Frequency Identification) tags. These solutions all have their limitations. For computer vision technology, users need to take pictures of every item. Even worse, the technology will not work well in poor lighting situations. Using hardware leads to additional costs and labor burdens. Knocker, on the other hand, can identify objects even in dark environments only with a smartphone, without requiring any specialized hardware or using a camera. Knocker utilizes the smartphone’s built-in sensors such as a microphone, an accelerometer, and a gyroscope to capture a unique set of responses generated when a smartphone is knocked against an object. Machine learning is used to analyze these responses and classify and identify objects. The research team under Professor Sung-Ju Lee from the School of Computing confirmed the applicability of Knocker technology using 23 everyday objects such as books, laptop computers, water bottles, and bicycles. In noisy environments such as a busy café or on the side of a road, it achieved 83% identification accuracy. In a quiet indoor environment, the accuracy rose to 98%. The team believes Knocker will open a new paradigm of object interaction. For instance, by knocking on an empty water bottle, a smartphone can automatically order new water bottles from a merchant app. When integrated with IoT devices, knocking on a bed’s headboard before going to sleep could turn off the lights and set an alarm. The team suggested and implemented 15 application cases in the paper, presented during the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp 2019) held in London last month. Professor Sung-Ju Lee said, “This new technology does not require any specialized sensor or hardware. It simply uses the built-in sensors on smartphones and takes advantage of the power of machine learning. It’s a software solution that everyday smartphone users could immediately benefit from.” He continued, “This technology enables users to conveniently interact with their favorite objects.” The research was supported in part by the Next-Generation Information Computing Development Program through the National Research Foundation of Korea funded by the Ministry of Science and ICT and an Institute for Information & Communications Technology Promotion (IITP) grant funded by the Ministry of Science and ICT. Figure: An example knock on a bottle. Knocker identifies the object by analyzing a unique set of responses from the knock, and automatically launches a proper application or service.
Flexible User Interface Distribution for Ubiquitous Multi-Device Interaction
< Research Group of Professor Insik Shin (center) > KAIST researchers have developed mobile software platform technology that allows a mobile application (app) to be executed simultaneously and more dynamically on multiple smart devices. Its high flexibility and broad applicability can help accelerate a shift from the current single-device paradigm to a multiple one, which enables users to utilize mobile apps in ways previously unthinkable. Recent trends in mobile and IoT technologies in this era of 5G high-speed wireless communication have been hallmarked by the emergence of new display hardware and smart devices such as dual screens, foldable screens, smart watches, smart TVs, and smart cars. However, the current mobile app ecosystem is still confined to the conventional single-device paradigm in which users can employ only one screen on one device at a time. Due to this limitation, the real potential of multi-device environments has not been fully explored. A KAIST research team led by Professor Insik Shin from the School of Computing, in collaboration with Professor Steve Ko’s group from the State University of New York at Buffalo, has developed mobile software platform technology named FLUID that can flexibly distribute the user interfaces (UIs) of an app to a number of other devices in real time without needing any modifications. The proposed technology provides single-device virtualization, and ensures that the interactions between the distributed UI elements across multiple devices remain intact. This flexible multimodal interaction can be realized in diverse ubiquitous user experiences (UX), such as using live video steaming and chatting apps including YouTube, LiveMe, and AfreecaTV. FLUID can ensure that the video is not obscured by the chat window by distributing and displaying them separately on different devices respectively, which lets users enjoy the chat function while watching the video at the same time. In addition, the UI for the destination input on a navigation app can be migrated into the passenger’s device with the help of FLUID, so that the destination can be easily and safely entered by the passenger while the driver is at the wheel. FLUID can also support 5G multi-view apps – the latest service that allows sports or games to be viewed from various angles on a single device. With FLUID, the user can watch the event simultaneously from different viewpoints on multiple devices without switching between viewpoints on a single