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KAIST's Pioneering VR Precision Technology & Choreography Tool Receive Spotlights at CHI 2025
Accurate pointing in virtual spaces is essential for seamless interaction. If pointing is not precise, selecting the desired object becomes challenging, breaking user immersion and reducing overall experience quality. KAIST researchers have developed a technology that offers a vivid, lifelike experience in virtual space, alongside a new tool that assists choreographers throughout the creative process. KAIST (President Kwang-Hyung Lee) announced on May 13th that a research team led by Professor Sang Ho Yoon of the Graduate School of Culture Technology, in collaboration with Professor Yang Zhang of the University of California, Los Angeles (UCLA), has developed the ‘T2IRay’ technology and the ‘ChoreoCraft’ platform, which enables choreographers to work more freely and creatively in virtual reality. These technologies received two Honorable Mention awards, recognizing the top 5% of papers, at CHI 2025*, the best international conference in the field of human-computer interaction, hosted by the Association for Computing Machinery (ACM) from April 25 to May 1. < (From left) PhD candidates Jina Kim and Kyungeun Jung along with Master's candidate, Hyunyoung Han and Professor Sang Ho Yoon of KAIST Graduate School of Culture Technology and Professor Yang Zhang (top) of UCLA > T2IRay: Enabling Virtual Input with Precision T2IRay introduces a novel input method that allows for precise object pointing in virtual environments by expanding traditional thumb-to-index gestures. This approach overcomes previous limitations, such as interruptions or reduced accuracy due to changes in hand position or orientation. The technology uses a local coordinate system based on finger relationships, ensuring continuous input even as hand positions shift. It accurately captures subtle thumb movements within this coordinate system, integrating natural head movements to allow fluid, intuitive control across a wide range. < Figure 1. T2IRay framework utilizing the delicate movements of the thumb and index fingers for AR/VR pointing > Professor Sang Ho Yoon explained, “T2IRay can significantly enhance the user experience in AR/VR by enabling smooth, stable control even when the user’s hands are in motion.” This study, led by first author Jina Kim, was supported by the Excellent New Researcher Support Project of the National Research Foundation of Korea under the Ministry of Science and ICT, as well as the University ICT Research Center (ITRC) Support Project of the Institute of Information and Communications Technology Planning and Evaluation (IITP). ▴ Paper title: T2IRay: Design of Thumb-to-Index Based Indirect Pointing for Continuous and Robust AR/VR Input▴ Paper link: https://doi.org/10.1145/3706598.3713442 ▴ T2IRay demo video: https://youtu.be/ElJlcJbkJPY ChoreoCraft: Creativity Support through VR for Choreographers In addition, Professor Yoon’s team developed ‘ChoreoCraft,’ a virtual reality tool designed to support choreographers by addressing the unique challenges they face, such as memorizing complex movements, overcoming creative blocks, and managing subjective feedback. ChoreoCraft reduces reliance on memory by allowing choreographers to save and refine movements directly within a VR space, using a motion-capture avatar for real-time interaction. It also enhances creativity by suggesting movements that naturally fit with prior choreography and musical elements. Furthermore, the system provides quantitative feedback by analyzing kinematic factors like motion stability and engagement, helping choreographers make data-driven creative decisions. < Figure 2. ChoreoCraft's approaches to encourage creative process > Professor Yoon noted, “ChoreoCraft is a tool designed to address the core challenges faced by choreographers, enhancing both creativity and efficiency. In user tests with professional choreographers, it received high marks for its ability to spark creative ideas and provide valuable quantitative feedback.” This research was conducted in collaboration with doctoral candidate Kyungeun Jung and master’s candidate Hyunyoung Han, alongside the Electronics and Telecommunications Research Institute (ETRI) and One Million Co., Ltd. (CEO Hye-rang Kim), with support from the Cultural and Arts Immersive Service Development Project by the Ministry of Culture, Sports and Tourism. ▴ Paper title: ChoreoCraft: In-situ Crafting of Choreography in Virtual Reality through Creativity Support Tools▴ Paper link: https://doi.org/10.1145/3706598.3714220 ▴ ChoreoCraft demo video: https://youtu.be/Ms1fwiSBjjw *CHI (Conference on Human Factors in Computing Systems): The premier international conference on human-computer interaction, organized by the ACM, was held this year from April 25 to May 1, 2025.
