2019 Annual Report Graduate School of Culture Technology

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1 2019 Annual Report Graduate School of Culture Technology

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3 미래의문화를만들어가는문화기술대학원! 21세기문화콘텐츠산업을이끌어갈글로벌리더양성을위해 2005년설립된카이스트문화기술대학원은 10년간의문화부특별지원프로그램을성공적으로마치고 2016년이후카이스트의다른학과들과같이과기정통부지원으로운영되고있습니다. 문화활동의주체인인간에대한이해를바탕으로문화를과학기술의관점으로접근하겠다는기치아래교육과연구를수행하여, 그결과는영화, 게임, 소셜미디어, VR, AR, HCI, 전시, 공연, 그리고디지털헤리티지등문화콘텐츠산업의여러영역에접목되어우리의삶을풍성하게변모발전시켜주고있습니다. 저희는개원이래지금까지 72명의박사와 395명의석사를배출하였으며, 현재 81명의박사과정학생과 59명의석사과정학생들이학과에소속되어총 34건 41억여원규모의연구과제를수행하며세계를선도하는연구성과를만들어내고있습니다. 특히논문의출판건수 (27편) 증가에비해임팩트팩터 (60.9) 와같은연구의질적지표의가파른성장추세가주목할만합니다. 또한자유롭고실용적인분위기속에서만들어지는학풍이창업으로도이어져 10% 가넘는졸업생들이문화콘텐츠분야에서세계를선도하는기업을이끌어가고있습니다. 문화기술대학원은빠르게다가오는인공지능시대를맞아이제창작활동의영역에서도혁신을준비하고있습니다. 콘텐츠창작활동을전문가의영역에서일반인의영역으로끌어내려인간의궁극적인욕구인창의성의발현을누구나할수있는세상을만들어갈계획입니다. 가장직관적인방식으로시각, 음악, 아울러인터렉션이가미된다양한콘텐츠를만들수있는기술과빅데이터분석을통하여창작물의대중성과창의성을평가할수있는기술들이가능할것입니다. 이러한기술들을통하여로우스트레스사회를만들어사회적비용을줄이고개개인이창작을통한자아실현을할수있는세계를만들기를꿈꾸어봅니다 년 8 월문화기술대학원학과장노준용

4 Table of Contents 7 Institute 조직및현황문화기술의학술적연구

5 학술 활동 창작 활동 Project 수상 및 특허 데모데이 콜로퀴움 대학원행사 Activity 재학생 및 졸업생 관련 학회 및 학술지 Appendix 과목 프로젝트 학위 논문 및 졸업연구 Study 17

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7 Institute 조직및현황문화기술의학술적연구

8 조직및현황조직 문화기술대학원은현재한국과학기술원내학부단위의위상을지니고있다. 설립초기에는학제학부에속해있었으나 문화 분야를강화하겠다는 KAIST의비전에따라 2006년 8월에문화과학대학이설립되었고문화기술대학원은인문사회과학부와함께신설된인문사회융합대학으로소속되었다. 문화기술대학원의기구조직은다음과같으며, 현재인사심의회, 비전위원회, 학사교과과정위원회가활발한활동을하고있다. 학과교수회의 - 문화기술대학원의최고의사결정기구로써학과운영을위해필요한학사, 인사, 행정등의전반적인사항을 심의의결한다. 비전위원회 - 대학원중장기비전및발전계획을수립하고정책적운영방향을정립한다. - 정책과제발굴, BK 운영에따른세부규정마련, 비학위과정개설등대학원발전방향을제시한다. 교원인사심의회 - 교원인사행정에관한기본계획수립및기준설정에관한사항을심의하고교원의신규임용, 승진, 승급, 재계약, 명예교수추대, 휴직, 겸직, 겸임등전반적인사안을심의의결한다. - 학과장을위원장으로외부위원포함 7인내외의위원으로구성한다. 학사 교과과정위원회 - 대학원의학사운영및교과과정신설, 변경, 폐기, 졸업이수요건등에관련된규정을제 / 개정하는역할을수행한다. - 학생대표를포함하여 8 인내외의위원으로구성한다. 문화행사위원회 - KAIST 정기문화행사를기획하고, 문화예술행사전반에대한자문역할을한다. - 학과장이위원장이며내부위원및외부의문화예술분야전문가 5 인내외로구성한다. 8 Institute 조직및현황

9 조직도 문화기술대학원 학과교수회의 비전위원회 교원인사위원회 학사 교과과정위원회 문화행사위원회 학과사무실 교육분야 연구분야 Content Technology ( 콘텐츠기획, 창작및공유기술 ) Visual Content Technology ( 시각콘텐츠기술 ) Cultural Science ( 문화과학 ) Sound & Music Technology ( 음향및음악기술 ) Interaction and Design Computing ( 상호작용및디자인컴퓨팅 ) Interactive Technology ( 상호작용기술 ) Computational Design ( 컴퓨테이셔널디자인 ) Cultural Complexity Science ( 문화복잡계 ) Institute 조직및현황 9

10 조직및현황 재학생및졸업생현황 2019 재학생분포현황 재학생총 140명석사과정 59명박사과정 81명 예술 / 디자인계열 : 21 명 (12%) 인문 / 사회계열 : 17 명 (15%) - 석사과정 : 국비 / 과기원장학생 52명, 일반장학생 0명, 외국인7명 - 박사과정 : 국비 / 과기원장학생 66명, 일반장학생 13명, 외국인 2명 공학 / 자연계열 : 102 명 (73%) 졸업생현황석사과정 395명, 박사과정 72명, 총 467명 최근졸업생현황 구분 석사 박사 석사 박사 재학생현황 최근재학생현황 구분 석사 박사 석사 박사 10 Institute 조직및현황

11 조직및현황 졸업생진로현황 졸업생 : 총 467 명 ( 석사 395 명 / 박사 72 명 ) 민간기업 174 명 Weta Digital, Universal Studios, Samsung, LG, Kakao, NHN, SK, KT, Nexon, KT&G, CJ E&M, TmaxSoft 등 연구기관및단체 48 명 프랑스국립과학원, 삼성경제연구소, ETRI 융합기술생산센터, 영화진흥위원회, 영상산업정책연구소, LG전자 CTO Convergence연구소, 대한민국예술원 교원및공공기관 39 명 전임및 : 성균관대학교, 서강대학교, 국민대학교, 아주대학교, 단국대학교, 홍익대학교, 오산대학교, 연세대학교강사 : 고려대학교, 강원대학교, 동덕여자대학교공무원 : 통계청 ( 전임교원, 강사, 공무원 : 23명 ) 공공기관 : 국립과천과학관, 경기도어린이박물관, 한국문화콘텐츠진흥원, KBS, 마케팅공사 (8명) 국내 / 국외대학원진학 131 명 해외 : 취리히공대, 뉴욕대 MBA, Michigan State University, University of Maryland, 일리노이대학, Ohio State University (16명) 국내 : KAIST 동대학원진학그외서울대, 연세대 (104명) 창업및프리랜서 52 명 창업 : 레진엔터테인먼트, 파란오이필름, 엔트리코리아, 카이스튜디오, 아이앰랩, CatchItPlay, 앨리스원더랩, 보다미디어그룹, 클래스팅, 어반플레이, 스피어그램, 위브랩, 안바도비디오, 버니버닛, 어딕션 (41명) 프리랜서 : 영화감독, 미디어아트작가, 사이언스아티스트, 사진작가, 가수 (9명) 기타 23 명 졸업생진로현황 구분 인원 비율 산업체 % 진학 % 연구기관및단체 48 10% 교원및공공기관 39 9% 창업및프리랜서 52 11% 기타 23 5% 총계 % Institute 조직및현황 11

12 조직및현황 논문 / 창작 / 수탁 / 연구실적현황 창작, 기획및학술연구운영실적학술논문발표실적 ( ) 구분 국제저널 국내저널 국제학술 국내학술 계 총계 수탁연구수주실적 구분 금액 ( 단위 : 백만원 ) 수탁과제건수 , , , , , , , , , , 총계 32, 총게재논문수수탁연구수주금액 ( 단위 : 백만원 ) 12 Institute 조직및현황

13 조직및현황 창작활동현황 주요연구결과현황 감성형오디오콘텐츠제작을위한인공지능기술개발 클라우드시스템을활용한고품질 VR 콘텐츠웹기반저작도구, 마스터링, 배포솔루션개발 데이터유도예측제어모델에기반한캐릭터애니메이션을위한심층학습프레임워크 AI기술활용한애니메이션영상에서의카메라워크추적기술개발 훼손도자기의원형복원을위한시뮬레이션솔루션기술개발 감시 정찰 수색임무용사족보행로봇시스템기술개발 인간형가상에이전트를위한환경적합동작및인간교류동작생성기술개발 공간데이터기반문화콘텐츠창 제작인프라생성기술개발 (SW 스타랩 ) 스마트안경을위한 WISE AR UI/UX 플랫폼개발 4D 복원및동적변형거동모델기반의초실감서비스기술개발 시니어게임플레이지원기술및게임서비스모델개발 창작 ( 출판 / 전시 / 영상 / 공연 / 기획 ) 실적 7 건 ( ) 구분 전시 공연 출판 영상 기획 기타 계 총계 창작활동현황 전시 공연 출판 영상 기획 Institute 조직및현황 13

14 문화기술의학술적연구 CT 의연구방법 창조산업 문화산업 산업 문화콘텐츠산업 콘텐츠기술 문화기술고유영역 예술표현기술 콘텐츠기술 디지털디자인 플랫폼응용기술 문화기술기초영역 문화경제경영 / 정책디지털기술디지털인문사회학 인접학문 Aesthetics, Cognitive science, Communication, Economy, Management, Statistics & Probability, 2D/3D design, Web design & programming CT연구는예술, 교육, 과학기술, 의식주, 제조산업등기존의인간삶의방식과양식에대한이해에서출발 문화콘텐츠산업에대한연구는해당영역의좁은시야안에서만이루어지는것은한계가있음 산업의계층그림에서봤을때, 창조산업의이해를바탕으로문화산업으로, 문화산업의이해를바탕으로문화콘텐츠산업에접근하는연구방법이적용되는것이바람직함 넓은영역을포괄하는통찰력을바탕으로밖에서부터접근하는연구방법을적용하여야기존의것을뛰어넘는새로운도약을도모할수있음 14 Institute 문화기술의학술적연구

15 문화기술의학술적연구 CT 의고유기술 문화기술의학술적연구범위에서고유기술에해당하는기술의연구범위 기술명 연구범위 콘텐츠기술 문화콘텐츠창작, 제작을지원하고체계적인경영을가능하게하는방법론 문화콘텐츠유통및보호기술을아우르는연구분야로서영상기술, 게임기술, 모바일콘텐츠기술등문화콘텐츠각장르별기술군으로구성 CT 기술분야중문화콘텐츠산업을직접지원하는분야 ( 미디어아트, 건축, 전시, 정보디자인등 ) 예술표현기술 각종예술장르에서표현력을극대화하거나작품창작 / 제작의효율성을높 이는데기여하는기술 디지털음악 / 음향, 디지털공연, 시각 / 공간예술지원기술등으로구성 경험기술 디지털기반기술로서사물의문화적가치를향상시키거나인간의문화적 생활을함양하는데적용되는기술 전시기술, 관광기술, 스포츠기술, 문화재관련기술등으로구성 디지털디자인 디지털기반기술로서사물의문화적가치를향상시키거나인간의문화적 생활을함양하는데적용되는기술 전시기술, 관광기술, 스포츠기술, 문화재관련기술등으로구성 플랫폼응용기술 인터넷, 모바일등다양한플랫폼을기반으로하는문화콘텐츠의유통, 소비를활성화하는기술 웹을통한문화콘텐츠유통의활성화로문화콘텐츠의유통에기반이되는기술 다양한분야로확장이가능하며, 유통되는문화콘텐츠와플랫폼의속성에대한근본적인연구가이루어져야함 소셜컴퓨팅, IPTV 기술등이이에속함 Institute 문화기술의학술적연구 15