screen. PhD candidate Sangeun Oh, who is the first author, and his team implemented the prototype of FLUID on the leading open-source mobile operating system, Android, and confirmed that it can successfully deliver the new UX to 20 existing legacy apps. “This new technology can be applied to next-generation products from South Korean companies such as LG’s dual screen phone and Samsung’s foldable phone and is expected to embolden their competitiveness by giving them a head-start in the global market.” said Professor Shin. This study will be presented at the 25th Annual International Conference on Mobile Computing and Networking (ACM MobiCom 2019) October 21 through 25 in Los Cabos, Mexico. The research was supported by the National Science Foundation (NSF) (CNS-1350883 (CAREER) and CNS-1618531). Figure 1. Live video streaming and chatting app scenario Figure 2. Navigation app scenario Figure 3. 5G multi-view app scenario Publication: Sangeun Oh, Ahyeon Kim, Sunjae Lee, Kilho Lee, Dae R. Jeong, Steven Y. Ko, and Insik Shin. 2019. FLUID: Flexible User Interface Distribution for Ubiquitous Multi-device Interaction. To be published in Proceedings of the 25th Annual International Conference on Mobile Computing and Networking (ACM MobiCom 2019). ACM, New York, NY, USA. Article Number and DOI Name TBD. Video Material: https://youtu.be/lGO4GwH4enA Profile: Prof. Insik Shin, MS, PhD firstname.lastname@example.org https://cps.kaist.ac.kr/~ishin Professor Cyber-Physical Systems (CPS) Lab School of Computing Korea Advanced Institute of Science and Technology (KAIST) http://kaist.ac.kr Daejeon 34141, Korea Profile: Sangeun Oh, PhD Candidate email@example.com https://cps.kaist.ac.kr/ PhD Candidate Cyber-Physical Systems (CPS) Lab School of Computing Korea Advanced Institute of Science and Technology (KAIST) http://kaist.ac.kr Daejeon 34141, Korea Profile: Prof. Steve Ko, PhD firstname.lastname@example.org https://nsr.cse.buffalo.edu/?page_id=272 Associate Professor Networked Systems Research Group Department of Computer Science and Engineering State University of New York at Buffalo http://www.buffalo.edu/ Buffalo 14260, USA (END)
Anti-drone Technology for Anti-Terrorism Applications
(from top right clockwise: Professor Yongdae Kim, PhD Candidates Yujin Kwon, Juhwan Noh, Hocheol Shin, and Dohyun Kim) KAIST researchers have developed anti-drone technology that can hijack other drones by spoofing its location using fake GPS signals. This technology can safely guide a drone to a desired location without any sudden change in direction in emergency situations, and thus respond effectively to dangerous drones such as those intending to carry out acts of terrorism. Advancements in the drone industry have led to the wider use of drones in our daily lives in areas of reconnaissance, searching and rescuing, disaster prevention and response, and delivery services. At the same time, there has also been a growing concern about privacy, safety, and security issues regarding drones, especially those arising from intrusion into private property and secure facilities. Therefore, the anti-drone industry is rapidly expanding to detect and respond to this possible drone invasion. The current anti-drone systems used in airports and other key locations utilize electronic jamming signals, high-power lasers, or nets to neutralize drones. For example, drones trespassing on airports are often countered with simple jamming signals that can prevent the drones from moving and changing position, but this may result in a prolonged delay in flight departures and arrivals at the airports. Drones used for terrorist attacks – armed with explosives or weapons – must also be neutralized a safe distance from the public and vital infrastructure to minimize any damage. Due to this need for a new anti-drone technology to counter these threats, a KAIST research team led by Professor Yongdae Kim from the School of Electrical Engineering has developed technology that securely thwarts drones by tricking them with fake GPS signals. Fake GPS signals have been used in previous studies to cause confusion inside the drone regarding its location, making the drone drift from its position or path. However, such attack tactics cannot be applied in GPS safety mode. GPS safety mode is an emergency mode that ensures drone safety when the signal is cut or location accuracy is low due to a fake GPS signals. This mode differs between models and manufacturers. Professor Kim’s team analyzed the GPS safety mode of different drone models made from major drone manufacturers such as DJI and Parrot, made classification systems, and designed a drone abduction technique that covers almost all the types of drone GPS safety modes, and is universally applicable to any drone that uses GPS regardless of model or manufacturer. The research team applied their new technique to four different drones and have proven that the drones can be safely hijacked and guided to the direction of intentional abduction within a small margin of error. Professor Kim said, “Conventional consumer drones