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Professor Shinhyun Choi’s team, selected for Nature Communications Editors’ highlight
[ From left, Ph.D. candidates See-On Park and Hakcheon Jeong, along with Master's student Jong-Yong Park and Professor Shinhyun Choi ] See-On Park, Hakcheon Jeong, Jong-Yong Park - a team of researchers under the leadership of Professor Shinhyun Choi of the School of Electrical Engineering, developed a highly reliable variable resistor (memristor) array that simulates the behavior of neurons using a metal oxide layer with an oxygen concentration gradient, and published their work in Nature Communications. The study was selected as the Nature Communications' Editor's highlight, and as the featured article posted on the main page of the journal's website. Link : https://www.nature.com/ncomms/ [ Figure 1. The featured image on the main page of the Nature Communications' website introducing the research by Professor Choi's team on the memristor for artificial neurons ] Thesis title: Experimental demonstration of highly reliable dynamic memristor for artificial neuron and neuromorphic computing. ( https://doi.org/10.1038/s41467-022-30539-6 ) At KAIST, their research was introduced on the 2022 Fall issue of Breakthroughs, the biannual newsletter published by KAIST College of Engineering. This research was conducted with the support from the Samsung Research Funding & Incubation Center of Samsung Electronics.
2022.11.01
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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
2022.10.24
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Game Design Guide Book for Middle-Aged and Older Adult Players Helps Rewrite Gaming Culture
The online book ‘Game Design Guide for Adults in Their 50s and Older’ helps to increase accessibility for adult gamers A KAIST multi-disciplinary research team published a game guide to respond to the new demands of senior gamers and expand the gaming market. The guide will be helpful for designing interfaces fit for senior groups as a way to minimize the cognitive burdens related to aging. It also helps readers understand older users’ cognitive abilities and socioemotional characteristics. “This guide analyzed the game experience of players in their 50s and older and converted it into a game design element that can be easily referred to by game developers and designers,” explained Professor Young Im Do from the Graduate School of Culture Technology who led the research. The gaming industry is paying attention to the emerging trend of ‘active aging’ and senior gamers. According to the National Purchase Diary Panel Inc., game play time increased significantly in the 45-64 age group compared to other age groups during the pandemic. Despite the growing number of senior gamers, it is still difficult for older novice players to start video games because most commercial games focus on younger players. For example, older players can feel frustrated if the game requires fast reflexes and accurate timing. Font sizes and objects that are too small as well as interfaces that are too complicated can be challenging for senior gamers. The research team presents how to handle these difficulties in game design considering the visual-motor coordination of people in age groups ranging from their 20s to 80s. It also proposes various game elements such as audio-visual elements, cognitive and motor elements, game rules, stories and characters, social aspects, in-app purchases, and advertisements for senior groups. The guide also proposes a game service model and introduces examples of game prototypes that apply supportive technology. For this guide, the researchers operated the “International Game Living Lab”, which is an open space for creating novel and innovative solutions by converging IT technology into daily life. In the lab, ordinary citizens, research institutes, companies, and local communities formed a cooperative network and actively participated in experiments, education, and discussions for finding solutions over three years. Researchers in multi-disciplinary fields, including computer science, psychology, game design, and gerontechnology, covered various methodologies to understand the game experience of adults in their 50s and older. In order to profile players of this age group, three different approaches were performed: visual-motor coordination experiments, an EEG (Electroencephalogram) test, and a gameplay workshop. Then, they converted the results into practical knowledge that can be used in the gaming industry. Professor Kyung Myun Lee from the School of Digital Humanities and Computational Social Sciences at KAIST, Professor Byungjoo Shin from Yonsei University, CEO Junyoung Shin of CareU, and CEO Minseok Doh of Heartverse participated in this online book which is available to the public at https://wikidocs.net/book/7356.
2022.06.10
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Quantum Technology: the Next Game Changer?