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17 Study 과목별성과학위논문및졸업연구

18 과목별성과 문화기술론 Meeting Compass Dooyoung Kim, Seonghyeon Kim, Inseo Jang Jiwon Lee, Hoi San Wu A Plant Avatar for Mental Health Care using Facial Emotion Recognition Soomin Park, SeungHeon Doh, Taejun Kim Meeting Compass is a smart tool which facilitate users to manage meetings in a creative and productive manner. It has three features-real-time Status Board, Image & Video Smart Search, and Smart Clerk. These features that the service provide allow it to have advantages over similar products such as Smart Pen Module, Smart Board, Zoom Video Collaboration, and Google Meeting Clock. In modern society, there is a great social cost due to the rapid increase of depression patients. As a result, the mental health market is growing rapidly, and social efforts are being put together to solve people s mental health. We have created a mental health care product, Table Toy plant avatar. Plant avatar recognizes faces and recognizes emotions from faces through Deep Learning technology. If they are happy, they give interaction to reinforce the happy feelings, and if they are sad, they interact to change the sad feelings. 18 Study 과목별성과

19 HeAl:aNovelHeartAlarmSystemInduci ng VoluntarySupportfromOthers Seunghwan Kim, Hyunyoung Oh, Eugene Hwang Little Mechanic Poppo : Interactive Educational AR Pop-Up Book Seogsung Jang, Hyunchul Kim, Yoojin Kim Rapidly developing technologies enable users to become moreself-reliant than before. Human computer interaction is becoming an essential part of diverse people s lives.this is also an apparent trend in health care aspects of diverse people. There are many medical HCI designed to help users be immediately self-aware of their physical symptoms andproperly manage them. However, people suffering from randomly occurring physiological symptoms require prompt medical attention and others sincere support.considering this issue, we developed Heal, a digital artefact that both alerts and encourages nearby people to give voluntary and responsible support to a person suffering from epileptic seizure, vasovagal syncope,or agoraphobia. Our goal is to remind people of their inherent beneficence towards otherpeople who are in need of desperate human to human care. As technology evolves mobile device usage became natural and the age children encounters the usage of devices is getting younger. To prevent inappropriate usage of mobile devices, many mobile education applications came out but they are unable to have direct interaction and sensory experiences. The problem is today s children are too familiar with digital stimulus and have no interest on traditional book even though traditional approaches are needed for appropriate cognitive development. To solve this problem, we suggest Augmented Reality Pop-up Book for educational purpose with interactive modules. Augmented Reality application interacting with circuits on book can arouse the interest of children and enables cognitive development by helping intuitive understands of educational contents. Study 과목별성과 19

20 과목별성과 문화기술론 WeatherDot: Weather and Micro-dust Visualization Artifact Jinwook Kim, Misha Urvashi, Seoyoung Oh Data Mood Lamp Joonhyung Bae, Elhamsadat Azimi, Caroline Chhoa, Shinah Yi Unless counteracting efforts to improve air quality are implemented, climate change will worsen the existing air pollution levels. Past results have shown that worsening air pollution has led to more people using fine dust-related apps. Furthermore, number of downloads of fine dust apps reached upto 2.8 million in the first quarter of 2019, a 55.6 percent increase from the same period in However, the environmental apps are quite comber-some for users as they find it difficult to estimate the air quality in the apppredicted weather forecast. To overcome this difficulty, in this paper, we present WeatherDot, which is a small prototype that attaches itself to a window and gives regular updates regarding changing PM levels. The WeatherDot translates air quality data into AR and LED colors that help people to get useful daily information easily by peeking a window before they leave the house. In recent years, the development of technology and the advent of the internet of thing (IoT) have led to home become a more comfortable place for people to relieve the stress of the day. It is scientifically proven that environment light has an effect on people s moods. The aim of this project was to convey a better feeling to the user with soothing light colors by analyzing their social media (Kakao Talk) activity during the day. Our data mood lamp by changing colors according to the user s emotions provides a close relationship for the day at night. Our product reflects the emotions (for positive conversations) with warm colors and makes the environment calm with cool colors when the user experienced a stressful day (negative conversations). This project used the user s Kakao Talk data sets for sentiment analysis. The data were categorized according to NRC emotions into 10 different classes (Joy, Anticipation, Positive, Trust, Fear, Anger, Surprise, Sadness, Disgust, negative). After classification specific color (warm colors for all positive emotions) and (cool colors for all negative emotions) was allocated to each emotion s class. Results showed that most of the users experienced better feelings after using a data mood lamp, as they did not need to describe their emotions (especially when they had a stressful day) to get calm. 20 Study 과목별성과

21 Floval: An Interactive Plant Companion Chaewon Kim, Hyongseok Yoon, Mir Majid Molaie, Olli Ketonen In this paper, we propose an interactive plant named Floval that communicates with people through sounds and visuals. The core idea is to provide a constant companion plant that helps people feel better according to their emotions. When the user says words connected to sadness, flower collapses and sound comes with warm and quite tone. On the other hand, whereas the user expresses happiness through positive words, flower grows and sound comes with bright and high melody. By doing so, compared to previous products such as mood lights that only deals with visuals, mood of users is cared in a multi-dimensional way. All in all, authors believe that this idea can culminate in an attractive product, as we demonstrate the potential of our approach in visuals and sounds by making MVP (minimum viable product). AudioVista: Audio-Visual Representation of Sound Using Color and Sign Language for People with Hearing Loss Cholmin Kang, Inhwa Yeom, Seokbum Park Musical experience is one important activity. However, people with hearing loss have difficulty enjoying such activity. Previously, several methods have been suggested to reintroduce music to people with hearing loss. Our contribution is as follows: Visualizing melody using visual sound wave. Music melody is interpreted as sound wave synced with input music. Note to color. Input key sounds are mapped to different colors. This is to help performer notice sound in intuitive manner. Ground truth sign language. Along with color, input key is also expressed with sign language. Sign language is used as reference cue for ground truth music key. Study 과목별성과 21

22 Life-Size AR Ludo Rishabh Jain, Katharina Riesterer, Dongju Park We introduce Life-Size AR Version of the classic board game Ludo. Often when you say you make an AR version of a board game, you think of adding a digital effect to the existing game board. We present a Life-Size game in which the player acts as the token of the game. Use a webcam to track the player s movements, and show the game board and the progress of the game through a beam projector. Various sound effects and animations are added. Players can enjoy themselves better than traditional board games by moving and interacting with other players. We demonstrate our approach on Ludo, but it is very generic and could easily be adapted to any other board game. Dinosaur PLAYER: New Educational Dinosaur Excavation kit Chang Mi, Yichen Ouyang, Minki Hong As the educational toy market grew, so did the attempts to adopt AR technology into dinosaur-related toys grown. However, the cases introduced in the excavation kit didn t take advantage of AR s ability to convey context. Our new dinosaur excavation kit named Dinosaur PLAYER focused on the context and enjoyment. AR and 3D printing technology was used to develop. We examined the potential of our product through two types of user surveys by using the e-learning evaluation method. The results from the survey present that users can easily enjoy AR and archeological excavation process. v 22 Study 과목별성과

23 과목별성과 창의적과제 미학계산 은플레이스막이매년새로운주제로기획하는 3I project 의일환으로, 2017년 13명의 KAIST 공학자들과함께공학적사고로예술을표현하는시도를담은특별기획전이었다. 2019년 6월플레이스막은 미학계산 vol3: 오락실 을통해비디오게임이란형식하에열한명의작가들의다양한미디어작품들을선보인다, 특히컴퓨터를사용한인터랙티브아트작품들이일반적으로열린현상을추구함으로써 컴퓨터는결정론적계산기계 라는사실과끊임없는모순관계를유지하는반면, 이전시의작품들은스스로를게임으로규정하는대신정해진계산출력으로이르는과정의현상학적긴장상태를유지하는데보다집중하고있다. Ubundum Plan Video Game Installation 김명진 Leaver Video Game Installation 김현철 Study 과목별성과 23

24 먼지퐁 Video Game Installation 홍다솔 노동재미 Video Game Installation 유능 Slice Ninja Video Game Installation 김성현 X 최종윤 무궁화꽃이피었습니다 Video Game Installation 최영경 YelLouder Video Game Installation 도승원 X 전지영 Don t Poo Me Video Game Installation 이유진 X 편재훈 24 Study 과목별성과

25 과목별성과 머신러닝의음악적응용 SYNESTHETIC SOUND SYSTEM: LET YOUR MUSIC WEAR COLORS Sanghwa Hong, Sangyoon Lee Voice Trait Identification with Voice Separation Using Deep-U-Net Jisu Han, Cheulyoung Park In this project we perform supervised training of a neural network on the music role subset of AudioSet, a large scale dataset of manually annotated YouTube videos. Music role is the description of music according to its functional role, such as music for wedding or Christmas celebrations. Starting from a baseline accuracy of 41%, we applied different techniques like transfer learning, feature engineering, data analysis and building CNNs to improve this result. We tried both deep neural network and feature engineering approaches, however, best improvements were obtained by analyzing the data and discarding vague classes. Voices imply various information about their owners. Humans can often identify individual traits such as age and gender from voices. There exists some ambiguity, but voices are correlated with biological factors including facial shape, gender, and social factors such as nationality or ethnicity. However, discerning such traits is not a trivial task for machines. This work explores the possibility of applying machine learning techniques to extract voice trait information from spoken and singing voices. Music Boundary Detection Using Fully Convolutional Neural Networks Jeongmin Liu, Kyeongseok Jeong, Hyunjun Lee Music boundary detection is a basic level task of the music structure analysis in the field of music information retrieval. Deep neural network-based approach is widely used for the task in recent. We propose a method using fully convolutional neural networks (FCNs) that don t require fixed-size input and output. The FCN takes the melscaled log magnitude spectrogram of a full song in order to consider long temporal information, and estimates the probability that boundaries occur for every time frames. From the estimated boundary scorve, peak-picking algorithm predicts which time frames include boundaries. The FCN we proposed is trained and validated by a subset of SALAMI v2.0 dataset. We evaluwate the proposed method with our own test set consists of 23 songs, which are Korean fffpop songs mostly. Test result is mainly given with F1 scores and analyzed according to genres. Not superior than the baseline, but satisfactory performance is achieved. Singing Voice Separation from Music with U-Net and Performance Evaluation by Genre Gyeong-Tae Lee, Jae-Hak Jeong Sing voice separation from musical mixtures is a key challenge in sound source separation and machine audition. Recently, deep neural networks have been used to estimate Ideal Binary Masks (IBM) for carefully controlled cocktail party problems. Among them, the U-Net architecture has been gaining increasing popularity in the last few years, spawning a number of publications on the topic. However, the quantitative differences of the UNet s performance by music genre, gender of vocal, etc. are not yet examined in detail. In this paper, we focus on the U-Net s dependency on music genre. We trained the spectrogram-based U-Net architecture using combined Study 과목별성과 25