equipped with GPS safety mode seem to be safe from fake GPS signals, however, most of these drones are able to be detoured since they detect GPS errors in a rudimentary manner.” He continued, “This technology can contribute particularly to reducing damage to airports and the airline industry caused by illegal drone flights.” The research team is planning to commercialize the developed technology by applying it to existing anti-drone solutions through technology transfer.” This research, featured in the ACM Transactions on Privacy and Security (TOPS) on April 9, was supported by the Defense Acquisition Program Administration (DAPA) and the Agency for Defense Development (ADD). Image 1. Experimental environment in which a fake GPS signal was produced from a PC and injected into the drone signal using directional antennae Publication: Juhwan Noh, Yujin Kwon, Yunmok Son, Hocheol Shin, Dohyun Kim, Jaeyeong Choi, and Yongdae Kim. 2019. Tractor Beam: Safe-hijacking of Consumer Drones with Adaptive GPS Spoofing. ACM Transactions on Privacy and Security. New York, NY, USA, Vol. 22, No. 2, Article 12, 26 pages. https://doi.org/10.1145/3309735 Profile: Prof. Yongdae Kim, MS, PhD email@example.com https://www.syssec.kr/ Professor School of Electrical Engineering Korea Advanced Institute of Science and Technology (KAIST) http://kaist.ac.kr Daejeon 34141, Korea Profile: Juhwan Noh, PhD Candidate firstname.lastname@example.org PhD Candidate System Security (SysSec) Lab School of Electrical Engineering Korea Advanced Institute of Science and Technology (KAIST) http://kaist.ac.kr Daejeon 34141, Korea (END)
Sound-based Touch Input Technology for Smart Tables and Mirrors
(from left: MS candidate Anish Byanjankar, Research Assistant Professor Hyosu Kim and Professor Insik Shin) Time passes so quickly, especially in the morning. Your hands are so busy brushing your teeth and checking the weather on your smartphone. You might wish that your mirror could turn into a touch screen and free up your hands. That wish can be achieved very soon. A KAIST team has developed a smartphone-based touch sound localization technology to facilitate ubiquitous interactions, turning objects like furniture and mirrors into touch input tools. This technology analyzes touch sounds generated from a user’s touch on a surface and identifies the location of the touch input. For instance, users can turn surrounding tables or walls into virtual keyboards and write lengthy e-mails much more conveniently by using only the built-in microphone on their smartphones or tablets. Moreover, family members can enjoy a virtual chessboard or enjoy board games on their dining tables. Additionally, traditional smart devices such as smart TVs or mirrors, which only provide simple screen display functions, can play a smarter role by adding touch input function support (see the image below). Figure 1.Examples of using touch input technology: By using only smartphone, you can use surrounding objects as a touch screen anytime and anywhere. The most important aspect of enabling the sound-based touch input method is to identify the location of touch inputs in a precise manner (within about 1cm error). However, it is challenging to meet these requirements, mainly because this technology can be used in diverse and dynamically changing environments. Users may use objects like desks, walls, or mirrors as touch input tools and the surrounding environments (e.g. location of nearby objects or ambient noise level) can be varied. These environmental changes can affect the characteristics of touch sounds. To address this challenge, Professor Insik Shin from the School of Computing and his team focused on analyzing the fundamental properties of touch sounds, especially how they are transmitted through solid surfaces. On solid surfaces, sound experiences a dispersion phenomenon that makes different frequency components travel at different speeds. Based on this phenomenon, the team observed that the arrival time difference (TDoA) between frequency components increases in proportion to the sound transmission distance, and this linear relationship is not affected by the variations of surround environments. Based on these observations, Research Assistant Professor Hyosu Kim proposed a novel sound-based touch input technology that records touch sounds transmitted through solid surfaces, then conducts a simple calibration process to identify the relationship between TDoA and the sound transmission distance, finally achieving accurate touch input localization. The accuracy of the proposed system was then measured. The average localization error was lower than about 0.4 cm on a 17-inch touch screen. Particularly, it provided a measurement error of less than 1cm, even with a variety of objects such as wooden desks, glass mirrors, and acrylic boards and when the position of nearby objects and noise levels changed dynamically. Experiments with practical users have also shown positive responses to all measurement factors, including user experience and accuracy. Professor Shin said, “This is novel touch interface technology that allows a touch input system just by installing three to four microphones, so it can easily turn nearby objects into touch screens.” The proposed system was presented at ACM SenSys, a top-tier conference in the field of mobile computing and sensing, and was selected as a best paper runner-up in November 2018. (The demonstration video of the sound-based touch input technology)