The 6th KAIST Global Strategy Institute Forum explores how quantum technology has evolved into a new growth engine for the future The participants of the 6th KAIST Global Strategy Institute (GSI) Forum on April 20 agreed that the emerging technology of quantum computing will be a game changer of the future. As KAIST President Kwang Hyung Lee said in his opening remarks, the future is quantum and that future is rapidly approaching. Keynote speakers and panelists presented their insights on the disruptive innovations we are already experiencing. The three keynote speakers included Dr. Jerry M. Chow, IBM fellow and director of quantum infrastructure, Professor John Preskill from Caltech, and Professor Jungsang Kim from Duke University. They discussed the academic impact and industrial applications of quantum technology, and its prospects for the future. Dr. Chow leads IBM Quantum’s hardware system development efforts, focusing on research and system deployment. Professor Preskill is one of the leading quantum information science and quantum computation scholars. He coined the term “quantum supremacy.” Professor Kim is the co-founder and CTO of IonQ Inc., which develops general-purpose trapped ion quantum computers and software to generate, optimize, and execute quantum circuits. Two leading quantum scholars from KAIST, Professor June-Koo Kevin Rhee and Professor Youngik Sohn, and Professor Andreas Heinrich from the IBS Center for Quantum Nanoscience also participated in the forum as panelists. Professor Rhee is the founder of the nation’s first quantum computing software company and leads the AI Quantum Computing IT Research Center at KAIST. During the panel session, Professor Rhee said that although it is undeniable the quantum computing will be a game changer, there are several challenges. For instance, the first actual quantum computer is NISQ (Noisy intermediate-scale quantum era), which is still incomplete. However, it is expected to outperform a supercomputer. Until then, it is important to advance the accuracy of quantum computation in order to offer super computation speeds. Professor Sohn, who worked at PsiQuantum, detailed how quantum computers will affect our society. He said that PsiQuantum is developing silicon photonics that will control photons. We can’t begin to imagine how silicon photonics will transform our society. Things will change slowly but the scale would be massive. The keynote speakers presented how quantum cryptography communications and its sensing technology will serve as disruptive innovations. Dr. Chow stressed that to realize the potential growth and innovation, additional R&D is needed. More research groups and scholars should be nurtured. Only then will the rich R&D resources be able to create breakthroughs in quantum-related industries. Lastly, the commercialization of quantum computing must be advanced, which will enable the provision of diverse services. In addition, more technological and industrial infrastructure must be built to better accommodate quantum computing. Professor Preskill believes that quantum computing will benefit humanity. He cited two basic reasons for his optimistic prediction: quantum complexity and quantum error corrections. He explained why quantum computing is so powerful: quantum computer can easily solve the problems classically considered difficult, such as factorization. In addition, quantum computer has the potential to efficiently simulate all of the physical processes taking place in nature. Despite such dramatic advantages, why does it seem so difficult? Professor Preskill believes this is because we want qubits (quantum bits or ‘qubits’ are the basic unit of quantum information) to interact very strongly with each other. Because computations can fail, we don’t want qubits to interact with the environment unless we can control and predict them. As for quantum computing in the NISQ era, he said that NISQ will be an exciting tool for exploring physics. Professor Preskill does not believe that NISQ will change the world alone, rather it is a step forward toward more powerful quantum technologies in the future. He added that a potentially transformable, scalable quantum computer could still be decades away. Professor Preskill said that a large number of qubits, higher accuracy, and better quality will require a significant investment. He said if we expand with better ideas, we can make a better system. In the longer term, quantum technology will bring significant benefits to the technological sectors and society in the fields of materials, physics, chemistry, and energy production. Professor Kim from Duke University presented on the practical applications of quantum computing, especially in the startup environment. He said that although there is no right answer for the early applications of quantum computing, developing new approaches to solve difficult problems and raising the accessibility of the technology will be important for ensuring the growth of technology-based startups.
