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Professor Juho Kim’s Team Wins Best Paper Award at ACM CHI 2022
The research team led by Professor Juho Kim from the KAIST School of Computing won a Best Paper Award and an Honorable Mention Award at the Association for Computing Machinery Conference on Human Factors in Computing Systems (ACM CHI) held between April 30 and May 6. ACM CHI is the world’s most recognized conference in the field of human computer interactions (HCI), and is ranked number one out of all HCI-related journals and conferences based on Google Scholar’s h-5 index. Best paper awards are given to works that rank in the top one percent, and honorable mention awards are given to the top five percent of the papers accepted by the conference. Professor Juho Kim presented a total of seven papers at ACM CHI 2022, and tied for the largest number of papers. A total of 19 papers were affiliated with KAIST, putting it fifth out of all participating institutes and thereby proving KAIST’s competence in research. One of Professor Kim’s research teams composed of Jeongyeon Kim (first author, MS graduate) from the School of Computing, MS candidate Yubin Choi from the School of Electrical Engineering, and Dr. Meng Xia (post-doctoral associate in the School of Computing, currently a post-doctoral associate at Carnegie Mellon University) received a best paper award for their paper, “Mobile-Friendly Content Design for MOOCs: Challenges, Requirements, and Design Opportunities”. The study analyzed the difficulties experienced by learners watching video-based educational content in a mobile environment and suggests guidelines for solutions. The research team analyzed 134 survey responses and 21 interviews, and revealed that texts that are too small or overcrowded are what mainly brings down the legibility of video contents. Additionally, lighting, noise, and surrounding environments that change frequently are also important factors that may disturb a learning experience. Based on these findings, the team analyzed the aptness of 41,722 frames from 101 video lectures for mobile environments, and confirmed that they generally show low levels of adequacy. For instance, in the case of text sizes, only 24.5% of the frames were shown to be adequate for learning in mobile environments. To overcome this issue, the research team suggested a guideline that may improve the legibility of video contents and help overcome the difficulties arising from mobile learning environments. The importance of and dependency on video-based learning continue to rise, especially in the wake of the pandemic, and it is meaningful that this research suggested a means to analyze and tackle the difficulties of users that learn from the small screens of mobile devices. Furthermore, the paper also suggested technology that can solve problems related to video-based learning through human-AI collaborations, enhancing existing video lectures and improving learning experiences. This technology can be applied to various video-based platforms and content creation. Meanwhile, a research team composed of Ph.D. candidate Tae Soo Kim (first author), MS candidate DaEun Choi, and Ph.D. candidate Yoonseo Choi from the School of Computing received an honorable mention award for their paper, “Stylette: styling the Web with Natural Language”. The research team developed a novel interface technology that allows nonexperts who are unfamiliar with technical jargon to edit website features through speech. People often find it difficult to use or find the information they need from various websites due to accessibility issues, device-related constraints, inconvenient design, style preferences, etc. However, it is not easy for laymen to edit website features without expertise in programming or design, and most end up just putting up with the inconveniences. But what if the system could read the intentions of its users from their everyday language like “emphasize this part a little more”, or “I want a more modern design”, and edit the features automatically? Based on this question, Professor Kim’s research team developed ‘Stylette’, a system in which AI analyses its users’ speech expressed in their natural language and automatically recommends a new style that best fits their intentions. The research team created a new system by putting together language AI, visual AI, and user interface technologies. On the linguistic side, a large-scale language model AI converts the intentions of the users expressed through their everyday language into adequate style elements. On the visual side, computer vision AI compares 1.7 million existing web design features and recommends a style adequate for the current website. In an experiment where 40 nonexperts were asked to edit a website design, the subjects that used this system showed double the success rate in a time span that was 35% shorter compared to the control group. It is meaningful that this research proposed a practical case in which AI technology constructs intuitive interactions with users. The developed technology can be applied to existing design applications and web browsers in a plug-in format, and can be utilized to improve websites or for advertisements by collecting the natural intention data of users on a large scale.