It's Time to 3D Sketch with Air Scaffolding
People often use their hands when describing an object, while pens are great tools for describing objects in detail. Taking this idea, a KAIST team introduced a new 3D sketching workflow, combining the strengths of hand and pen input. This technique will ease the way for ideation in three dimensions, leading to efficient product design in terms of time and cost. For a designer's drawing to become a product in reality, one has to transform a designer's 2D drawing into a 3D shape; however, it is difficult to infer accurate 3D shapes that match the original intention from an inaccurate 2D drawing made by hand. When creating a 3D shape from a planar 2D drawing, unobtainable information is required. On the other hand, loss of depth information occurs when a 3D shape is expressed as a 2D drawing using perspective drawing techniques. To fill in these “missing links” during the conversion, "3D sketching" techniques have been actively studied. Their main purpose is to help designers naturally provide missing 3D shape information in a 2D drawing. For example, if a designer draws two symmetric curves from a single point of view or draws the same curves from different points of view, the geometric clues that are left in this process are collected and mathematically interpreted to define the proper 3D curve. As a result, designers can use 3D sketching to directly draw a 3D shape as if using pen and paper. Among 3D sketching tools, sketching with hand motions, in VR environments in particular, has drawn attention because it is easy and quick. But the biggest limitation is that they cannot articulate the design solely using rough hand motions, hence they are difficult to be applied to product designs. Moreover, users may feel tired after raising their hands in the air during the entire drawing process. Using hand motions but to elaborate designs, Professor Seok-Hyung Bae and his team from the Department of Industrial Design integrated hand motions and pen-based sketching, allocating roles according to their strengths. This new technique is called Agile 3D Sketching with Air Scaffolding. Designers use their hand motions in the air to create rough 3D shapes which will be used as scaffolds, and then they can add details with pen-based 3D sketching on a tablet (Figure 1). Figure 1. In the agile 3D sketching workflow with air scaffolding, the user (a) makes unconstrained hand movements in the air to quickly generate rough shapes to be used as scaffolds, (b) uses the scaffolds as references and draws finer details with them, (c) produces a high-fidelity 3D concept sketch of a steering wheel in an iterative and progressive manner. The team came up with an algorithm to identify descriptive hand motions from transitory hand motions and extract only the intended shapes from unconstrained hand motions, based on air scaffolds from the identified motions. Through user tests, the team identified that this technique is easy to learn and use, and demonstrates good applicability. Most importantly, the users can reduce time, yet enhance the accuracy of defining the proportion and scale of products. Eventually, this tool will be able to be applied to various fields including the automobile industry, home appliances, animations and the movie making industry, and robotics. It also can be linked to smart production technology, such as 3D printing, to make manufacturing process faster and more flexible. PhD candidate Yongkwan Kim, who led the research project, said, “I believe the system will enhance product quality and work efficiency because designers can express their 3D ideas quickly yet accurately without using complex 3D CAD modeling software. I will make it into a product that every designer wants to use in various fields.” “There have been many attempts to encourage creative activities in various fields by using advanced computer technology. Based on in-depth understanding of designers, we will take the lead in innovating the design process by applying cutting-edge technology,” Professor Bae added. Professor Bae and his team from the Department of Industrial Design has been delving into developing better 3D sketching tools. They started with a 3D curve sketching system for professional designers called ILoveSketch and moved on to SketchingWithHands for designing a handheld product with first-person hand postures captured by a hand-tracking sensor. They then took their project to the next level and introduced Agile 3D Sketching with Air Scaffolding, a new 3D sketching workflow combining hand motion and pen drawing which was chosen as one of the CHI (Conference on Human Factors in Computing Systems) 2018 Best Papers by the Association for Computing Machinery. - Click the link to watch video clip of SketchingWithHands