2022.04.21
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Tomographic Measurement of Dielectric Tensors
Dielectric tensor tomography allows the direct measurement of the 3D dielectric tensors of optically anisotropic structures A research team reported the direct measurement of dielectric tensors of anisotropic structures including the spatial variations of principal refractive indices and directors. The group also demonstrated quantitative tomographic measurements of various nematic liquid-crystal structures and their fast 3D nonequilibrium dynamics using a 3D label-free tomographic method. The method was described in Nature Materials. Light-matter interactions are described by the dielectric tensor. Despite their importance in basic science and applications, it has not been possible to measure 3D dielectric tensors directly. The main challenge was due to the vectorial nature of light scattering from a 3D anisotropic structure. Previous approaches only addressed 3D anisotropic information indirectly and were limited to two-dimensional, qualitative, strict sample conditions or assumptions. The research team developed a method enabling the tomographic reconstruction of 3D dielectric tensors without any preparation or assumptions. A sample is illuminated with a laser beam with various angles and circularly polarization states. Then, the light fields scattered from a sample are holographically measured and converted into vectorial diffraction components. Finally, by inversely solving a vectorial wave equation, the 3D dielectric tensor is reconstructed. Professor YongKeun Park said, “There were a greater number of unknowns in direct measuring than with the conventional approach. We applied our approach to measure additional holographic images by slightly tilting the incident angle.” He said that the slightly tilted illumination provides an additional orthogonal polarization, which makes the underdetermined problem become the determined problem. “Although scattered fields are dependent on the illumination angle, the Fourier differentiation theorem enables the extraction of the same dielectric tensor for the slightly tilted illumination,” Professor Park added. His team’s method was validated by reconstructing well-known liquid crystal (LC) structures, including the twisted nematic, hybrid aligned nematic, radial, and bipolar configurations. Furthermore, the research team demonstrated the experimental measurements of the non-equilibrium dynamics of annihilating, nucleating, and merging LC droplets, and the LC polymer network with repeating 3D topological defects. “This is the first experimental measurement of non-equilibrium dynamics and 3D topological defects in LC structures in a label-free manner. Our method enables the exploration of inaccessible nematic structures and interactions in non-equilibrium dynamics,” first author Dr. Seungwoo Shin explained. -PublicationSeungwoo Shin, Jonghee Eun, Sang Seok Lee, Changjae Lee, Herve Hugonnet, Dong Ki Yoon, Shin-Hyun Kim, Jongwoo Jeong, YongKeun Park, “Tomographic Measurement ofDielectric Tensors at Optical Frequency,” Nature Materials March 02, 2022 (https://doi.org/10/1038/s41563-022-01202-8) -ProfileProfessor YongKeun ParkBiomedical Optics Laboratory (http://bmol.kaist.ac.kr)Department of PhysicsCollege of Natural SciencesKAIST
2022.03.22
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CXL-Based Memory Disaggregation Technology Opens Up a New Direction for Big Data Solution Frameworks
A KAIST team’s compute express link (CXL) provides new insights on memory disaggregation and ensures direct access and high-performance capabilities A team from the Computer Architecture and Memory Systems Laboratory (CAMEL) at KAIST presented a new compute express link (CXL) solution whose directly accessible, and high-performance memory disaggregation opens new directions for big data memory processing. Professor Myoungsoo Jung said the team’s technology significantly improves performance compared to existing remote direct memory access (RDMA)-based memory disaggregation. CXL is a peripheral component interconnect-express (PCIe)-based new dynamic multi-protocol made for efficiently utilizing memory devices and accelerators. Many enterprise data centers and memory vendors are paying attention to it as the next-generation multi-protocol for the era of big data. Emerging big data applications such as machine learning, graph analytics, and in-memory databases require large memory capacities. However, scaling out the memory capacity via a prior memory interface like double data rate (DDR) is limited by the number of the central processing units (CPUs) and memory controllers. Therefore, memory disaggregation, which allows connecting a host to another host’s memory or memory nodes, has appeared. RDMA is a way that a host can directly access another host’s memory via InfiniBand, the commonly used network protocol in data centers. Nowadays, most existing memory disaggregation technologies employ RDMA to get a large memory capacity. As a result, a host can share another host’s memory by transferring the data between local and remote memory. Although RDMA-based memory disaggregation provides a large