2022.06.13
View 6193
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
View 4805
Research Finds Digital Music Streaming Consumption Dropped as a Result of Covid-19 and Lockdowns
Decline in human mobility has stunning consequences for content streaming The Covid-19 pandemic and lockdowns significantly reduced the consumption of audio music streaming in many countries as people turned to video platforms. On average, audio music consumption decreased by 12.5% after the World Health Organization’s (WHO) pandemic declaration in March 2020. Music streaming services were an unlikely area hit hard by the Covid-19 pandemic. New research in Marketing Science found that the drop in people’s mobility during the pandemic significantly reduced the consumption of audio music streaming. Instead, people turned more to video platforms. “On average, audio music consumption decreased by more than 12% after the World Health Organization’s (WHO) pandemic declaration on March 11, 2020. As a result, during the pandemic, Spotify lost 838 million dollars of revenue in the first three quarters of 2020,” said Jaeung Sim, a PhD candidate in management engineering at KAIST and one of the authors of the research study on this phenomenon. “Our results showed that human mobility plays a much larger role in the audio consumption of music than previously thought.” The study, “Frontiers: Virus Shook the Streaming Star: Estimating the Covid-19 Impact on Music Consumption,” conducted by Sim and Professor Daegon Cho of KAIST, Youngdeok Hwang of City University of New York, and Rahul Telang of Carnegie Mellon University, looked at online music streaming data for top songs for two years in 60 countries, as well as Covid-19 cases, lockdown statistics, and daily mobility data, to determine the nature of the changes. The study showed how the pandemic adversely impacted music streaming services despite the common expectation that the pandemic would universally benefit online medias platforms. This implies that the substantially changing media consumption environment can place streaming music in fiercer competition with other media forms that offer more dynamic and vivid experiences to consumers. The researchers found that music consumption through video platforms was positively associated with the severity of Covid-19, lockdown policies, and time spent at home. -PublicationJaeung Sim, Daegon Cho, Youngdeok Hwang, and Rahul Telang,“Frontiers: Virus Shook the Streaming Star: Estimating the Covid-19 Impact on Music Consumption,” November 30 in Marketing Science online (doi.org/10.1287/mksc.2021.1321) -Profile Professor Daegon ChoGraduate School of Information and Media ManagementCollege of BusinessKAIST
2022.02.15
View 7501
Study Finds Player-Character Relationships Affected Game Satisfaction in the Last of Us Part II
Research analyzed player experiences with a polarizing game and found differences in how the players related to their characters The action adventure game ‘The Last of Us’ was a big hit worldwide in 2014. However, its sequel, the Last of Us Part II divided opinions in the game community when it was released in 2020. A research team from the Games and Life Lab in the Graduate School of Culture Technology at KAIST analyzed why the game players’ reviews were so polarized and found that player-character relationships influenced the game players’ satisfaction. This study, published in Frontiers in Psychology, will help developers of character-driven games foresee how different players will react to their games. The team under Professor Young Yim Doh conducted in-depth interviews with 12 players from diverse nations, both those satisfied and dissatisfied with the game. The team found that three elements affected the game players’ satisfaction. First, players’ satisfaction varied according to their tolerance of forced character switches. When a player is forced to switch their controlled figure in the game to another character that is introduced as the antagonist, most players initially had a negative reaction. The feeling of being forced to play in a way they didn’t want reduced their rights as a player. However, later on, some players viewed this character switch as an interesting transition and were more tolerant toward forced game play. Second, the researchers found that the flexibility of character attachment is related to game satisfaction. Players who were unhappy about the game resisted building a relationship with the new antagonist character. Meanwhile, players who were happy about the game slowly formed an additional relationship with the new character. This led to the player feeling conflicting emotions, which satisfied players considered a meaningful experience of understanding a perspective of someone initially considered the enemy. Lastly, the satisfaction of the play depended on how much the players could accept a changing character image in the game. Dissatisfied players found inconsistencies in the characters’ behavior and did not accept the new information about the characters. Meanwhile, satisfied players tried to understand and accept the new information and actions. “Previous research on narrative games focused more on the game design than on the players’ experiences. To understand why reactions to the game were very different across players, we focused our research on differences in the players’ psychological experiences with the game.” said lead author and Master’s candidate Valérie Erb. Co-author Dr. Seyeon Lee added, “This suggests that there is no one way to satisfy all players in a character-based narrative game. To satisfy a game’s players, it is important to understand the different players in the player base, target the right player group, and manage expectations accordingly.” This research was supported by the Year 2020 Culture Technology R&D Program by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency. -PublicationErb V, Lee S, and Doh YY (2021) “Player-Character Relationship and Game Satisfaction in Narrative Game: Focus on Player Experience of Character Switch in The Last of Us Part II” Frontiers in Psychology. 12:709926. (https://doi.org/10.3389/fpsyg.2021.709926) -ProfileProfessor Young Yim DohGames and Life LabGraduate School of Culture TechnologyKAIST