A New Theory Improves Button Designs
Pressing a button appears effortless. People easily dismisses how challenging it is. Researchers at KAIST and Aalto University in Finland, created detailed simulations of button-pressing with the goal of producing human-like presses. The researchers argue that the key capability of the brain is a probabilistic model. The brain learns a model that allows it to predict a suitable motor command for a button. If a press fails, it can pick a very good alternative and try it out. "Without this ability, we would have to learn to use every button like it was new," tells Professor Byungjoo Lee from the Graduate School of Culture Technology at KAIST. After successfully activating the button, the brain can tune the motor command to be more precise, use less energy and to avoid stress or pain. "These factors together, with practice, produce the fast, minimum-effort, elegant touch people are able to perform." The brain uses probabilistic models also to extract information optimally from the sensations that arise when the finger moves and its tip touches the button. It "enriches" the ephemeral sensations optimally based on prior experience to estimate the time the button was impacted. For example, tactile sensation from the tip of the finger a better predictor for button activation than proprioception (angle position) and visual feedback. Best performance is achieved when all sensations are considered together. To adapt, the brain must fuse their information using prior experiences. Professor Lee explains, "We believe that the brain picks up these skills over repeated button pressings that start already as a child. What appears easy for us now has been acquired over years." The research was triggered by admiration of our remarkable capability to adapt button-pressing. Professor Antti Oulasvirta at Aalto University said, "We push a button on a remote controller differently than a piano key. The press of a skilled user is surprisingly elegant when looked at terms of timing, reliability, and energy use. We successfully press buttons without ever knowing the inner workings of a button. It is essentially a black box to our motor system. On the other hand, we also fail to activate buttons, and some buttons are known to be worse than others." Previous research has shown that touch buttons are worse than push-buttons, but there has not been adequate theoretical explanation. "In the past, there has been very little attention to buttons, although we use them all the time" says Dr. Sunjun Kim from Aalto University. The new theory and simulations can be used to design better buttons. "One exciting implication of the theory is that activating the button at the moment when the sensation is strongest will help users better rhythm their keypresses." To test this hypothesis, the researchers created a new method for changing the way buttons are activated. The technique is called Impact Activation. Instead of activating the button at first contact, it activates it when the button cap or finger hits the floor with maximum impact. The technique was 94% better in rapid tapping than the regular activation method for a push-button (Cherry MX switch) and 37% than a regular touchscreen button using a capacitive touch sensor. The technique can be easily deployed in touchscreens. However, regular physical keyboards do not offer the required sensing capability, although special products exist (e.g., the Wooting keyboard) on which it can be implemented. The simulations shed new light on what happens during a button press. One problem the brain must overcome is that muscles do not activate as perfectly as we will, but every press is slightly different. Moreover, a button press is very fast, occurring within 100 milliseconds, and is too fast for correcting movement. The key to understanding button-pressing is therefore to understand how the brain adapts based on the limited sensations that are the residue of the brief press event. The researchers also used the simulation to explain differences among physical and touchscreen-based button types. Both physical and touch buttons provide clear tactile signals from the impact of the tip with the button floor. However, with the physical button this signal is more pronounced and longer. "Where the two button types also differ is the starting height of the finger, and this makes a difference," explains Professor Lee. "When we pull up the finger from the touchscreen, it will end up at different height every time. Its down-press cannot be as accurately controlled in time as with a push-button where the finger can rest on top of the key cap." Three scientific articles, "Neuromechanics of a Button Press", "Impact activation improves rapid button pressing", and "Moving target selection: A cue integration model", will be presented at the CHI Conference on Human Factors in Computing Systems in Montréal, Canada, in April 2018.