memory capacity to a host, two critical problems exist. First, scaling out the memory still needs an extra CPU to be added. Since passive memory such as dynamic random-access memory (DRAM), cannot operate by itself, it should be controlled by the CPU. Second, redundant data copies and software fabric interventions for RDMA-based memory disaggregation cause longer access latency. For example, remote memory access latency in RDMA-based memory disaggregation is multiple orders of magnitude longer than local memory access. To address these issues, Professor Jung’s team developed the CXL-based memory disaggregation framework, including CXL-enabled customized CPUs, CXL devices, CXL switches, and CXL-aware operating system modules. The team’s CXL device is a pure passive and directly accessible memory node that contains multiple DRAM dual inline memory modules (DIMMs) and a CXL memory controller. Since the CXL memory controller supports the memory in the CXL device, a host can utilize the memory node without processor or software intervention. The team’s CXL switch enables scaling out a host’s memory capacity by hierarchically connecting multiple CXL devices to the CXL switch allowing more than hundreds of devices. Atop the switches and devices, the team’s CXL-enabled operating system removes redundant data copy and protocol conversion exhibited by conventional RDMA, which can significantly decrease access latency to the memory nodes. In a test comparing loading 64B (cacheline) data from memory pooling devices, CXL-based memory disaggregation showed 8.2 times higher data load performance than RDMA-based memory disaggregation and even similar performance to local DRAM memory. In the team’s evaluations for a big data benchmark such as a machine learning-based test, CXL-based memory disaggregation technology also showed a maximum of 3.7 times higher performance than prior RDMA-based memory disaggregation technologies. “Escaping from the conventional RDMA-based memory disaggregation, our CXL-based memory disaggregation framework can provide high scalability and performance for diverse datacenters and cloud service infrastructures,” said Professor Jung. He went on to stress, “Our CXL-based memory disaggregation research will bring about a new paradigm for memory solutions that will lead the era of big data.” -Profile: Professor Myoungsoo Jung Computer Architecture and Memory Systems Laboratory (CAMEL)http://camelab.org School of Electrical EngineeringKAIST
2022.03.16
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SM CEP Soo-Man Lee to Teach at the KAIST School of Computing
The Founder and Chief Executive Producer of SM Entertainment Soo-Man Lee was appointed as a distinguished visiting professor in the KAIST School of Computing. His three-year term starts on March 1. KAIST and the SM Entertainment signed an MOU on joint research on the metaverse last year and Lee’s appointment is the extension of their mutual collaborations in fields where technologies converge and will encourage innovative advancements in engineering technology and the entertainment industry. Lee, who completed a graduate program in computer science at California State University Northridge will give special leadership lectures for both undergraduate and graduate students, and will participate in metaverse-related research as a consultant. In particular, Professor Lee will participate in joint research with the tentatively named Metaverse Institute affiliated with the KAIST Institute for Artificial Intelligence. The institute will help SM Entertainment stay ahead of the global metaverse market by using the avatars of celebrities, and lend itself to raising the already strong brand power of the K-pop leader. Professor Lee said, “I am grateful that KAIST, the very cradle of Korea’s science and technology, has given me the opportunity to meet its students as a visiting professor. We will lead the metaverse world, in which Korea is emerging as a market leader, with the excellent contents and technology unique to our country, and work together to lead the future global entertainment market.” President Kwang-Hyung Lee said, “The ability to expand our limitless creativity in the metaverse is indispensable for us as we adapt to this new era. We hope that the vision and creative insights of Executive Producer Lee, which have allowed him to look ahead into the future of the entertainment contents market, will have a positive and fresh impact on the members of KAIST.” The global influence and reputation of Executive Producer Lee has been well established through his various awards. He was the first Korean to be listed on Variety500 for five consecutive years from 2017 to 2021. He was also the first Korean awardee of the Asia Game Changer Awards in 2016, the first cultural figure to receive the YoungSan Diplomacy Award in 2017, the only Korean to be listed on the 2020 Billboard Impact List, and he has also received the K-pop Contribution Award at the 10th Gaon Chart Music Awards. He recently introduced Play2Create (P2C), a new interactive and creative culture in which re-creation can be enjoyed like a game using IP, and is leading the establishment of the P2C ecosystem.