26 Cover Song Identification based on Anomaly Detection Hyeonuk Nam, Junhyeok Lee, Seonghu Kim Timbre Analysis of Music Audio Signals with Convolutional Neural Networks SeongMin Kye, JiSub Um, JooHyung Lee We aimed to identify if a given cover song is a cover of a target song that we have chosen. We have obtained cover song dataset by downloading cover songs uploaded in YouTube. We collected 80 cover songs for the target song, and 10 cover songs for the other songs. Main feature is the cross similarity matrix extracted from chroma features with 1s window and 0.5s overlap for first 2 minutes of the songs. Noise, reverberation and time compressing/stretching are applied to the songs for data augmentation. We applied DCGAN(Deep Convolutional Generative Adversarial Network) and anomaly detection to the cover song identification problem. DCGAN is trained similarity matrix of target song s covers and generated matrix. While generator yields similarity matrix with diagonal lines, which shows general characteristics from the true data, discriminator perfectly classify generated matrices as fake. The covers for target song and other songs are classified as true. Anomaly score only determines if input matrix is generated one or not. From our data resources, we could not train and tune DCGAN properly. Bi-Modal Music Emotion Classification With Audio and Lyrics Data SeungHeon Doh, JinWook Kim, DooYoung Kim This paper proposes three ideas for solving the Music Emotion Recognition task. Music Emotion Recognition, which was solved by the existing regression problem, is approaching classification problem through clustering algorithm based on valence and arousal axis. In addition, we learned the data of two different domains through bimodal deep learning using audio and lyrics data. Lastly, we found important locations that affect learning through attention module. The main purpose of this work is to understand of timbre s characteristics and utilize it to Deep Neural Network, in detail, CNN (Convolutional Neural Network). We first describe about basic CNN architecture, logmel magnitude spectrograms which is used in this experiment as, and then, we introduce the proposed model for timbre analysis. The proposed model has a design strategy to capture the relevant time-frequency contexts for learning timbre. We also design the various type of small size filters in CNN model. So, this model takes less parameters than other models although it shows great performances that close to state of the arts. We evaluate the proposed model for timbre analysis by musical instrument classification. For our Frame-Level Piano Sustain Pedal Detection Yoojin Kim, Nick Heppert Researches on piano transcription have been actively conducted so far, while mostly focused on note events, not expressiveness part. Piano sustain pedal is frequently used for legato playing which can enrich the sound in expressive performance but less been pursued for the research topic. In this project, we focused on the study about piano sustain pedal detection in real world performances by analyzing and re-implement previous study and raising concerns about dataset and the approach. In the re-implementation process we pointed out that the fusion method for neural network results should be automated by recurrent neural network, not hand-crafted fusion algorithm. The audio experiments shows that the creation of dataset is suspicious and threshold MIDI value for pedal determination is ambiguous. More precise studies about sustain pedal itself should be needed, and suggested ideas will be studied in the future work of our project. 26 Study 과목별성과

27 CHORD IO: Understanding Chord Strcuture For Generating and Recognizing (Cover) Songs Misha Urvashi, Elhamsadat Azimi Chord is a key component of a song which represent the structure and the flow of a song. Moreover, feature extraction, and building a chord estimation algorithm becomes the core building block in performing the task of an efficient chord recognition. We present Chord IO, a method to perform chord estimation by leveraging energy normalized chroma features. We implement two methods. The first method utilizes RNN and CNN-based-RNN methods to generate and compare respective model s performance in running chord estimation. Our primary result shows that CNN-based-RNN model provides promising results in performing chord estimation which is vital for performing chord estimation. Bass Line is the Baseline: Bass Instrument Separation Hyunsung Cho, Youngbo Shim, Wonjong Ryu Automatic Drum Transcription of Solo Drum Tracks Heyonjae Jeong, Myunghun Jung Automatic drum transcription is well-defined task in the field of music information retrieval. The symbolic representation of a drum track can be used in various fields of music work, like drum track library generation using transcriptions of drum. Our paper introduces a simple approach for drum transcription using recurrent neural networks. We claim that only simple recurrent neural network can be trained to identify the onsets of drum instruments based on properties of their sound. We trained recurrent neural network composed of single layer, of which output is activations for each drum instruments. Then the onsets of drum instruments extracted from the activations by using peak-picking algorithm. We use IDMT-SMT- DRUMS-V3 dataset, about 30-min, for training. Our network performs quite well while in the rack of training data, resulting F-score. Learning to Generate High-Quality Music with Performance-RNN Pham Xuan Trung, Kiheum Cho In band music, bass plays an important role in chord progression and melody construction of other instruments. In order to follow the performance of a band, the sound of the bass must be dictated for music and chord transcription. However, since the bass sound often lie in the low frequency band and overlap with the drumbeats, it is hard to get an exact note of it by hearing. In this project, bass instrument separation is implemented based on CNNbased neural networks. There are three contributions developed by our team: 1) multi-channel inputs including the original mixture source and low pass filter (LPF) fed sources, 2) a customized loss function for a bass source separation, 3) a data augmentation to improve the performance. As a result, the multi-channel architecture using LPF approach appeared to be most effective (SDR: db). Also, through a qualitative assessments we found that the high frequency instrumental sound was well removed, especially the vocal sound. Music generation is an interesting task that has attracted the intensive attention of the researchers in recent years. This project reports an implementation to generate the piano music so that it can contain two crucial components of music field: expressive timing and dynamic (loudness). After pre-processing the midi data to extract the essential features, the experiment was conducted using pytorch library with a simple RNN network similar to model in HW3. The generated piano music sound very much like human performance. Compared to the music generated in HW3, our music samples give more expressive soundness and better quality. Study 과목별성과 27

28 Singing Voice Separation with Adversarial Semi-Supervised Network Jaehyuk Yi, Sunjin Jung, Choong-Ho Jung We evaluate a singing voice separation method based on a semi-supervised adversarial network structure. This is a recently proposed framework based on a hybrid approach of supervised and unsupervised learning. Its approach to match source distribution of a real mixture enables use of vast unlabeled dataset, not specific to a certain song. We use CCMixter and DSD100 dataset to train this semisupervised model and compare its performance with UNet, a popular encoder-decoder architecture for separating singing voice from music. The results show that semisupervised adversarial model outperform U-Net in most of metrics. VentSet: Cornerstone of AI DJing Taewan Kim, Taejun Kim, KeunMin Lee Electronic Dance Music has become more and more popular, and there is more space like clubs and people who enjoy this culture. Accordingly, the demand and role of DJs responsible for the entire process of the performance is also growing, but the number of professional DJs is insufficient. And it is still difficult for many people to get access to Djing easily, too. We suggest AI DJ Prototype, where professional DJs can prepare a list of songs more easily and even ordinary people can enjoy DJing comfortably. And the paper shows that some algorithms for how to make a specialized data sets for DJ. It appears to be natural and technically working, not awkward for humans to listen. Music Emotion Classification Hyeonguk Ryu, Jitong Wu, Keeyeon Park Music emotion classification approaches typically divide into categorical and dimensional methods. However, each method cannot avoid the problems of subjectivity and ambiguity. In this paper, we propose a novel music emotion classification model to combine both methods. In preprocessing, we applied k-means clustering to the dataset and transformed the arousal-valence dimension values into integer values to classify the dataset into 10 classes. Then, we adopt two different methods such as feature extraction and end-to-end method. For feature extraction method, we used 6,669 features to classify music emotion into 10 different classes. In addition, we solve the classification problem using neural networks in an end-to-end manner. Then, we use the centers of each cluster as the final two-dimensional output in the arousal-valence plane in order to evaluate the performance of our approach. The results show that our proposed approach outperforms than the previous approaches used in MediaEval 2013 Emotion in Music. A Comparative Experiment of Similarity: Comparison of Psychological Data and Computational Models Saebyul Park The purpose of this study is to propose a new experimental paradigm to measure the similarity between two melodies. In this study, psychological experiment and computational analysis are performed to define the similarity of two songs. This study consists of two steps: 1) a psychological experiment to distinguish similar melodies, 2) an analysis of the relationship between similarity and various computational models. Psychological experimentshave shown that the participants agreement has changed when measuring the similarity between the songs created in the latent space between the two songs based on the similarity of the two songs. Experiments also showed that measurements of the multi-scaled measure is most relevant to these psychological data. 28 Study 과목별성과

29 MAESTRO : Deep-Learning Approaches to Melody Reduction Cheol-gyu Jin, Gyu-young Kwauk We are exposed to a great deal of music. As a result, many people have a desire to learn to play music. However, it takes a long time to master the instrument. Many people give up in this process. We want to provide a sense of accomplishment by providing an easy musical score of the song they want. If so, more people will be able to continue learning. We used the GTTM dataset to create an easy score ground truth dataset. We propose a LSTM model that provides easy score. Cover Song Identification Hobin Ryu, Minjeong Ju In this work, a cover song identification task is studied. We propose a new dataset for cover song identification, which has the biggest originals to covers ratio compared to the conventional dataset. Also, inspired by a Simese Network and a distance metric learning with triplet loss, we propose a novel architecture for cover song identification, which consists of feature extraction module and distance metric module. By doing various experiments with respect to features and hyperparameters for loss function, we could propose a strong baseline for the new dataset. Study 과목별성과 29

30 학위논문졸업연구석사과정정성우 ( 지도교수노준용 ) 손으로그린 2D 스케치를통한 3D 캐릭터의 W 얼굴표정조작법 본논문은손으로그린 2D 스케치를통해블렌드쉐입 3D 얼굴모델의표정을조작하는새로운프레임워크를제안한다. 사용자가희망하는얼굴표정에대한그림을제시하면, 본프레임워크는미리정의된조정점에대응하는점을그림으로부터샘플한다. 조정점들은이동할수있는핀포인트로써, 3D 얼굴모델의희망하는변형을지시하는역할을한다. 본프레임워크는조정점들의위치를대응점들의상대적배치를따르도록재배치한다. 새로운배치는아티스트가정의한 3D 모델의변형범위내에들어오도록장려된다. 그렇게함으로써, 손그림이부정확하더라도사용자가의도한형태의세부를최소한으로손실하도록최종변형을수행할수있게된다. 30 Study 학위논문졸업연구

31 학위논문졸업연구석사과정이다원 ( 지도교수노준용 ) 시공간매칭기반무대교차편집영상자동생성 교차편집 (Stage Mix) 은방송국에서촬영된동일한시나리오를지닌 K-pop 가수의다수의무대영상을동일한길이의하나의영상으로편집한것을일컫는다. 본학위논문에서는다수의무대영상에서프레임단위의시공간매칭을기반으로최적의무대변환시점을판별하고, 변환효과를적용하는프레임워크를제시하고자한다. Study 학위논문졸업연구 31

32 학위논문졸업연구석사과정김상훈 ( 지도교수노준용 ) 미니빔프로젝터를위한실시간키스톤보정및영상안정화 현대사회에서디지털빔프로젝터는그편리성덕분에강의실, 회의실, 홈씨어터, 박물관, 미술관등사용처를가리지않고방방곡곡에확산돼있다. 하지만설치를할시전문가의도움을받아야하는번거로움때문에기기가특정한위치에견고하게고정돼있어야한다는것이일반적인정설이었다. 이러한일반적인생각과는달리이미시장에는기술의진보와함께주머니에넣어휴대할수있는크기의 미니빔프로젝터 들이점차모습을드러내고있으며, 근미래에는스마트폰같은실생활과밀접한모바일기기에도모듈로써장착될만큼소형화될것으로전망된다. 작아진크기만큼휴대가용이해지기때문에손으로들어직접조작하거나, 몸이나운송수단에부착하는등다양한인터랙션이가능해진다. 그러나이동시에프로젝션화면이왜곡되고흔들림에따라유저가시각정보를받아들이는데에어려움을겪고, 이러한화면에장시간노출시어지럼증을느낄수있다. 이연구는스마트폰을이용한빔프로젝터영상키스톤왜곡보정및영상안정화방법론을제시하고, 또한이를활용하여사용자가원하는위치에시각적으로보편적인영상을프로젝션할수있는소프트웨어프로토타입을제안한다. 32 Study 학위논문졸업연구

33 학위논문졸업연구석사과정를렁줄리 ( 지도교수노준용 ) 3D 컨볼루션신경망기반의시간적일관성을유지하는파노라마비디오인페인팅 가상현실기술이발전함에따라파노라마비디오제작에대한수요또한늘고있다. 그러나파노라마비디오의경우주변의모든장면을촬영하게되므로, 제작과정에어려움이발생할수있다. 현장에위치한제작진과촬영장비등제작된최종비디오에는숨겨져야할모든장면이비디오에포함된다. 이러한문제를해결하기위해, 포스트프로덕션과정에서인페인팅기법을사용하여원하지않는물체를비디오에서제거할수있다. 파노라마비디오인페인팅기법은지금까지광학적흐름정보를기반으로하였으나, 이러한기법은완성하고자하는영역을완전히채울수있는배경정보가충분하지않은경우가발생할수있다. 이논문에서는심층학습기법을바탕으로한새로운파노라마비디오인페인팅방법을제시한다. 이방법은파노라마비디오인페인팅을위해두개의 3D 컨볼루션신경망을이용한다. 비디오의시각적일관성을보장하기위해손실함수에 Frechet Video Distance를추가하였다. 또한, 완성된파노라마비디오의좌우가장자리가일치해야한다는조건을만족하게할가장자리매칭항이추가되었다. 결과비디오를통해, 우리의심층학습기반방법은기존의광학적흐름방법의한계를극복했음을볼수있다. 또한, 이기법은심층학습기반의프레임별이미지인페인팅기법과비교하여시각적으로일관된결과물을생성할수있다. 이러한실험들을통해, 본논문에서제시한방법은품질및시간적일관성에서향상된비디오결과물을얻을수있음을증명하였다. Study 학위논문졸업연구 33