2025.05.13
View 1047
KAIST & CMU Unveils Amuse, a Songwriting AI-Collaborator to Help Create Music
Wouldn't it be great if music creators had someone to brainstorm with, help them when they're stuck, and explore different musical directions together? Researchers of KAIST and Carnegie Mellon University (CMU) have developed AI technology similar to a fellow songwriter who helps create music. KAIST (President Kwang-Hyung Lee) has developed an AI-based music creation support system, Amuse, by a research team led by Professor Sung-Ju Lee of the School of Electrical Engineering in collaboration with CMU. The research was presented at the ACM Conference on Human Factors in Computing Systems (CHI), one of the world’s top conferences in human-computer interaction, held in Yokohama, Japan from April 26 to May 1. It received the Best Paper Award, given to only the top 1% of all submissions. < (From left) Professor Chris Donahue of Carnegie Mellon University, Ph.D. Student Yewon Kim and Professor Sung-Ju Lee of the School of Electrical Engineering > The system developed by Professor Sung-Ju Lee’s research team, Amuse, is an AI-based system that converts various forms of inspiration such as text, images, and audio into harmonic structures (chord progressions) to support composition. For example, if a user inputs a phrase, image, or sound clip such as “memories of a warm summer beach”, Amuse automatically generates and suggests chord progressions that match the inspiration. Unlike existing generative AI, Amuse is differentiated in that it respects the user's creative flow and naturally induces creative exploration through an interactive method that allows flexible integration and modification of AI suggestions. The core technology of the Amuse system is a generation method that blends two approaches: a large language model creates music code based on the user's prompt and inspiration, while another AI model, trained on real music data, filters out awkward or unnatural results using rejection sampling. < Figure 1. Amuse system configuration. After extracting music keywords from user input, a large language model-based code progression is generated and refined through rejection sampling (left). Code extraction from audio input is also possible (right). The bottom is an example visualizing the chord structure of the generated code. > The research team conducted a user study targeting actual musicians and evaluated that Amuse has high potential as a creative companion, or a Co-Creative AI, a concept in which people and AI collaborate, rather than having a generative AI simply put together a song. The paper, in which a Ph.D. student Yewon Kim and Professor Sung-Ju Lee of KAIST School of Electrical and Electronic Engineering and Carnegie Mellon University Professor Chris Donahue participated, demonstrated the potential of creative AI system design in both academia and industry. ※ Paper title: Amuse: Human-AI Collaborative Songwriting with Multimodal Inspirations DOI: https://doi.org/10.1145/3706598.3713818 ※ Research demo video: https://youtu.be/udilkRSnftI?si=FNXccC9EjxHOCrm1 ※ Research homepage: https://nmsl.kaist.ac.kr/projects/amuse/ Professor Sung-Ju Lee said, “Recent generative AI technology has raised concerns in that it directly imitates copyrighted content, thereby violating the copyright of the creator, or generating results one-way regardless of the creator’s intention. Accordingly, the research team was aware of this trend, paid attention to what the creator actually needs, and focused on designing an AI system centered on the creator.” He continued, “Amuse is an attempt to explore the possibility of collaboration with AI while maintaining the initiative of the creator, and is expected to be a starting point for suggesting a more creator-friendly direction in the development of music creation tools and generative AI systems in the future.” This research was conducted with the support of the National Research Foundation of Korea with funding from the government (Ministry of Science and ICT). (RS-2024-00337007)
2025.05.07
View 2035
‘Game&Art: Auguries of Fantasy’ Features Future of the Metaverse
‘Game & Art: Auguries of Fantasy,’ a special exhibition combining art and technology will feature the new future of metaverse fantasy. The show will be hosted at the Daejeon Creative Center at the Daejeon Museum of Art through September 5. This show exhibits a combination of science and technology with culture and arts, and introduces young artists whose creativity will lead to new opportunities in games and art. The Graduate School of Culture Technology was designated as a leading culture content academy in 2020 by the Ministry of Culture, Sports & Tourism and the Korea Creative Content Agency for fostering the R&D workforce in creative culture technology. NCsoft sponsored the show and also participated as an artist. It combined its game-composing elements and technologies with other genres, including data for game construction, scenarios for forming a worldview, and game art