Multi-Device Mobile Platform for App Functionality Sharing
Case 1. Mr. Kim, an employee, logged on to his SNS account using a tablet PC at the airport while traveling overseas. However, a malicious virus was installed on the tablet PC and some photos posted on his SNS were deleted by someone else. Case 2. Mr. and Mrs. Brown are busy contacting credit card and game companies, because his son, who likes games, purchased a million dollars worth of game items using his smartphone. Case 3. Mr. Park, who enjoys games, bought a sensor-based racing game through his tablet PC. However, he could not enjoy the racing game on his tablet because it was not comfortable to tilt the device for game control. The above cases are some of the various problems that can arise in modern society where diverse smart devices, including smartphones, exist. Recently, new technology has been developed to easily solve these problems. Professor Insik Shin from the School of Computing has developed ‘Mobile Plus,’ which is a mobile platform that can share the functionalities of applications between smart devices. This is a novel technology that allows applications to easily share their functionalities without needing any modifications. Smartphone users often use Facebook to log in to another SNS account like Instagram, or use a gallery app to post some photos on their SNS. These examples are possible, because the applications share their login and photo management functionalities. The functionality sharing enables users to utilize smartphones in various and convenient ways and allows app developers to easily create applications. However, current mobile platforms such as Android or iOS only support functionality sharing within a single mobile device. It is burdensome for both developers and users to share functionalities across devices because developers would need to create more complex applications and users would need to install the applications on each device. To address this problem, Professor Shin’s research team developed platform technology to support functionality sharing between devices. The main concept is using virtualization to give the illusion that the applications running on separate devices are on a single device. They succeeded in this virtualization by extending a RPC (Remote Procedure Call) scheme to multi-device environments. This virtualization technology enables the existing applications to share their functionalities without needing any modifications, regardless of the type of applications. So users can now use them without additional purchases or updates. Mobile Plus can support hardware functionalities like cameras, microphones, and GPS as well as application functionalities such as logins, payments, and photo sharing. Its greatest advantage is its wide range of possible applications. Professor Shin said, "Mobile Plus is expected to have great synergy with smart home and smart car technologies. It can provide novel user experiences (UXs) so that users can easily utilize various applications of smart home/vehicle infotainment systems by using a smartphone as their hub." This research was published at ACM MobiSys, an international conference on mobile computing that was hosted in the United States on June 21. Figure1. Users can securely log on to SNS accounts by using their personal devices Figure 2. Parents can control impulse shopping of their children. Figure 3. Users can enjoy games more and more by using the smartphone as a controller.