2022.03.03
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AI Light-Field Camera Reads 3D Facial Expressions
Machine-learned, light-field camera reads facial expressions from high-contrast illumination invariant 3D facial images A joint research team led by Professors Ki-Hun Jeong and Doheon Lee from the KAIST Department of Bio and Brain Engineering reported the development of a technique for facial expression detection by merging near-infrared light-field camera techniques with artificial intelligence (AI) technology. Unlike a conventional camera, the light-field camera contains micro-lens arrays in front of the image sensor, which makes the camera small enough to fit into a smart phone, while allowing it to acquire the spatial and directional information of the light with a single shot. The technique has received attention as it can reconstruct images in a variety of ways including multi-views, refocusing, and 3D image acquisition, giving rise to many potential applications. However, the optical crosstalk between shadows caused by external light sources in the environment and the micro-lens has limited existing light-field cameras from being able to provide accurate image contrast and 3D reconstruction. The joint research team applied a vertical-cavity surface-emitting laser (VCSEL) in the near-IR range to stabilize the accuracy of 3D image reconstruction that previously depended on environmental light. When an external light source is shone on a face at 0-, 30-, and 60-degree angles, the light field camera reduces 54% of image reconstruction errors. Additionally, by inserting a light-absorbing layer for visible and near-IR wavelengths between the micro-lens arrays, the team could minimize optical crosstalk while increasing the image contrast by 2.1 times. Through this technique, the team could overcome the limitations of existing light-field cameras and was able to develop their NIR-based light-field camera (NIR-LFC), optimized for the 3D image reconstruction of facial expressions. Using the NIR-LFC, the team acquired high-quality 3D reconstruction images of facial expressions expressing various emotions regardless of the lighting conditions of the surrounding environment. The facial expressions in the acquired 3D images were distinguished through machine learning with an average of 85% accuracy – a statistically significant figure compared to when 2D images were used. Furthermore, by calculating the interdependency of distance information that varies with facial expression in 3D images, the team could identify the information a light-field camera utilizes to distinguish human expressions. Professor Ki-Hun Jeong said, “The sub-miniature light-field camera developed by the research team has the potential to become the new platform to quantitatively analyze the facial expressions and emotions of humans.” To highlight the significance of this research, he added, “It could be applied in various fields including mobile healthcare, field diagnosis, social cognition, and human-machine interactions.” This research was published in Advanced Intelligent Systems online on December 16, under the title, “Machine-Learned Light-field Camera that Reads Facial Expression from High-Contrast and Illumination Invariant 3D Facial Images.” This research was funded by the Ministry of Science and ICT and the Ministry of Trade, Industry and Energy. -Publication“Machine-learned light-field camera that reads fascial expression from high-contrast and illumination invariant 3D facial images,” Sang-In Bae, Sangyeon Lee, Jae-Myeong Kwon, Hyun-Kyung Kim. Kyung-Won Jang, Doheon Lee, Ki-Hun Jeong, Advanced Intelligent Systems, December 16, 2021 (doi.org/10.1002/aisy.202100182) ProfileProfessor Ki-Hun JeongBiophotonic LaboratoryDepartment of Bio and Brain EngineeringKAIST Professor Doheon LeeDepartment of Bio and Brain EngineeringKAIST
2022.01.21
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Recipe for Success: Reputations Start from Inner Circles