and sound. All of the contents can be experienced online in a virtual space as well as offline, and can be easily accessed through personal devices. Characterized by the themes ‘timeless’ and ‘spaceless’ which connect the past, present, and future, and space created in the digital world. The exhibition gives audience members an opportunity to experience freedom beyond the constraints of time and space under the theme of a fantasy reality created by games and art. "Computer games, which began in the 1980s, have become cultural content that spans generations, and games are now the fusion field for leading-edge technologies including computer graphics, sound, human-computer interactions, big data, and AI. They are also the best platform for artistic creativity by adding human imagination to technology," said Professor Joo-Han Nam from the Graduate School of Culture Technology, who led the project. "Our artists wanted to convey various messages to our society through works that connect the past, present, and future through games." Ju-young Oh's "Unexpected Scenery V2" and "Hope for Rats V2" display game-type media work that raises issues surrounding technology, such as the lack of understanding behind various scientific achievements, the history of accidental achievements, and the side effects of new conveniences. Tae-Wan Kim, in his work themed ‘healing’ combined the real-time movement of particles which follows the movements of people recorded as digital data. Metadata is collected by sensors in the exhibition space, and floating particle forms are evolved into abstract graphic designs according to audio-visual responses. Meanwhile, ‘SOS’ is a collaboration work from six KAIST researchers (In-Hwa Yeom, Seung-Eon Lee, Seong-Jin Jeon, Jin-Seok Hong, Hyung-Seok Yoon, and Sang-Min Lee). SOS is based on diverse perspectives embracing phenomena surrounding contemporary natural resources. Audience members follow a gamified path between the various media-elements composing the art’s environment. Through this process, the audience can experience various emotions such as curiosity, suspicion, and recovery. ‘Diversity’ by Sung-Hyun Kim uses devices that recognize the movements of hands and fingers to provide experiences exploring the latent space of game play images learned by deep neural networks. Image volumes generated by neural networks are visualized through physics-based, three-dimensional, volume-rendering algorithms, and a series of processes were implemented based on the self-written code.
2021.06.21
View 9769
Former Minister of Science and Technology Woo Sik Kim Elected as New Chairman of Board of Trustees
Dr. Woo Sik Kim, former Minister of Science and Technology and Deputy Prime Minister, was elected as the new chairman of the KAIST Board of Trustees on March 26. Dr. Kim will succeed Chairman Jang-Mu Lee, whose three-year term expired last month. Dr. Kim is a chemical engineering professor who spent most of his academic career at Yonsei University from 1968. In 2000, he held the office of president of Yonsei University for four years before moving to the Presidential Office of President Roh Moo-Hyun as his chief of staff in 2004. After serving in the Blue House for two years, he served as the Minister of Science and Technology from 2006 to 2008. An emeritus fellow of the National Academy of Engineering of Korea (NAEK), Chairman Kim also taught at KAIST as an invited distinguished professor from 2008 to 2010. He is currently the chairman of the Creativity Engineering Institute (CEI). (END)
2020.04.06
View 12950
Qualcomm Innovation Award Recognizes 20 KAIST Students
The award provides research fellowships, worth of USD 100,000, to 20 KAIST graduate students With an audience of 100 people present, KAIST held a ceremony for the Qualcomm Innovation Award 2015 at the Information Technology Convergence building on campus on March 12, 2015. The Qualcomm Innovation Award, established in 2010, is a fellowship that supports innovative science and engineering master’s and doctoral students at KAIST. Qualcomm donated USD 100,000 to KAIST, stipulating that it be used to foster a creative research environment for graduate students. To select the recipients, KAIST formed an award committee chaired by Professor Soo-Young Lee of the Department of Electrical Engineering and accepted research proposals until late January. The award committee first selected 37 proposals from 75 papers submitted and then chose the final 20 research proposals on March 12, 2015 after presentation evaluations. The presentations had to show promise of innovation and creativity; prospective influence on wireless communications and mobile industry; and the prospect of being implemented. Each recipient received a USD 4,500 research fellowship along with an opportunity to present their research findings at a workshop where Qualcomm engineers and other distinguished individuals of the industry will attend. Previously, Qualcomm has donated research fellowships to KAIST graduate students in 2011 and 2013.