34 학위논문졸업연구박사과정이종욱 ( 지도교수노준용 ) 가상현실에서건축문화유산위험관리 건축문화유산은자연적, 인공적위험에항상노출되어있어건축문화유산의위험관리는유산보존에있어핵심적인역할을한다. 우리는위험관리에들어가는노력과시간을줄이기위해가상현실에서위험관리프레임워크를제안한다. 이는다양한출처및형식으로분산되어있는위험관리정보와 HBIM (Historical Building Information Modeling) 시스템의역사적인정보를통합할수있게한다. 또한이는가상현실을활용하여현장관리자및원격지의유지보수기술자에게위험관리정보와역사적인정보를맥락에따라제공할수있게한다. 우리는제안하는프레임워크를가능하게하기위한메타데이터의구조와속성을제안한다. 첫째, 건축문화유산의위험관리맥락에따라정보를제공하기위해 5W1H (what, when, where, who, why and how) 모델기반의건축문화유산정보메타데이터를제안한다. 둘째, 우리는가상현실에서맥락에따른콘텐트를제공할수있게하는 5W1H 모델기반의 POI (Point of Interest)-anchorcontent 메타데이터구조를제안한다. 세번째, 우리는도메인지식을반영하여가상현실에서 POI간관계를설정하고외부데이터를맥락에맞게불러올수있게하는 Linker 메타데이터를제안한다. 우리는제안하는방법론들의유용성을입증하기위한프로토타입제작을위해시스템및디자인요구사항을분석하고기준을도출하였다. 우리는이를기반으로가상현실에서현장관리자의위험확인과기록을지원하는현장관리어플리케이션과유지보수기술자의원격진단을지원하는원격진단어플리케이션을개발하였다. 현장관리어플리케이션의효과성을입증하기위해기존의방법과소요시간및작업부하를비교하였고원격진단어플리케이션의유용성을입증하기위해유지보수기술자들을대상으로포커스그룹인터뷰를실시하였다. 추가적으로우리는맥락에따라콘텐츠를검색하고필터링하여정보를제공하도록원격진단어플리케이션을개선하고포커스그룹인터뷰와휴리스틱평가법으로유용성을평가하였다. 34 Study 학위논문졸업연구

35 학위논문졸업연구석사과정조우진 ( 지도교수우운택 ) 물체를쥔손에대한사전지식을이용한손관절자세추적 본논문에서는물체를쥔손에대한사전지식을이용한손관절자세추적시스템을제안한다. 기존의연구들은일부가가려진손의데이터를이용해최대한정확한자세를추적하고자하거나물체를쥐었다는사실자체가손의자세를제한한다는정보를활용하지못하였다. 여기서제안하는방식은물체에의해가려져제외된손에대한깊이데이터를적절한깊이값으로재구성하고, 사람의손자세에대한일반적인지식을활용하여추적기의재초기화과정에적용하는것이다. 기존에모델기반추적기로많이활용되었던입자군집최적화기법을이용하여제안된프로세스가물체를쥔손에대한추적성능을향상시킬수있음을검증하였다. Study 학위논문졸업연구 35

36 학위논문졸업연구석사과정정휘 ( 지도교수우운택 ) 심층신경망을활용한다중시점스테레오의정확한깊이값추정 본논문에서는세밀한구조물을비롯한전체적인장면에대한정확한깊이값을추정하기위해심층신경망을활용한다중시점스테레오의정확한깊이값추정방법에대해제안하였다. 평면스위핑알고리즘 (plane sweeping algorithm) 의학습기반접근방법을토대로, 세부적인경계면부분을보존하면서텍스쳐가거의없는구역에대해서도정확한깊이값을추정하기위한심층신경망을설계하였다. 이와같은목표를달성하기위해본논문에서제시한주요차별점은지역적, 전체적패치매칭네트워크를병렬로배치하여각기목적에맞게동작하도록설계한것과, 기존의성능을유지하면서도메모리사용량과깊이값추정시간을절반으로줄였다는것이다. 제안된네트워크는널리사용되는다중시점스테레오데이터셋을사용하여학습시켰으며, ETH3D 데이터셋으로성능을평가하였을때제안된네트워크가가장최신의학습기반다중시점스테레오알고리즘보다더높은정확도를보이는것을확인하였다. 결과적으로, 제안된시스템은고품질의깊이값추정을가능하게하며, 이로부터조밀하고정밀한 3D 재건을가능하게한다. 36 Study 학위논문졸업연구

37 학위논문졸업연구석사과정김현주 ( 지도교수이병주 ) FDPipette : 주변물체의키네틱정보추적을기반으로한증강현실응용어플리케이션개발 본연구는증강현실의새로운상호작용기술인 FDPipette를소개하려한다. 포괄적인증강현실 (AR) 을달성하려면컴퓨터가사용자의환경을사용자가인지한수준으로추상화해야한다. 사용자는일반적으로주어진자극을수동적으로받아들이는단순한프로세서로존재하지않는다. 오히려적극적으로환경에힘을가하고환경의변화를관찰하여물체의키네틱정보 (kinetic information) 를얻는다. 이러한인간의역동적인본질에기초하여, 이연구는키네틱정보를증강하는기술인 FDPipette을제시한다. 이기술에서는사용자가로드셀과깊이감지카메라가장착된막대모양의장치를통해주변물체에힘을가한다. 이렇게측정된힘과변형을통해 FDPipette은주변물체의강성 (Stiffness) 과운동저항 (Motion Resistance) 과같은키네틱정보를추정할수있다. Study 학위논문졸업연구 37

38 학위논문졸업연구석사과정고다혜 ( 지도교수우운택 ) (An) eye contact with CUBO : interactive eye-gaze model of virtual avatar using coupled logistic map 마주보는시선은인간과인간사이의비언어적소통에중요한역할을한다. 그럼에도인간과의상호작용을목적으로하는가상아바타및소셜로봇의시선은사용자의시선과관계없이작동하는경우가대부분이다. 본연구는인간의시선이동및눈의움직임에관여하는시스템의본질적인특성을탐구하고마주보는두사람의시선의상호성을반영하여사용자의시선과연동하는결정론적시선모델을구현한다. 또한마주보는상황에서의실제인간의시선데이터를이식한시선모델을구현하여서로다른다이나믹스에따라랜덤한눈의움직임을보이는두유형의시선모델에대한사용자의반응을비교분석한다. 본연구에서새롭게제안하는 Coupled Logistic Map을이용한결정론적시선모델은시선교환의과정을정보이론적관점에서설명하고구현하였다는점, 또한개체간상호작용에서관찰가능한지연적피드백을적용하였다는점에서의의가있다. 수행된두차례의실험결과에따르면사용자의시선에대한연동효과는유의미하지않은것으로밝혀졌으나향후상호적인시선에대한보다정교한모델링을통해사용자와일상적인상황에서자연스러운시선교환이가능한가상아바타를만들수있을것으로기대된다. 38 Study 학위논문졸업연구

39 학위논문졸업연구석사과정박은지 ( 지도교수이병주 ) 타겟움직임에무관한마우스포인팅에러율예측모델 시간이제한되어있는포인팅태스크를수행할때, 사용자의에러율을예측하는것은멈춰있는타겟에대해서만가능했다. 본연구에서는타겟의움직임에상관없이사용자의에러율을정확하게예측하는모델을소개한다. 이모델은사용자가타겟을클릭하기직전의순간에입력장치의버튼을활성화할타이밍을예측한다고가정하였다. 이때사용자는자신의내부타이머 (internal clock) 을사용하며, 커서와타겟간의상대적인움직임으로부터타이밍을예측할시간적인자극을받아들인다. 본모델은최근연구인템포럴포인팅 (temporal pointing) 에기반하여사용자가컨트롤하는커서의마지막움직임을분석해서, 멈춰있는타겟 (R2R2=0.993) 과움직이는타겟 (R2R2=0.986) 을클릭할때사용자의에러율을정확하게예측하였다. 게다가모델피팅을통해얻어지는모델내의파라미터들은 1인칭슈팅게이머들의숙련도에따라다르게나타났으며, 이를통해파라미터들이포인팅태스크의숙련도를대변해준다는것을확인하였다. Study 학위논문졸업연구 39

40 학위논문졸업연구석사과정장지윤 ( 지도교수이병주 ) 이미지분석을통한상업영화의젠더묘사편향의정량화 최근영화가다루는소재와연출방식이사람들의성의식에어떤영향을미칠수있는지에대해많은연구가진행되고있다. 기존에는 Bechdel Test를통해영화내캐릭터의대사분석을통해여성캐릭터의성별묘사에있어영화가갖는편향성을평가했다. 하지만 Bechdel Test는캐릭터의대사만으로판별하기때문에전체영화내에서의여성캐릭터의비중이나, 여성캐릭터혼자극을이끌었을때를판별할수없다. 또한같은시나리오라도감독에의해다른시각적연출이이뤄질수있다는점을간과하며, 테스트를통과했냐혹은하지않았냐이분법적인잣대만을제공하기때문에성별묘사가가질수있는다양한스펙트럼을충분히대변하기어렵다. 이논문에서는과거다양한매체들에대해이뤄진성별묘사의편향성에대한연구들의결과에기반하여컴퓨터비전기술을사용해이미지와미장센중심으로영화프레임들을분석하고영화안에서여성혹은남성캐릭터가시각적으로어떻게묘사되고소비되는지에대한정량적인지표들을제시한다. 이로부터최근한국에서개봉한할리우드영화와한국영화 40편을해석하여오늘날상업영화가남성캐릭터와여성캐릭터를묘사하는데있어어떠한차이가있는지알아본다. 결과적으로대부분의영화에서감정의다양성, 공간과시간점유정도, 시각적이미지등여성에게씌어진편향된묘사를확인할수있었다. 관객들은영화에서의불평등한묘사를문화적표준이라생각할수있으며, 이러한편향된묘사는실제사회에서의여성을특정한이미지로고착화하는데기여한다. 40 Study 학위논문졸업연구

41 학위논문졸업연구석사과정나팟 ( 지도교수도영임 ) 초보자의플레이의도향상을위한스토리플롯활용리듬게임디자인연구 리듬게임은독특한메커니즘을가지고있고, 몇몇초보자들은오랫동안이런종류의게임을하는것을불편하게느낄수있다. 초보플레이어가리듬게임을하도록독려하기위해이연구는게임내에서플레이어에게짧은이야기를제공할것을제안한다. 본연구의목적은초보자가리듬게임을하면서스토리와함께또는스토리없이리듬게임을할때의즐거움과플레이의도를비교하는것이다. 실험진행을위해간단한리듬게임프로토타입이만들어졌다. 56 명의참가자 ( 여성 26 명, 남성 29 명, 연령평균 = 세, 표준편차 = 2.867, 리듬게임친숙도평균 = 3.18 / 5, 표준편차 = 1.377) 를스토리포함집단 ( 여성 14 명, 남성 14 명, 연령평균 = 24.93, 표준편차 = 4.118, 리듬게임친숙도평균 = 3.21 / 5, 표준편차 = 1.475) 과스토리제외집단 ( 여성 12 명, 남성 15 명, 미공개 1, 연령평균 = 22.93, 표준편차 = 2.867, 리듬게임친숙도평균 = 3.14 / 5, 표준편차 = 1.297) 으로나누어실험을진행하였다. 결과는두그룹사이에서플레이의도에큰차이가없다는것을보여주었다. 이부분에대해서는좀더복잡한실험설계제안이필요하다고생각된다. 이연구의또다른목적은스토리그룹내에서플레이어의게임의도를높이는데중요한요소가무엇인지에있다. 결과는흐름요인인도전-능력사이의밸런스, 당장의과제집중력, 자기목적적인경험이플레이의도와상관관계가있음을보여주었다. 또한스토리요인인도전과공감이플레이의도와상관관계가있음을보여주었다 Study 학위논문졸업연구 41