Students from Science Academies Shed a Light on KAIST
Recent KAIST statistics show that graduates from science academies distinguish themselves not only by their academic performance at KAIST but also in various professional careers after graduation. Every year, approximately 20% of newly-enrolled students of KAIST are from science academies. In the case of the class of 2017, 170 students from science academies accounted for 22% of the newly-enrolled students. Moreover, they are forming a top-tier student group on campus. As shown in the table below, the ratio of students graduating early for either enrolling in graduate programs or landing a job indicates their excellent performance at KAIST. There are eight science academies in Korea: Korea Science Academy of KAIST located in Busan, Seoul Science High School, Gyeonggi Science High School, Gwangju Science High School, Daejeon Science High School, Sejong Academy of Science and Arts, and Incheon Arts and Sciences Academy. Recently, KAIST analyzed 532 university graduates from the class of 2012. It was found that 23 out of 63 graduates with the alma mater of science academies finished their degree early; as a result, the early graduation ratio of the class of 2012 stood at 36.5%. This percentage was significantly higher than that of students from other high schools. Among the notable graduates, there was a student who made headlines with donation of 30 million KRW to KAIST. His donation was the largest donation from an enrolled student on record. His story goes back when Android smartphones were about to be distributed. Seung-Gyu Oh, then a student in the School of Electrical Engineering felt that existing subway apps were inconvenient, so he invented his own subway app that navigated the nearest subway lines in 2015. His app hit the market and ranked second in the subway app category. It had approximately five million users, which led to it generating advertising revenue. After the successful launch of the app, Oh accepted the takeover offered by Daum Kakao. He then donated 30 million KRW to his alma mater. “Since high school, I’ve always been thinking that I have received many benefits from my country and felt heavily responsible for it,” the alumnus of Korea Science of Academy and KAIST said. “I decided to make a donation to my alma mater, KAIST because I wanted to return what I had received from my country.” After graduation, Oh is now working for the web firm, Daum Kakao. In May 24, 2017, the 41st International Collegiate Programming Contest, hosted by Association for Computing Machinery (ACM) and sponsored by IBM, was held in Rapid City, South Dakota in the US. It is a prestigious contest that has been held annually since 1977. College students from around the world participate in this contest; and in 2017, a total of 50,000 students from 2,900 universities in 104 countries participated in regional competitions, and approximately 400 students made it to the final round, entering into a fierce competition. KAIST students also participated in this contest. The team was comprised of Ji-Hoon Ko, Jong-Won Lee, and Han-Pil Kang from the School of Computing. They are also alumni of Gyeonggi Science High School. They received the ‘First Problem Solver’ award and a bronze medal which came with a 3,000 USD cash prize. Sung-Jin Oh, who also graduated from Korea Science Academy of KAIST, is a research professor at the Korea Institute of Advanced Study (KIAS). He is the youngest recipient of the ‘Young Scientist Award’, which he received by proving a hypothesis from Einstein’s Theory of General Relativity mathematically at the age of 27. After graduating from KAIST, Oh earned his master’s and doctorate degrees from Princeton University, completed his post-doctoral fellow at UC Berkeley, and is now immersing himself in research at KIAS. Heui-Kwang Noh from the Department of Chemistry and Kang-Min Ahn from the School of Computing, who were selected to receive the presidential scholarship for science in 2014, both graduated from Gyeonggi Science High School. Noh was recognized for his outstanding academic capacity and was also chosen for the ‘GE Foundation Scholar-Leaders Program’ in 2015. The ‘GE Foundation Scholar-Leaders Program’, established in 1992 by the GE Foundation, aims at fostering talented students. This program is for post-secondary students who have both creativity and leadership. It selects five outstanding students and provides 3 million KRW per annum for a maximum of three years. The grantees of this program have become influential people in various fields, including professors, executives, staff members of national/international firms, and researchers. And they are making a huge contribution to the development of engineering and science. Noh continues doing various activities, including the completion of his internship at ‘Harvard-MIT Biomedical Optics’ and the publication of a paper (3rd author) for the ACS Omega of American Chemical Society (ACS). Ahn, a member of the Young Engineers Honor Society (YEHS) of the National Academy of Engineering of Korea, had an interest in startup businesses. In 2015, he founded DataStorm, a firm specializing in developing data solution, and merged with a cloud back-office, Jobis & Villains, in 2016. Ahn is continuing his business activities and this year he founded, and is successfully running, cocKorea. “KAIST students whose alma mater are science academies form a top-tier group on campus and produce excellent performance,” said Associate Vice President for Admissions, Hayong Shin. “KAIST is making every effort to assist these students so that they can perform to the best of their ability.” (Clockwise from top left: Seung-Gyu Oh, Sung-Jin Oh, Heui-Kwang Noh and Kang-Min Ahn)
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