2015.03.19
View 10536
The 2014 Wearable Computer Competition Takes Place at KAIST
“This is a smart wig for patients who are reluctant to go outdoors because their hair is falling out from cancer treatment.” A graduate student from Sungkyunkwan University, Jee-Hoon Lee enthusiastically explains his project at the KAIST KI Building where the 2014 Wearable Computer Competition was held. He said, “The sensor embedded inside the wig monitors the heart rate and the body temperature, and during an emergency, the device warns the patient about the situation. The product emphasizes two aspects; it notifies the patient in emergency situations, and it encourages patients to perform outdoor activities by enhancing their looks.” The the tenth anniversary meeting of the 2014 Wearable Computer Competition took place at the KAIST campus on November 13-14, 2014. A wearable computer is a mobile device designed to be put on the body or clothes so that a user can comfortably use it while walking. Recently, these devices that are able to support versatile internet-based services through smartphones are receiving a great deal of attention. Wearable devices have been employed in two categorizes: health checks and information-entertainment. In this year’s competition, six healthcare products and nine information-entertainment products were exhibited. Among these products, participants favored a smart helmet for motorcycle drivers. The driver can see through a rear camera with a navigation screen of the smartphone and text messages through the screen installed in the front glass of the helmet. Another product included a uniform that can control presentation slides by means of motion detection and voice recognition technology. Yet another popular device offered an insole to guide travelers to their destination with the help of motion sensors. The chairman of the competition, Professor Hoi-Jun Yoo from the Department of Electrical Engineering at KAIST said, “Wearable devices such as smart watches, glasses, and clothes are gaining interest these days. Through this event, people will have a chance to look at the creativity of our students through the display of their wearable devices. In turn, these devices will advance computer technology.” The third annual wearable computer workshop on convergence technology of wearable computers followed the competition. In the workshop, experts from leading information technology companies such as Samsung Electronics, LG Electronics, and KT Corporation addressed the convergence technology of wearable computers and trends in the field.
2014.11.19
View 10987
An Artist and Scientist, the Dean of Northwestern University speaks at KAIST
How does an abstract artist look at the world of science? Can art enhance scientific inquiry? The Department of Chemical and Biomolecular Engineering (CBE), KAIST, invited Professor Julio Mario Ottino to speak at its fourth Annual KAIST CBE Global Distinguished Lectureship from the 15th to 16th October. Professor Ottino is the Dean of the Robert R. McCormick School of Engineering and Applied Science at Northwestern University. Professor Ottino is a famous artist as well as a scientist. He pursues his disciplines in engineering and art as ways by which an artistic value and scientific truth can coexist. By merging these disciplines, he is praised for adopting balanced engineering education that emphasizes analytical skills and creativity at Northwestern University. The lecture took place over two days. The topic of the first day was “Creativity” and the next day, “Formalism in Science.” On the first day, Professor Ottino spoke about “Creativity in Science, Art, and Technology -- How art is separated from science.” He argues that as creativity is essential in art, science, and technology, artistic creativity can help develop scientific and technological creativity. The next lecture featured “Mixing of Fluids and Solids: Parallels, Divergences, and Lessons.” He emphasized that the birth of mixing of fluids and researches on granular matter and segregation offered valuable insights and lessons. Although these two topics have developed in different ways, he laid down some examples on how scientific theories have progressed under formalism.