A study on social network data of EDM DJs finds the relationship between social standing and identity building If you would like to succeed in your career, carve out your own distinctiveness, then break your boundaries along with collaborators. This sounds very common. However, a study on social networks has proven that is the recipe for success. A recent research on electric dance music DJs’ music identity and their reputation found that music DJs with a distinct genre identity as well as network positions combining brokerage and cohesion tend to place higher in terms of their social standing. What do Calvin Harris, the star of Electro house, Diplo, the icon of Moombahton & Trap, Sebastian Ingrosso, the master of Progressive House, and Armin Van Buuren, the leader of Trance have in common? One commonality of these star DJs in the electronic music market is that they are the leaders who build their genres with solid musical identities and are artists who constantly try experimental and innovative connections with other genres. Professor Wonjae Lee and Dr. Hyeongseok Wi from the Graduate School of Culture and Technology analyzed the playlist data performed by electronic dance music (EDM) DJs at several EDM festivals that were popular around the world before COVID-19 and the track data that they released during that period. “This study investigates how social standing is attained within a professional group of artists whose members play a key role in evaluating their artistic products in the EDM market,” said Professor Lee. Particularly, the team considered DJs' social standing as an effective means of ensuring the quality of their artwork in emerging music markets such as EDM and identified two important factors, the musical identity and the social position within the professional DJ’s group. They analyzed the data from 3,164 playlists of 815 DJs who performed at nine festivals held from 2013 to 2016 as a sort of citation network among DJs, and transformed it into network data to measure social positions among the DJs. They considered the DJs who received a lot of citations from other DJs as having a high social standing. In addition, the genre, beats per minute (BPM), and key scale data of the songs released during the period were quantified to analyze the association with the musical identity. First, the results of analysis of the released track data demonstrated that focused distinct musical identity is correlated with social standing among EDM DJs. The EDM market is an emerging specialist market that is constantly developing and differentiating new styles and genres. It includes artists who establish value criteria and demarcate categorical space into separate identity positions reflecting the artistic forms of a similar type. Second, this study focuses on the two advantages of two types of social positioning, brokerage and cohesive, which can effectively reduce uncertainty in the market. The results show that DJs with a hybrid position, combining elements of both brokerage and cohesion, have higher social standing. This hybrid position is the most advantageous position for controlling new opportunities and inflows of resources and for utilizing them. Unlike existing studies that divide the merits of the two positions into a dichotomy, this study follows the practice of recent studies that show that the two positions can generate synergy in a complementary manner. The remix culture prominent in EDM provides a convincing explanation for this phenomenon. Because constructing playlist sets represents a DJ’s main specialty, the ability to creatively combine a variety of tracks using one’s own artistic style is crucial. To showcase their remix skills, DJs skillfully select tracks to maximize the displays of their talent. Recognized DJs prefer to select tracks from other genres, borrowing from existing contexts and creating new reinterpretations while drawing upon their own musical backgrounds. “Acquiring social acknowledgement within a professional group is an effective way to ensure the quality of products they produce and a strong reputation,” explained Professor Lee. The research team also pointed out the unique case of Techno DJs, who are showing Galápagos syndrome by avoiding crossover between genres and sticking to their own musical identity, unlike most genres in EDM. This research was reported in PLos ONE on Aug. 25 and funded by KAIST and the BK21 Plus Postgraduate Organization for Content Science. -ProfileProfessor Wonjae LeeGraduate School of Culture TechnologyKAIST -PublicationHyeongseok Wi, Wonjae Lee “Stars inside have reached outside: The effects of electronic dance music DJ’s social standing and musical identity on track success,” Aug.25, 2021 PLosONE (https://doi.org/10.1371/journal.pone.0254618)
2021.09.09
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Hydrogel-Based Flexible Brain-Machine Interface