42 학위논문졸업연구석사과정김익두 ( 지도교수이원재 ) 사회연결망분석을통한공공공사입찰의담합징후분석 담합은사업자간위법행위에대한공동의사의합치 실행을전제로한고도의사회적행위이므로, 입찰담합징후판단을위해서는입찰특성, 사업자특성등과더불어참가사업자들의관계양상이주요고려요소로포함되어야한다. 그러나관련제도및선행연구에서는이러한점이누락되어있으므로, 본연구에서는공동입찰연결망을통해도출한중앙성, 집단등관계성지표가낙찰여부에어떠한영향을끼치는지로지스틱회귀분석을실시하여검증하고기존고려요소들을유효하게통제할수있는지여부를실증하고자한다. 분석결과, 연결중앙성지표는낙찰여부에유의미한영향을주며사이중앙성지표는제한적인영향을주는것으로확인되었으며, 이러한관계적요인을포함하는경우개별사업자의시공능력요소가통제되는것으로나타났다. 42 Study 학위논문졸업연구

43 학위논문졸업연구석사과정이규현 ( 지도교수이원재 ) 온라인작가커뮤니티에서작가의성별에따른지위의성과에대한영향분석 기업과개인은제품을홍보하기위하여소셜미디어에서고객과직접적으로관계를맺고소통하기도한다. 그렇게형성된온라인친구네트워크를통해서제품에대한정보나의견이확산된다. 생산자들은네트워크에서높은지위를얻는것을통해이확산을촉진시킬수있다. 네트워크에서의지위의성과에대한영향을정량적으로분석하기위하여작가와독자가독서활동을공유하는소셜미디어에서데이터를수집했다. 그리고회귀분석을통해작가의지위의성과에대한영향에성별이중요한역할을하고있음을확인했다. 여성작가의지위는그들의성과와긍정적인상관관계를나타냈지만남성작가의경우상관관계가유의하지않았다. 작가네트워크에서여성작가는남성작가보다더활발히활동하고영향력이있었다. 그리고여성작가가남성작가보다더큰네트워크어드벤티지를누리고있었다. 이논문은소셜미디어에서직접적인관계를맺는것이성과가낮은개인생산자들이활용할수있는효과적인고객인게이지먼트전략임을보여준다. Study 학위논문졸업연구 43

44 학위논문졸업연구박사과정임익수 ( 지도교수이지현 ) 실천으로서의게임의정체성탐구 본연구는기존에게임의정체성으로정의되는기술, 산업으로서의관점이새롭게등장하는게임과게임의문제점을설명할수없는한계를가짐에따라, 이러한한계를극복할수있는새로운관점으로실천으로서게임의정체성을제안하기위해실시되었다. 이를위해게임의정체성이사회적맥락에서실천으로인식되거나인정받고있는지를분석하고실천으로서고유한특성을타고났는지를실험을통해검증하였다. 먼저기관의인정여부를알수있는다양한지식분류표준에서게임의정체성은제작또는제작의결과물과실천으로서인정되고있는관점이혼재되어있었다. 두번째대중의인식을알수있는게임에대한언론의보도패턴은기사수의급격한증가, 과장된표현의사용, 청소년대상으로하는왜곡현상과같이언론이실천으로서정체성을가진대상을다룰때의형태와매우유사하였다. 마지막으로게임의매체속성을실험을통해분석한결과, 실천과관련된게임활동이발생하는것을찾을수있었다. 따라서게임은실천으로서정체성을가지고있다고볼수있으며, 현재게임의위기상황을극복하기위한새로운관점으로서많은역할수행을기대할수있다. 44 Study 학위논문졸업연구

45 학위논문졸업연구석사과정김미래 ( 지도교수이지현, 이정미 ) 알고리즘을이용한가상화장에서의립스틱색재현연구 기존에는사용자가오프라인매장에서화장품을미리사용해보고구매를결정하였다. 최근들어사용자가매장을방문하지않고도가상화장을통해화장품의색상등을확인한후온라인으로화장품을구매하는워크플로우가가능하게되었다. 이와같은가상화장은오프라인매장에서화장품을테스트해보기위해얼굴또는손등에직접화장할때발생할수있는위생문제를해결하기위하여활용될수있다. 가상화장을통한화장품구매결정을위해서는정확한색재현이필수적이다. 다시말하면, 가상화장결과와실제화장결과사이의색차가최소화되어야한다. 하지만, 가상화장에대한기존의연구는사용자얼굴에적합한화장스타일추천등에주안점을두고있다. 마찬가지로, 현재사용되고있는가상화장어플리케이션이나시스템들에서는색재현성능의획기적인개선이요구된다. 따라서본연구에서는 Convolutional Neural Networks 알고리즘을사용하여정확한색재현을구현하는방법을제안한다. 립스틱색표현에영향을끼치는다양한요소들이있지만, 본연구에서는화장전의입술색상, 립스틱을바르는강도및립스틱의색상등이고려되었다. 다양한실험을통하여제안하는방법이 CIELab 색공간에서적용하였을때기존의방법들과비교하여실제화장과가상화장사이의색차를최소화할수있음을확인하였다. Study 학위논문졸업연구 45

46 학위논문졸업연구석사과정최민규 ( 지도교수이지현, 이정미 ) 부동산가치예측을위한다중회귀분석을적용한사례기반추론방법 이학위논문은사례기반추론을통한부동산가치예측이어느정도의예측정확도를가지는지에대한연구이다. 전통적인방식의사례기반추론방법의경우추론을위한네과정중검색, 재사용단계에중심을둔연구가진행되었다. 본논문에서는부동산가치예측과같은회귀문제에서사례수정단계에대한필요성을제시하고다중회귀분석을이용해예측값에대한오차를추정함으로써전통적사례기반추론방식에서현재문제에맞게수정된예측값을제시하는방법에대해소개한다. 모델의예측력은평균절대오차와평균제곱근오차를사용해평가하였으며전통적인방식의사례기반추론방법, 그리고다중회귀분석방법을통한예측과비교 분석하였다. 46 Study 학위논문졸업연구

47 학위논문졸업연구박사과정김민서 ( 지도교수김정훈 ) 화가간네트워크의진화과정을통한미술사조분석 본논문은공학적방법론, 네트워크분석, 기하학의긴밀한연계를통해미술사조를분석할수있는다학제적연구방법론을제안하였다. 공학적방법론의도입을통해네트워크의진화과정을정량적으로분석할수있는기준을제시하였으며, 기하학적토대에기반한네트워크형태분석을통해미술사조의생성및발전과정을고찰하였다. 먼저본연구는미술사조를하나의현상이자공동의기치를기반으로한화가들의네트워크로정의하였다. 이러한접근은미술사조분석을해당시기의배경적특수성에귀속시키는대신보편성, 즉네트워크가생성및소멸되는과정에무게를둔것으로, 본연구는이러한개념의전환을통해화가들의네트워크를정량적분석대상으로재정의하였다. 또한화가들의작품이곧그들간교류의매개이자결과물임에근거하여화풍적특성에기반한네트워크공간을구축하였으며, 이를통해기존네트워크분석이가진공간표상에대한한계를보완하였다. 결과적으로본연구는네트워크의진화패턴분석을통해미술사조의구조적특성을수치화하였으며, 각화가들의화풍적특성을네트워크진화의주요요인인다이내믹스로간주함으로써네트워크의발전양상을직관적으로분석및시각화하였다. 또한본논문은다양한화가간네트워크를분석함으로써방법론의효용성검증및범용화를모색하였다. 그결과, 화풍의다양성이화가들의네트워크를융성및쇠퇴시키는중요한척도임을규명하였으며, 영국의인상주의가상대적으로파급력을발휘하지못했던역사적사실에대한새로운근거를제시하였다. 더불어, 한국단색화그룹과미국추상표현주의의진화과정을분석함으로써화가들의네트워크가자생적질서를형성하는과정및그에따른파급효과를증명하였다. 따라서본연구는미술사조를새로운시각으로분석할수있는포괄적방법론을제시했다는점에서의의를가지며, 정량화방법론이적용될수있는범위를폭넓게모색했다는점에서향후그활용가능성이기대되는바이다. Study 학위논문졸업연구 47

48 학위논문졸업연구석사과정김소희 ( 지도교수박주용 ) 쇼트에서표현된얼굴특징과네트워크에서의위상을고려한영화캐릭터분석 영화데이터에대해기존에는문학텍스트와같이대본을기반으로한의미적분석과영화의멀티모달데이터를중심으로한패턴분석이각기연구되어왔다. 하지만영화에서의내러티브와이를매개하는영상이나음성은한쪽이다른한쪽을위해종사하는관계가아니라두가지가통합되어제작자의의도를관객에게전달하여특정한생각이나감정을일으키는것으로보아야한다. 따라서이번연구에서는네트워크방법론을사용하여영화대본이영상화될때일어나는차이에대해규명하고제한된시간안에가장효과적으로의도를전달하기위한카메라연출이나감정연기의패턴을분석한다. 구체적으로는영화의대본과이미지에서의캐릭터의동시등장을연결기준으로삼은네트워크에서각캐릭터의역할의차이를커뮤니티탐지기법으로비교한다. 그리고네트워크에서의중심성이딥러닝이네트워크를통해화면에서감지한인물의얼굴크기와어떤관계를가지는지에대한상관분석을진행한후, 캐릭터를구성하는감정의복잡도를표정인식네트워크를통해밝혀캐릭터의역할에따른차이가있는지살펴본다. 48 Study 학위논문졸업연구

49 학위논문졸업연구석사과정김진영 ( 지도교수박주용 ) 동시등장과감정을고려한영화스크립트등장인물들의관계에대한정량적인이해 디지털화된서사자료가축적되면서서사구조에대한정량적인연구방법론의필요성이제기되고있다. 사회연결망을바탕으로서사에등장하는인물들의상호작용에대해이해하려는시도들이있었지만, 아직기초적인수준에머물러있다. 본연구에서는영화스크립트에나타나는인물들의동시등장과감정에대한관계를나타내는정량적인지표를제시한다. 또한, 군집분석방법을적용하여인물군집구조를파악하고군집간감정관계를분석한다. 우리의방법론이서사간의비교를가능하게하고서사의고수준특징을얻을수있게하는밑바탕이될것이라고기대한다. Study 학위논문졸업연구 49

50 학위논문졸업연구박사과정신승규 ( 지도교수박주용 ) 문화콘텐츠와밈의생애데이터기반현대문화의다윈진화역학분석 다윈의진화론이생물학에끼친막대한영향력은진화론을바탕으로기존의생물계를넘어다양한복잡계시스템의진화적원리를설명하려는광범위한시도로이어졌다. 대중문화역시다양한문화적변이가운데환경에적합한개체가선택되고 ( 변이와선택 ), 후대의개체들은선대개체의우수한특성을모방하며 ( 유전 ), 최종적으로는환경에가장적합한상태로수렴하는등 ( 적응 ) 주요한다윈의진화론적특성을드러내기에오늘날이러한문화진화와관련된연구는활발히진행되고있다. 이에본논문에서는대중문화에서진화가일어나는양상을개별문화콘텐츠에대응하는상호작용자수준과, 문화유전자로불리는복제자, 밈 의수준으로나누어분석하고다양한진화적현상을설명하는방식을제안한다. 우선, 상호작용자수준에서시장에서의문화콘텐츠의흥망성쇠를추적하고, 콘텐츠의성공에있어중요한요인이무엇인가를살펴본다. 이후개별문화콘텐츠를여러밈의복합체로정의하고이를바탕으로문화유전자밈의수준에서전체시스템의변화를밈과장르의흥망, 그리고그에따른진화의관점에서재정의하였다. 50 Study 학위논문졸업연구