2014.10.16
View 8956
Opening of "Education Donation Center" for Knowledge Sharing
KAIST is a leader in knowledge-sharing services for the educationally underprivileged. KAIST held the opening ceremony of the Education Donation Center at its Munji Campus on July 4, 2014 and was appointed as a “2014 Chungcheong-Gangwon province model local education donation center” sponsored by the Education Ministry of Korea and Korea Foundation for the Advancement of Science and Creativity. The Education Donation Center (EDC) will integrate programs run by the Chungcheong-Gangwon province education donation organizations and introduce them to local chapter organizations. The EDC will recommend new donation organizations to the organizations in need. To ensure efficient donation, the EDC will consult programs of donation organizations. The EDC will also suggest regionally suitable education donation programs. KAIST will provide three staff members, six graduate students, and one to manage the career counselor to the center. Joo-Sung Lee of the Business & Technology Management Department is the professor in charge of the EDC. He explained, “The center is the medium between the newly participating education donation organizations and the demand organizations. I will invest every effort to provide high-quality educational benefits to educationally underprivileged people." KAIST has also been running an education service group called ‘Midam Scholarship’, an online education donation group called ‘Chalk’, and science camp programs for youth to establish the sharing and collaboration culture of KAIST.
2014.07.10
View 9706
KAIST College of Business Held "Creativity Fusion Camp" for Multicultural Family Students
Students from the College of Business, KAIST, held the Creativity Fusion Camp for 77 multicultural students from May 31 to June 1 at the KAIST campus in Daejeon. The camp was funded through an education donation program which was created to support multicultural students who are interested in science. $20,000 was raised by 100 participants in a fund-raising marathon including students in the KAIST Business School. The camp was only for multicultural students, and their participation was free of charge. Nationally, 100 applicants were evaluated over 10 days beginning May 14, and 30 elementary school students and 47 junior high school students were selected. The camp centered around creating mini games with rare programming languages. Drawing sounds, exploring computational thinking, making animations, and designing mini games were the other programs students took part in. Sung-Hyun Cha, the student council leader of the College of Business, said, “We have been pondering over how to truly benefit people who are economically and socially underprivileged in our society, apart from simply giving financial donations. I hope this camp will be an important chance for multicultural students to enjoy science.” Jae-Hyun Ahn, Vice-Dean of the College of Business, said, “Many of the activities of the College of Business have mostly focused on learning, but now we have to turn our attention into serving others as well. This is the new education model that KAIST has been endeavoring to build.” The KAIST College of Business has made contributions and donations to help people in need by partnering with the Habitat for Humanity and Babper Service and undertaking charity bazaars and auctions. [Picture Caption]Participants of the KAIST Run Creativity Fusion Camp smiling on May 31 at the Creative Learning Building
2014.06.09
View 8590
Sungil Chung listed in Who's Who following last year
Sungil Chung listed in Who’s Who following last year Sungil Chung, senior researcher of KAIST Satellite Technology Research Center (STRC), is listed in the international biographical dictionary Marquis Who"s Who’s Who’s Who in the America Edition 2007 following last year. He is also listed in the first edition of Who’s Who of Emerging Leaders. Ph.D. Chung majored in Electrohydrodynamics (EHD) at Texas A&M University and worked at NASA’s Goddard Space Flight Center for a research in the field of aerospace vehicle-related thermal control. He has worked at KAIST STRC as senior researcher from September this year. He has won an Innovation and Creativity Prize Paper Award from the U.S. Institute of Electrical and Electronics Engineers (IEEE) in 2004.
2006.11.16
View 17893
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