The interface is easy to insert into the body when dry, but behaves ‘stealthily’ inside the brain when wet Professor Seongjun Park’s research team and collaborators revealed a newly developed hydrogel-based flexible brain-machine interface. To study the structure of the brain or to identify and treat neurological diseases, it is crucial to develop an interface that can stimulate the brain and detect its signals in real time. However, existing neural interfaces are mechanically and chemically different from real brain tissue. This causes foreign body response and forms an insulating layer (glial scar) around the interface, which shortens its lifespan. To solve this problem, the research team developed a ‘brain-mimicking interface’ by inserting a custom-made multifunctional fiber bundle into the hydrogel body. The device is composed not only of an optical fiber that controls specific nerve cells with light in order to perform optogenetic procedures, but it also has an electrode bundle to read brain signals and a microfluidic channel to deliver drugs to the brain. The interface is easy to insert into the body when dry, as hydrogels become solid. But once in the body, the hydrogel will quickly absorb body fluids and resemble the properties of its surrounding tissues, thereby minimizing foreign body response. The research team applied the device on animal models, and showed that it was possible to detect neural signals for up to six months, which is far beyond what had been previously recorded. It was also possible to conduct long-term optogenetic and behavioral experiments on freely moving mice with a significant reduction in foreign body responses such as glial and immunological activation compared to existing devices. “This research is significant in that it was the first to utilize a hydrogel as part of a multifunctional neural interface probe, which increased its lifespan dramatically,” said Professor Park. “With our discovery, we look forward to advancements in research on neurological disorders like Alzheimer’s or Parkinson’s disease that require long-term observation.” The research was published in Nature Communications on June 8, 2021. (Title: Adaptive and multifunctional hydrogel hybrid probes for long-term sensing and modulation of neural activity) The study was conducted jointly with an MIT research team composed of Professor Polina Anikeeva, Professor Xuanhe Zhao, and Dr. Hyunwoo Yook. This research was supported by the National Research Foundation (NRF) grant for emerging research, Korea Medical Device Development Fund, KK-JRC Smart Project, KAIST Global Initiative Program, and Post-AI Project. -PublicationPark, S., Yuk, H., Zhao, R. et al. Adaptive and multifunctional hydrogel hybrid probes for long-term sensing and modulation of neural activity. Nat Commun 12, 3435 (2021). https://doi.org/10.1038/s41467-021-23802-9 -ProfileProfessor Seongjun ParkBio and Neural Interfaces LaboratoryDepartment of Bio and Brain EngineeringKAIST
2021.07.13
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Prof. Sang Wan Lee Selected for 2021 IBM Academic Award
Professor Sang Wan Lee from the Department of Bio and Brain Engineering was selected as the recipient of the 2021 IBM Global University Program Academic Award. The award recognizes individual faculty members whose emerging science and technology contains significant interest for universities and IBM. Professor Lee, whose research focuses on artificial intelligence and computational neuroscience, won the award for his research proposal titled A Neuroscience-Inspired Approach for Metacognitive Reinforcement Learning. IBM provides a gift of $40,000 to the recipient’s institution in recognition of the selection of the project but not as a contract for services. Professor Lee’s project aims to exploit the unique characteristics of human reinforcement learning. Specifically, he plans to examines the hypothesis that metacognition, a human’s ability to estimate their uncertainty level, serves to guide sample-efficient and near-optimal exploration, making it possible to achieve an optimal balance between model-based and model-free reinforcement learning. He was also selected as the winner of the Google Research Award in 2016 and has been working with DeepMind and University College London to conduct basic research on decision-making brain science to establish a theory on frontal lobe meta-enhance learning. "We plan to conduct joint research for utilizing brain-based artificial intelligence technology and frontal lobe meta-enhanced learning technology modeling in collaboration with an international research team including IBM, DeepMind, MIT, and Oxford,” Professor Lee said.