51 학위논문졸업연구박사과정김익환 ( 지도교수바장자샤를 ) 가상경관분류방법론을활용한디지털게임데이터베이스및가상경관설계방법론의구축 본논문은디지털게임을효율적으로분류할수있는분류방법론, 해당분류방법론을활용하여 PC와콘솔플랫폼상의 7407개의게임사례들을분류한데이터베이스, 그리고해당분류방법론을기반으로한디지털게임내가상공간설계방법론을제안한다. 분류방법론은다섯가지분류기준과 16가지의하위변수들로구성된다. 본연구에서는해당분류방법론을활용하여구축된데이터베이스를통하여, 기존에공개되지않은새로운 100가지유형의게임들과 2017년까지전세계디지털게임시장의성장패턴을파악하였다. 본연구에서제안하는설계방법론은분류방법론을근거로하는레이어의형태를취하고있으며, 디자이너가개발하고자하는게임의조건에적합한레이어를선택하여설계하고, 이를각각중첩하여하나의마스터플랜으로구현한다. 본연구에서제안하는설계방법론의유효성을검증하기위해진행된실험과피험자대상설문결과, 해당설계방법론은기존방법론에서 14.59% 였던디자인과정중디자인과연관이없는시간을 0.33% 로줄여주어디자이너들의업무효율을높였으며, 설계를임하는디자이너들사이의협력도를 3배이상늘여주고, 완성되는결과물의질적만족도를극적으로상승시켜줌을알수있었다. Study 학위논문졸업연구 51

52 학위논문졸업연구박사과정윤아연 ( 지도교수전봉관 ) 내러티브를활용한사회과학적이슈전시기획방법론연구 과학기술이사회에미치는영향이점차커지면서과학관에서사회과학적이슈 (socioscientific issues, SSI) 를다루어야한다는주장이꾸준히제기되고있다. 과학기술과관련된사회적이슈가점차증가하면서, 과학관도이에대한대중의과학적소양함양에노력해야한다는것이다. 하지만그에비해실제로과학관에서 SSI를다룬전시를찾아보기는쉽지않다. 그리고많은기획자들이전시할오브제를찾기어렵고핸즈온방식으로풀어내기어렵다는등 SSI 전시기획에많은어려움이있음을토로한다. 이에본연구는기획자들이실질적으로활용가능한 SSI 전시의기획방법론을제시하는데초점을맞추었다. 대다수의선행연구들이전시기획방향이나전략을제시하는데그쳐있을뿐구체적인방법론은제시하지않았기때문이다. 이를위해본연구는크게세가지연구주제를갖는다. 1) SSI 전시는정확히무엇을가리키며어떠한특성을갖고있는가?, 2) SSI 전시기획에내러티브방식을어떻게적용할수있는가?, 3) 내러티브를활용한 SSI 전시기획방법론이과연유효한방법론인가? 이에본연구는다음과같은방법으로진행되었다. 첫째, 지난 20년간의선행연구분석을토대로 SSI 전시의범주와목적, 특징을분석하였다. SSI 전시에대한학자들간의합의된개념이아직없었기때문이다. 이에저자는총 39편의기존연구들에서 SSI 전시에대한학자들의공통된의견들을추출하였고, 그결과비판적성찰, 맥락화된정보, 의견공유라는 SSI 전시의세가지특징을도출해내었다. 둘째, 이러한특징을반영하기위한방안으로 SSI 전시기획에내러티브방식을도입하여내러티브형 SSI 전시기획을위한스토리구조를제시하였다. 박물관분야에서논의되는내러티브형전시와과학교육분야에서의내러티브적용사례를종합적으로분석하여내러티브형과학전시형태를제안하고, 이를위한기획방법론으로 SSI 전시의이야기구조를제시한것이다. 이야기구조는각주제에따른스토리라인설계를위한가이드라인으로, 저자는해당이슈가제기된배경, 사회에미치는영향, 이슈를둘러싼다양한관점과입장등 SSI와관련된총열다섯가지스토리요소들을기승전결에따라배치하여관람동선에따라관람객의사고를자연스럽게이끌어낼수있도록구성하였다. 셋째, 포스트휴먼 을주제로전시스토리라인을설계하고실제전시로제작해봄으로써제시된 SSI 전시기획방법론의활용가능성을살펴보았다. 또한전시참여관람객을대상으로설문조사와인터뷰를진행함으로써전시스토리에의참여도과주제에대한비판적성찰정도를살펴보고 SSI 전시기획방법론의효용성을살펴보았다. 본연구에서제시한 SSI 전시의세가지특성 과 내러티브를활용한전시기획방법론 은많은기획자와학자들에게 SSI 전시를이해하고기획하기위한실질적인가이드라인으로기능할것이다. 본연구가앞으로의 SSI 전시연구에초석이되고, 과학관에서의실제적인 SSI 전시증대에기여하기를희망한다. 52 Study 학위논문졸업연구

53 학위논문졸업연구박사과정이정섭 ( 지도교수이성희 ) 유전알고리즘을이용한군무동선자동생성 안무작업에있어무용수의동선설계는높은창의성을요구하는작업중하나이다. 본논문은그러한다수무용수의동선설계를자동적으로수행하는새로운시스템을제안하고자한다. 이를위한첫번째단계로, 일반보행패턴과차별화되는무용수의동선을표현하기위한동선모델을설계하였다. 안무법및무용이론문헌조사를통해동선평가를위한네가지특성지표로서시간, 공간, 대칭, 규칙성을뽑았으며이를수학적으로모델링하였다. 본시스템은앞서말한동선모델및특성모델을바탕으로다목적유전알고리즘을수행한다. 본팀의연구목적및모델에맞춘선택, 변이, 교차연산이설계되었으며, 이를바탕으로동선변수의고차원공간을탐색, 임의의동선패턴으로부터점차사용자의기호를충족하는동선패턴들로진화하게끔한다. 다방면의사용자테스트를통해본시스템이생성해낸동선이실제사람에게유의미한차이를인지하게하는것을확인하였으며, 또한전문무용수가참여한워크숍을통해현장활용성역시살펴보았다. Study 학위논문졸업연구 53

54 학위논문졸업연구박사과정이석원 ( 지도교수이성희 ) 제약공간투영방법을이용한다접촉운동데이타분석과생성 사람의행동데이타가실제사람과다른가상캐릭터에수정없이그대로적용된다면그캐릭터가보여주는행동은물리적으로옳지않으며형태적으로도정확한의미를보존하지못할것이다. 이러한점은그데이타를사용하기위해서노동집약적인후처리작업이필요하게만든다. 더욱이다접촉을포함한데이타는녹화당시의잡음이데이타의정확성을더욱떨어뜨리게된다. 따라서, 본논문에서는다접촉모션데이타에서접촉정보를추론하여모션을기하, 물리적으로보정하는방법을제안한다. 이를위해, 기하와물리조건을포함한제약공간투영방법을이용한캐릭터모션수정방법을사용하였다. 이방법위에서설계된제약조건과목적함수는주어진사람행동데이타를주어진접촉조건에맞도록데이타를수정할수있다. 그후에, 접촉점예측기는주어진행동데이타를가장잘표현할수있는접촉점의집합을제안한다. 여기서제안된접촉점은모션수정방법을통해검증하고이과정은반복적으로수행되어최적의접촉점과모션데이타를출력한다. 이방법의정확성과효율성을다양한다접촉모션을통해검증하였다. 54 Study 학위논문졸업연구

55 학위논문졸업연구박사과정방승배 ( 지도교수이성희 ) 유전알고리즘을이용한군무동선자동생성 안무작업에있어무용수의동선설계는높은창의성을요구하는작업중하나이다. 본논문은그러한다수무용수의동선설계를자동적으로수행하는새로운시스템을제안하고자한다. 이를위한첫번째단계로, 일반보행패턴과차별화되는무용수의동선을표현하기위한동선모델을설계하였다. 안무법및무용이론문헌조사를통해동선평가를위한네가지특성지표로서시간, 공간, 대칭, 규칙성을뽑았으며이를수학적으로모델링하였다. 본시스템은앞서말한동선모델및특성모델을바탕으로다목적유전알고리즘을수행한다. 본팀의연구목적및모델에맞춘선택, 변이, 교차연산이설계되었으며, 이를바탕으로동선변수의고차원공간을탐색, 임의의동선패턴으로부터점차사용자의기호를충족하는동선패턴들로진화하게끔한다. 다방면의사용자테스트를통해본시스템이생성해낸동선이실제사람에게유의미한차이를인지하게하는것을확인하였으며, 또한전문무용수가참여한워크숍을통해현장활용성역시살펴보았다. Study 학위논문졸업연구 55

56 학위논문졸업연구박사과정김연준 ( 지도교수이성희 ) 인간형가상캐릭터의다중접촉모션리타게팅및생성 캐릭터애니메이션에서인간의모션을자동으로생성하는것은중요한문제중의하나이다. 그러나보행모션에관한연구가큰발전을이룬것과달리캐릭터와객체의인터랙션생성은여전히어려운문제로남아있다. 이는객체의종류와모양이매우다양하고, 복잡한환경에서의모션공간이고차원이며비선형인것에기인한다. 본박사학위논문은임의의객체와인터랙션하는인간형캐릭터의모션을자동생성하기위한두가지방법에대해다룬다. 먼저, 모션데이터가주어졌을때캐릭터와객체사이의기하학적관계를유사한모양의다른객체에적용함으로써새로운모션을생성하는리타게팅방법을소개하고, 그다음모션데이터를사용하지않고, 다중접촉을만드는중요한키포즈들을계획하여인터랙션모션으로합성하는방법을제시한다. 특히, 우리는캐릭터와객체의관계를상대적거리나방향과같은기하학적특징으로정의하고복잡한공간에서관절들이움직이는궤적들을계산하여모션을생성한다. 이로써원하는인터랙션모션을실시간에얻을수있으며, 우리의두가지방법들은더다양한애니메이션콘텐츠제작을가능케할것이다. 56 Study 학위논문졸업연구

57 학위논문졸업연구석사과정조유진 ( 지도교수이성희 ) 보행스타일과신체투명도가텔레프레젠스아바타에미치는영향에관한연구 텔레프레젠스는물리적으로상이한공간에위치한원격사용자들이마치같은장소에서상호작용하는듯한환상을불러일으키는커뮤니케이션방식이다. 그러나이러한환상을만들때, 사용자들간의실제공간이다른경우가상아바타에대한사용자의정확한동작을리타겟팅하는어려움이발생한다. 이논문에서는원격사용자간공간이달라사용자의보행모션과가상아바타의움직임이일치하지않음에따라발생하는문제를정의하고, 두가지사용자테스트를수행하여이문제를분석했다. 사용자테스트에서우리는원격사용자와가상아바타의보행모션을일치시키기위해 3개의다른동작스타일 ( 속도, 보폭, 미끄러짐모션 ) 과신체투명도 ( 몸전체, 머리부터무릎 ) 을적용했다. 본실험의결과에서신체투명도에서머리부터무릎까지보여준아바타의사용가능성을발견했다. 또한, 모션스타일의자연스러움이선호도에가장큰영향을미치기때문에, 모션스타일을선택함에있어자연스러움을고려해야함을발견할수있었다. Study 학위논문졸업연구 57

58 학위논문졸업연구석사과정김미진 ( 지도교수이성희 ) 상이공간내텔레프레즌스아바타의지시동작리타겟팅 아바타가주도하는 3차원텔레프레즌스는로컬공간에서사용자가원격공간에서다른사용자를나타내는 3D 가상아바타와상호작용할수있도록하는것을목표로한다. 두공간이공간적구조나가구의배치가다른경우, 원격사용자의움직임을아바타에직접적용하면사용자의움직임의의미가전달되지못하고잘못된커뮤니케이션을유발할수있다. 따라서원격사용자의배치및동작을로컬공간에맞게조정하여원격사용자의동작의의미를유지해야한다. 이논문은아바타의위치를지정하고아바타를위한지시동작을생성하는방법을제시했다. 첫째, 사용자실험을통해얻은트레이닝데이터로부터원격사용자의배치에따라로컬공간에서각아바타배치에대응하는확률을학습하고, 이를이용해로컬공간의레이아웃과원격사용자의배치를고려하여최적의아바타배치를찾는방법을개발하였다. 둘째, 로컬사용자의배치와물체의위치에따라원격사용자의시선및지시대상을유지하도록아바타의머리와손자세를수정하여원격사용자의지시동작을아바타로리타겟팅하는효과적인방법을개발하였다. 마지막으로사용자평가를통해이방법이텔레프레즌스환경에서몰입감과사회적현장감을향상시킨다는것을보여주었다. 58 Study 학위논문졸업연구