2021.11.15
View 4729
KAIST Team Reaching Out with Appropriate Technology
(The gold prize winning team of KATT) The KAIST Appropriate Technology Team (KATT) consisting of international students at KAIST won the gold and silver prizes at ‘The 10th Creative Design Competition for the Other 90 Percent.’ More than 218 students from 50 teams nationwide participated in the competition hosted by the Ministry of Science and ICT last month. The competition was created to discover appropriate technology and sustainable design items to enhance the quality of life for those with no or few accessible technologies. A team led by Juan Luis Gonzalez Bello, graduate student from the School of Electrical Engineering received the gold prize for presenting a prosthetic arm. Their artificial arm was highly recognized for its affordability and good manageability. The team said that it cost less than 10 US dollars to construct from materials available in underprivileged regions and was easy to assemble. Sophomore Hutomo Calvin from the Department of Materials Science & Engineering also worked on the prosthetic arm project with freshmen Bella Godiva, Stephanie Tan, and Koptieuov Yearbola. Alexandra Tran, senior from the School of Electrical Engineering led the silver prize winning team. Her team developed a portable weather monitor, ‘Breathe Easy’. She worked with Alisher Tortay, senior from the School of Computing, Ashar Alam, senior from the Department of Mechanical Engineering, Bereket Eshete, junior from the School of Computing, and Marthens Hakzimana, sophomore from the Department of Mechanical Engineering. This weather monitor is a low-cost but efficient air quality monitor. The team said it just cost less than seven US dollars to construct the monitor.KAIST students have now won the gold prize for two consecutive years.
2018.06.19
View 9142
Professor Jun Ho Oh's Total Solar Eclipse Featured in the APOD, NASA
(Professor Jun Ho Oh) A video of a total solar eclipse, filmed in Warm Springs, Oregon by Professor Jun Ho Oh of the Department of Mechanical Engineering, was selected as the Astronomy Picture of the Day (APOD). APOD, is a NASA website specializing in astronomy pictures. It features astronomical observations recorded by the Hubble Space Telescope or photos taken by astronomical observers from around the world. Professor Oh is now the second Korean and the first amateur photographer whose photo was selected as the APOD. According to the website, ‘the video frames were acquired with equipment specifically designed by Jun Ho Oh to track a close-up of the Sun’s periphery during the eclipse.’ Also, Digital Photography Review (dpreview.com) introduced observation points of the eclipse in his three-minute video, including solar prominences, corona, and Baily’s beads. Professor Oh, the creator of the bipedal walking humanoid robot named Hubo, has been chasing eclipse since his first trip to Turkey in 1999. “After numerous trials and failures over the last 18 years, I was finally able to capture every single breath-taking moment of the total eclipse,” said the professor. He’s already planning for the next total eclipse in Chile on July 2, 2019. Click the link to watch the video https://apod.nasa.gov/apod/ap170912.html (#1 Photo of solar eclipse) (#2 Photo of solar eclipse)
2017.09.14
View 5913
KAIST Co-owns the HEVC Patent Portfolio License
MPEG LA, LLC, a firm based in Denver, Colorado, which licenses patent pools covering essential patents required for the use of video coding technology, such as MPEG-2, MPEG-4 Visual (Part 2), and HEVC/H.264, announced the availability of the High Efficiency Video Coding (HEVC) Patent Portfolio License on September 29, 2014. The HEVC standard, also known as H.265 and MPEG-H Part 2, is necessary to improve video coding and transmission efficiency for the Internet, televisions, and mobile gadgets with increased speed and capacity. Through the portfolio license, users can easily obtain patent rights required for the HEVC standard in a single transaction, instead of negotiating separate licenses from multiple patent holders. A total of 23 enterprises currently own essential HEVC patents. KAIST is the only Korean university among the joint patent owners. Collaborating with the Korea Broadcasting System (KBS) and the Electronics and Telecommunications Research Institute (ETRI), Professor Mun-Chul Kim of the Electrical Engineering Department at KAIST developed one of the core patents. For a link to a press release distributed by MPEG LA, LLC, please see: MPEG LA, LLC, September 29, 2014 "MPEG LA, LLC Offers HEVC Patent Portfolio License" http://www.mpegla.com/main/Pages/Media.aspx
2014.10.02
View 11514
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