2021.06.25
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The Educational ‘Metaverse’ Is Coming
The universities best equipped with digital infrastructure and savvy human resources will emerge as the new leaders − no matter where they are, says Kwang Hyung Lee It goes without saying that the Covid-19 pandemic has taken a heavy toll on the education sector. Approximately 1.6 billion students from 192 countries, or 91 per cent of the world’s student population, have experienced educational disruptions. As we all know, this disruption led to online education hastily emerging as an important new platform. However, approximately 29 percent of young people worldwide, about 364 million individuals, are not online. In many ways, the digital divide is now wider than ever. We do, however, have an opportunity to ensure that the integration of emerging technologies is further accelerated and that online delivery becomes an integral component of education. This should, in theory, lead to more inclusive and creative pedagogical solutions. The entire world has effectively taken part in an educational experiment, and at KAIST we were able to confirm that blended education worked effectively for our students. It made up for the long-standing pedagogical shortfalls of the one-way delivery of knowledge and made it possible to shift to a learner-centric model, giving us a great opportunity to unlock the creativity and collaborative minds of our students. Education tailored to students’ individual levels will not only help them accumulate knowledge but improve their ability to use it. A recent survey in South Korea found that 96 per cent of Seoul citizens believed that the pandemic widened the existing learning gap, but 74 per cent said that schools should carry out a blended form of education using both remote and in-person classes. The feedback from KAIST students on our online classes gives us a glimpse into the new paths we need to take. From last March, we offered 60 per cent real-time classes via Zoom and 40 per cent through our pre-recorded learning management system. Our students were satisfied with the real-time classes in which they could interact face to face with professors. The blended class format combining real-time and pre-recorded content received very satisfactory evaluations. The problem, however, came with lab classes via Zoom. Students expressed their dissatisfaction with the passive and indirect learning experiences. Developing online tools or technologies that can enable scientific experiments, engineering prototyping and other hands-on activities remains a challenge. However, we can begin to address these issues using complementary technologies such as virtual reality, augmented reality, image recognition and eye-tracking technologies. The barriers to access to these new experiences are both complex and pervasive, yet there are ways we can pull together to disrupt these barriers at a global level in the hope of fostering inclusive growth. For instance, the virtual campus will become a reality at the Kenya-KAIST campus, which will open by September 2023 in the Konza Technopolis, 60km outside Nairobi. There, we aim to go beyond online education by creating a “metaverse” that provides assistance for running classes and creates an immersive learning experience that runs the gamut of campus activities while utilising the latest digital technologies. Following a feasibility study of the Kenya campus that took place five years ago, we planned to utilise Mooc courses created by KAIST professors. Using online content there will help mitigate the educational gap between the two institutions, plus it will reduce the need for many students and faculty to make the long commute from the capital to the campus. Although students are expected to live on campus, they will probably engage in other activities in Nairobi and want to take classes wherever they are. Since it will take some time to select and recruit an excellent group of faculty members, we feel it will be more effective to use online lecture platforms to deliver standardised and qualified content. It has been posited that the fast adoption of online education will affect international students’ enrolment in universities, which will lead to reductions in revenue. However, we expect that students will choose a university that offers more diverse and interactive metaverse experiences on top of academic and global experiences. The time has come to rebuild the curriculum and infrastructure for the world of the metaverse. We can’t go back to the way things were before. Universities around the world are now on the same starting line. They need to innovate and pioneer new approaches and tools that can enable all sorts of campus activities online. They should carve out their own distinct metaverse that is viable for human interaction and diverse technological experiences that promote students’ creativity and collaborative minds. The universities best equipped with digital infrastructure and savvy human resources will emerge as the new leaders − no matter where they are. Successful education needs the full support of communities and equal access to opportunities. Technological breakthroughs must be used to benefit everyone. To this end, the private and public sectors need to collaborate to bring about inclusive learning opportunities and help shore up global resilience against this and any future pandemics. The hope is that such disruption will bring about new technology and knowledge that we can leverage to reshape the future of education. ⓒ Source: Times Higher Education (THE)
2021.05.10
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