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62 학술활동 국제저널 Deep Learning for Audio-Based Music Classification and Tagging: Teaching Computers to Distinguish Rock from Bach IEEE SIGNAL PROCESSING MAGAZINE Nam Juhan Choi Keunwoo Lee Jongpil Chou Szu-Yu Yang Yi-Hsuan Over the last decade, music-streaming services have grown dramatically. Pandora, one company in the field, has pioneered and popularized streaming music by successfully deploying the Music Genome Project [1] ( based on human-annotated content analysis. Another company, Spotify, has a catalog of over 40 million songs and over 180 million users as of mid-2018 ( making it a leading music service provider worldwide. Giant technology companies such as Apple, Google, and Amazon have also been strengthening their music service platforms. Furthermore, artificial intelligence speakers, such as Amazon Echo, are gaining popularity, providing listeners with a new and easily accessible way to listen to music. suppress the afterimage of the shadow that appears when the person moves abruptly. It also helps blend the projected overlapping images from different projectors and show one smoothly combined display. The experiment results verify that our approach removes the shadow of a person effectively in a front projection environment and is fast enough to achieve real time performance. 62 Project 학술활동 ( 국제저널 )

63 Joint Detection and Classification of Singing Voice Melody Using Convolutional Recurrent Neural Networks APPLIED SCIENCES-BASEL Kum Sangeun, Nam Juhan Singing melody extraction essentially involves two tasks: one is detecting the activity of a singing voice in polyphonic music, and the other is estimating the pitch of a singing voice in the detected voiced segments. In this paper, we present a joint detection and classification (JDC) network that conducts the singing voice detection and the pitch estimation simultaneously. The JDC network is composed of the main network that predicts the pitch contours of the singing melody and an auxiliary network that facilitates the detection of the singing voice. The main network is built with a convolutional recurrent neural network with residual connections and predicts pitch labels that cover the vocal range with a high resolution, as well as non-voice status. The auxiliary network is trained to detect the singing voice using multi-level features shared from the main network. The two optimization processes are tied with a joint melody loss function. We evaluate the proposed model on multiple melody extraction and vocal detection datasets, including cross-dataset evaluation. The experiments demonstrate how the auxiliary network and the joint melody loss function improve the melody extraction performance. Furthermore, the results show that our method outperforms state-of-the-art algorithms on the datasets. Project 학술활동 ( 국제저널 ) 63

64 Introduction to the Issue on Data Science: Machine Learning for Audio Signal Processing IEEE JOURNAL OF SELECTED TOPICS IN SIGNAL PROCESSING Purwins Hendrik, Sturm Bob, Li Bo, Nam Juhan, Alwan Abeer AUDIO signal processing is currently undergoing a paradigm change, where data-driven machine learning is replacing hand-crafted feature design. This has led some to ask whether audio signal processing is still useful in the era of machine learning. This special issue aims to promote progress, systematization, understanding, and convergence of applying machine learning in the area of audio signal processing. Specifically, this issue is focused on work that demonstrates novel applications of machine learning techniques in the area of sound, speech and music signal processing, as well as methodological considerations of merging machine learning with audio signal processing. This special issue covers various topics, from a review of deep learning in the audio domain (Purwins et al.) to speech recognition (Bavu et al.), from voice activity detection (Ariav and Cohen) to musical brain state decoding (Ntalampiras and Potamitis), from music information retrieval (Kim et al.) to bioacoustic classification for species monitoring (Thakur and Rajan), from polyphonic acoustic event detection (Vesperini et al.) to heart sound segmentation (Oliveira et al.) and from speech enhancement (Wood and Rouat) to source separation (Le Roux et al.). 64 Project 학술활동 ( 국제저널 )

65 Comparison and Analysis of SampleCNN IEEE JOURNAL OF SELECTED TOPICS IN SIGNAL PROCESSING Kim Taejun, Lee Jongpil, Nam Juhan End-to-end learning with convolutional neural networks (CNNs) has become a standard approach in image classification. However, in audio classification, CNN-based models that use time-frequency representations as input are still popular. A recently proposed CNN architecture called SampleCNN takes raw waveforms directly and has very small sizes of filters. The architecture has proven to be effective in music classification tasks. In this paper, we scrutinize SampleCNN further by comparing it with spectrogram-based CNN and changing the suhsampling operation in three different audio domains: music, speech, and acoustic scene sound. Also, we extend SampleCNN to more advanced versions using components from residual networks and squeezeand-excitation networks. The results show that the squeeze-andexcitation block is particularly effective among them. Furthermore, we analyze the trained models to provide better understanding of the architectures. First, we visualize hierarchically learned features to see how the filters with small granularity adapt to audio signals from different domains. Second, we observe the squeeze-and-excitation block by plotting the distribution of excitation in several different ways. This analysis shows that the excitation tends to be increasingly class specific with increasing depth but the first layer that takes raw waveforms directly can be highly class specific, particularly in music data. We examine this further and show that the excitation in the first layer is sensitive to the loudness, which is an acoustic characteristic that distinguishes different genres of music. Project 학술활동 ( 국제저널 ) 65

66 UrbanSocialRadar: A place-aware social matching model for estimating serendipitous INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIE Kim Taehun, Lee Dongman, Hyun Soon-Joo, Doh Young Yim In the era of perpetual digital connectedness, information and communication technology has significantly altered the way people communicate and interact with each other. Nonetheless, the computer-mediated communication should only complement offline communication rather than substituting it, as the resultant online ties are not as strong as face-to-face ties. In an effort to understand the motives in making offline social interactions real and ultimately to predict willingness to engage in serendipitous interactions with people encountered in a public place, we propose a place-aware social matching model driven by interpersonal factors (i.e., similarity, complementarity, and intimacy) and socio-spatial factors (i.e., place sociability, information acquisition expectancy, and perceived personal space in a place). Through a web-based social matching survey experiment (N = 1139 matches from 99 participants in Korea) based on a bogus stranger paradigm, we examine the interrelationship between those factors and the interaction willingness using a series of multiple regression analyses and build a prediction model by devising predictive features based on several machine learning models. From this, we find that both factors have statistically significant influence on interaction willingness, yet interpersonal factors have a higher relative importance than the socio-spatial factors. The interesting point is that the predictive power of these factors varies according to the place characteristics and the level of interaction willingness. We also empirically test the predictability of the model built from the controlled lab experiment through real-world experiments. The results reveal that the proposed model predicts interaction willingness in a real world with under 21% error rate within the Korean cultural context. Findings have implications for the design of mobile social networking systems that endeavor to facilitate serendipitous interactions. 66 Project 학술활동 ( 국제저널 )

67 Automatic path generation for group dance performance using a genetic algorithm MULTIMEDIA TOOLS AND APPLICATIONS Lee Jeong Seob, Lee Sung-Hee Designing dancers paths in choreography, or a floor pattern, is one of the most highly creative tasks of choreographers. Aiming to assist this task, this paper presents a novel system that automatically generates a number of floor patterns for multiple dancers given a choreographer s high-level feature inputs. The proposed floor pattern model represents locomotor movements of dancers on stage. Through a dance literature survey, four major features, i.e., time, space, symmetry, and entropy, were selected as feature inputs and mathematically modeled. Our system uses a multi-objective genetic algorithm to achieve desired floor patterns given input features. It iterates from random floor patterns to the ones that satisfy users preferences while exploring the space of floor pattern with selection, mutation, crossover methods that are developed to fit the genotype of our system. User tests con- Project 학술활동 ( 국제저널 ) 67

68 Projective Motion Correction with Contact Optimization IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS Lee Sukwon, Lee Sung-Hee When motion capture data is applied to virtual characters, the applied motion often exhibits geometric and physical errors, which necessitates a cumbersome refinement process. We present a novel framework to efficiently obtain a corrected motion as well as its supporting contact information from multi-contact motion capture data. To this end, first, we present a projective dynamics-based method for optimizing character motions. By carefully defining objective functions and constraints using differential representation of motions, we develop a highly efficient motion optimizer that can create geometrically and dynamically adjusted motions given reference motion data and contact information. Second, we develop a contact optimizer that finds a set of contacts that allows the motion optimizer to generate a motion that best follows the reference motion under dynamic and geometric constraints. This is achieved by iteratively improving the hypothesis on the best set of contacts by getting feedback from the motion optimizer. We demonstrate that our method significantly improves the naturalness of a wide range of motion capture data, from walking to rolling. 68 Project 학술활동 ( 국제저널 )

69 Lighting Layout Optimization for 3D Indoor Scenes COMPUTER GRAPHICS FORUM Jin Sam, Lee Sung-Hee As the number of models for 3D indoor scenes are increasing rapidly, methods for generating the lighting layout have also become increasingly important. This paper presents a novel method that creates optimal placements and intensities of a set of lights in indoor scenes. Our method is characterized by designing the objective functions for the optimization based on the lighting guidelines used in the interior design field. Specifically, to apply major elements of the lighting guideline, we identify three criteria, namely the structure, function, and aesthetics, that are suitable for the virtual space and quantify them through a set of objective terms: pairwise relation, hierarchy, circulation, illuminance, and collision. Given an indoor scene with properly arranged furniture as input, our method combines the procedural and optimization-based approaches to generate lighting layouts appropriate to the geometric and functional characteristics of the input scene. The effectiveness of our method is demonstrated with an ablation study of cost terms for the optimization and a user study for perceptual evaluation. Project 학술활동 ( 국제저널 ) 69

70 Color refinement using deep neural networks for enhancing color recognition in a projectorcamera system JOURNAL OF THE SOCIETY FOR INFORMATION DISPLAY Kang Changgu, Kim Meekyoung, Lee Sung-Hee In projector-camera systems, object recognition is essential to enable users to interact with physical objects. Among several input features used by the object classifier, color information is widely used as it is easily obtainable. However, the color of an object seen by the camera changes due to the projected light from the projector, which degrades the recognition performance. To solve this problem, we propose a method to restore the original color of an object from the observed color through camera. The color refinement method has been developed based on the deep neural network. The inputs to the neural network are the color of the projector light as well as the observed color of the object in multiple color spaces, including RGB, HSV, HIS, and HSL. The neural network is trained in a supervised manner. Through a number of experiments, we show that our refinement method reduces the difference from the original color and improves the object recognition rate implemented with a number of classification methods. 70 Project 학술활동 ( 국제저널 )

71 A computational approach for spider webinspired fabrication of string art the object classifier, color information COMPUTER ANIMATION AND VIRTUAL WORLDS Je Seungwoo, Abileva Yekaterina, Bianchi Andrea, Bazin Jean-Charles Creating objects with threads is commonly referred to as string art. It is typically a manual, tedious work reserved for skilled artists. In this paper, we investigate how to automatically fabricate string art pieces from one single continuous thread in such a way that it looks like an input image. The proposed system consists of a thread connection optimization algorithm and a custom-made fabrication machine. It allows casual users to create their own personalized string art pieces in a fully automatic manner. Quantitative and qualitative evaluations demonstrated our system can create visually appealing results. Project 학술활동 ( 국제저널 ) 71

72 Physics-based full-body soccer motion control for dribbling and shooting counseling clients ACM Transactions on Graphics Hong Seokpyo, Han Daseong, Cho Kyungmin, Shin Sung-Yong, Noh Ju- Playing with a soccer ball is not easy even for a real human because of dynamic foot contacts with the moving ball while chasing and controlling it. The problem of online full-body soccer motion synthesis is challenging and has not been fully solved yet. In this paper, we present a novel motion control system that produces physically-correct full-body soccer motions: dribbling forward, dribbling to the side, and shooting, in response to an online user motion prescription specified by a motion type, a running speed, and a turning angle. This system performs two tightly-coupled tasks: data-driven motion prediction and physics-based motion synthesis. Given example motion data, the former synthesizes a reference motion in accordance with an online user input and further refines the motion to make the character kick the ball at a right time and place. Provided with the reference motion, the latter then adopts a Model Predictive Control (MPC) framework to generate a physically-correct soccer motion, by solving an optimal control problem that is formulated based on dynamics for a full-body character and the moving ball together with their interactions. Our demonstration shows the effectiveness of the proposed system that synthesizes convincing full-body soccer motions in various scenarios such as adjusting the desired running speed of the character, changing the velocity and the mass of the ball, and maintaining balance against external forces. 72 Project 학술활동 ( 국제저널 )

73 Video Extrapolation Using Neighboring Frames adolescence ACM Transactions on Graphics Lee Sangwoo, Lee Jungjin, Kim Bumki, Kim Kyehyun, Noh Junyong With the popularity of immersive display systems that fill the viewer s field of view (FOV) entirely, demand for wide FOV content has increased. A video extrapolation technique based on reuse of existing videos is one of the most efficient ways to produce wide FOV content. Extrapolating a video poses a great challenge, however, due to the insufficient amount of cues and information that can be leveraged for the estimation of the extended region. This article introduces a novel framework that allows the extrapolation of an input video and consequently converts a conventional content into one with wide FOV. The key idea of the proposed approach is to integrate the information from all frames in the input video into each frame. Utilizing the information from all frames is crucial because it is very difficult to achieve the goal with a twodimensional transformation based approach when parallax caused by camera motion is apparent. Warping guided by three-dimensnional scene points matches the viewpoints between the different frames. The matched frames are blended to create extended views. Various experiments demonstrate that the results of the proposed method are more visually plausible than those produced using state-of-the-art techniques. Project 학술활동 ( 국제저널 ) 73

74 Real-Time Human Shadow Removal in a Front Projection System COMPUTER GRAPHICS FORUM Kim Jaedong, Seo Hyunggoog, Cha Seung Hoon, Noh Junyong When a person is located between a display and an operating projector, a shadow is cast on the display. The shadow on the display may eliminate important visual information and therefore adversely affect the viewing experiences. There have been various attempts to remove the human shadow cast on a projection display by using multiple projectors. While previous approaches successfully removed the shadow region when a person moderately moves around or stands stationary in front of the display, there is still an afterimage effect due to the lack of consideration of the limb motion of the person. We propose a new real-time approach to removing the shadow cast by a person who dynamically interacts with the display, making limb motions in a front projection system. The proposed method utilizes a human skeleton obtained from a depth camera to track the posture of the person which changes over time. A model that consists of spheres and conical frustums is constructed based on the skeleton information in order to represent volumetric information of the person being tracked. Our method precisely estimates the shadow region by projecting the volumetric model onto the display. In addition, employment of intensity masks that are built based on a distance field helps suppress the afterimage of the shadow that appears when the person moves abruptly. It also helps blend the projected overlapping images from different projectors and show one smoothly combined display. The experiment results verify that our approach removes the shadow of a person effectively in a front projection environment and is fast enough to achieve real-time performance. 74 Project 학술활동 ( 국제저널 )

75 Remote Diagnosis of Architectural Heritage Based on 5W1H Model-Based Metadata in Virtual Reality ISPRS INTERNATIONAL JOURNAL OF GEO-INFORMATION Lee Jongwook, Kim Junki, Ahn Jaehong, Woo Woontack We propose a framework based on the 5W1H model-based metadata for remote diagnosis in virtual reality (VR). For this purpose, we suggest unique metadata composed of Point of Interest (POI)-extended anchor (xanchor)- content for a context-aware service in virtual and augmented reality. We define the attributes of the metadata based on the 5W1H context for information retrieval according to the context in a remote diagnosis. Second, we propose the ontology-based linker metadata that express the relations between AR scenes and that retrieve external information. Moreover, we suggest heritage building information metadata for information retrieval according to context. For evaluation, we created a geo-tagged content tool and a remote diagnosis VR application. We conducted focus-group interviews and heuristic evaluations for remote diagnosis in VR to verify the methodology of this study. As a result, we found that experts were most satisfied with the functions that provide the contextualized information. This study contributes to the geospatial metadata for a context-aware service in VR/AR as well as the remote diagnosis framework to overcome the time-consuming problem of the existing remote diagnosis. Project 학술활동 ( 국제저널 ) 75

76 Context-aware risk management for architectural heritage using historic building JOURNAL OF CULTURAL HERITAGE Lee Jongwook, Kim Junki, Ahn Jaehong, Woo Woontack This research proposes a data structure for context-aware risk management for architectural heritage using Historic Building Information Modeling (HBIM) and Virtual Reality (VR). In cultural heritage domain, risk management plays a key role in the preservation and intervention of the heritage. For effective risk management, it is important to share enriched data between people who monitor and diagnose heritages and people who recognize the context of information. The 5W1H (what, when, where, who, why, and how) model-based metadata structure for context-awareness and the framework for linking the HBIM with VR environment which enables sharing and retrieving of risk management information are proposed in this research. Two prototypes were created; an on-site VR application for the heritage managers and a remote VR application for the conservators. The effectiveness of the applications was verified through an experiment including a user survey to compare the paper-based and the VR-based methods regarding onsite VR application, and a focus-group interview regarding the remote VR application. This study enabled to integrate risk management information scattered across a variety of sources and formats, provide contextualized information. Thereby it shortens the time and effort spent to find and share information by heritage managers and conservators. (C) 2019 Elsevier Masson SAS. All rights reserved. 76 Project 학술활동 ( 국제저널 )

77 Survey and Analysis of Interactive Art Documentation, LEONARDO Jang Ji Yoon, Ha Byeongwon, Lee Byungjoo Today, documentation is becoming a major source of exposure and appreciation for artworks on the Internet, beyond the original purpose of preservation and academic archiving. This study analyzes 982 documentations of interactive digital art projects created between 1979 and Each documentation was represented as a point in a 17-dimensional vector space through binary encoding. The resulting visualization from the t-sne algorithm shows that, compared to its phenomenological quality, most documentation of interactive art is a cinematic surrogate that follows film post-production techniques. In conclusion, this study calls for the development of documentary techniques that can provide the viewer with a quasi-authentic experience of the original work in interactive digital art. Project 학술활동 ( 국제저널 ) 77

78 A Conceptual Framework for the Externalization of Ecological Wisdom: The SUSTAINABILITY Min Aram, Lee Ji-Hyun With the continuous effort for a harmonious coexistence with nature in human settlement, theories for ecological design and urban sustainability are proposed and developed. However, in 2014, a new concept called ecological wisdom was proposed with the baseline that knowledge of ecological design should be gained from past sustained examples as ecological design problem spaces are unbounded. How can ecological wisdom from designs be acquired for reuse? The purpose of this research is to propose a conceptual framework for the acquisition of ecological wisdom and develop a detailed externalization methodology (a process of making tacit knowledge into explicit knowledge). Then, to see if it works or not, the methodology is applied to private Korean gardens of the Joseon Dynasty, which are renowned for being naturalistic. First, references from knowledge management (KM) are reviewed to claim that externalization step is necessary for the knowledge cycle of ecological wisdom. Then, for externalization, four steps are presented: (1) Case definition; (2) case deconstruction into geometric data and environmental data; (3) similarity calculation for each data types; and (4) matrix correlation between similarity matrices from geometric data and similarity matrices from environmental data. When the above externalization method is applied to 35 cases of private Korean gardens, yearly average temperature and proximity to the nearest river were the most correlated natural factors in terms of architectural spatial relationship in Korean gardens. 78 Project 학술활동 ( 국제저널 )

79 Technoeconomic and Environmental Evaluation of Sodium Bicarbonate Production INDUSTRIAL & ENGINEERING CHEMISTRY RESEARCH Lee Ji Hyun, Lee Dong Woog, Kwak Choonyong, Kang KiJun, Lee Jay Hyung This study analyzes the technical, economic, and environmental feasibility of a CO2 mineralization process, which has great potential in terms of CO2 utilization capacity. The chosen process is the sodium bicarbonate manufacturing process that uses sodium carbonate solution with CO2 that is obtained from the flue gas produced from a coal-fired power plant. The technical feasibility analysis involves performance evaluation, which is conducted using a bench-scale apparatus capable of producing sodium bicarbonate with a purity of 99% and greater. According to the analysis, the CO2 reduction potential of the proposed CO2 utilization process is approximately 0.33 ton of CO2 per ton of sodium bicarbonate produced. When comparing CO2 emissions for the production of 1 ton of sodium bicarbonate, the CO2 utilization process of this study produces approximately 0.10 ton of CO2 emissions excluding the CO2 footprint of sodium carbonate, which is the key raw material. If the footprint of sodium carbonate from the Solvay process is used to account for it, this number goes up to 1.96 tons compared to the 1.69 tons produced by the conventional process. In addition, this study evaluates the economic feasibility of a commercial-scale plant based on the proposed technology with the capacity of tons of sodium bicarbonate by utilizing approximately tons of CO2 per year. Most of the analyzed cases indicate strong economic potential with a benefit-cost ratio and internal rate of return value of 1.45 and 80.5%, respectively. Project 학술활동 ( 국제저널 ) 79

80 Clustering Insomnia Patterns by Data From Wearable Devices: Algorithm Development JMIR MHEALTH AND UHEALTH Park Sungkyu, Lee Sang Won, Han Sungwon, Cha Meeyoung Background: As societies become more complex, larger populations suffer from insomnia In 2014, the US Centers for Disease Control and Prevention declared that sleep disorders should be dealt with as a public health epidemic. However, it is hard to provide adequate treatment for each insomnia sufferer, since various behavioral characteristics influence symptoms of insomnia collectively. Objective: We aim to develop a neural-net based unsupervised user clustering method towards insomnia sufferers in order to clarify the unique traits for each derived groups. Unlike the current diagnosis of insomnia that requires qualitative analysis from interview results, the classification of individuals with insomnia by using various information modalities from smart bands and neural-nets can provide better insight into insomnia treatments. Methods: This study, as part of the precision psychiatry initiative, is based on a smart band experiment conducted over 6 weeks on individuals with insomnia. During the experiment period, a total of 42 participants (19 male; average age [SD 2.79]) from a large university wore smart bands 24/7, and 3 modalities were collected and examined: sleep patterns, daily activities, and personal demographics. We considered the consecutive daily information as a form of images, learned the latent variables of the images via a convolutional autoencoder (CAE), and clustered and labeled the input images based on the derived features. We then converted consecutive daily information into a sequence of the labels for each subject and finally clustered the people with insomnia based on their predominant labels. Results: Our method identified 5 new insomnia-activity clusters of participants that conventional methods have not recognized, and significant differences in sleep and behavioral characteristics were shown among groups (analysis of variance on rank: F-4,F-37 =2.36, P=.07 for the sleep_min feature; F-4,F-37 =9.05, P<.001 for sleep_efficiency; F-4,F-37 =8.16, P<.001 for active_calorie; F-4,F-37 =6.53, P<.001 for walks; and F-4,F-37 =3.51, P=.02 for stairs). Analyzing the consecutive data through a CAE and clustering could reveal intricate connections between insomnia and various everyday activity markers. Conclusions: Our research suggests that unsupervised learning allows health practitioners to devise precise and tailored interventions at the level of data-guided user clusters (ie, precision psychiatry), which could be a novel solution to treating insomnia and other mental disorders. 80 Project 학술활동 ( 국제저널 )

81 Understanding Facebook news post comment reading and reacting behavior through COMPUTERS IN HUMAN BEHAVIOR Almoqbel Mashael Y., Wohn Donghee Yvette, Hayes Rebecca A., Cha Meeyoung Social media allows the readers of online news posts more engagement with the article through comments and comment Liking. Motivations for such actions are important because engagement around a comment increases the accessibility of that comment to other readers, leading to a far-reaching effect on the news post ground truth. Yet, motivations behind these actions and how they relate to the increasingly polarized political environment is understudied. This research investigates motivations for comment reading and Liking on social media news articles, and whether reading comments before or after reading the full article is related to different commenting and Liking motivations. In addition, we examine how political extremism and cultural orientation is related to users motivations. Through survey data (N = 514) obtained from two samples, one Korean and one in the U.S., we conclude that cultural orientation was a salient independent variable when looking at comment and Liking motivations, while political extremism played a minor role in motivations. Project 학술활동 ( 국제저널 ) 81

82 Novelty and influence of creative works, and quantifying patterns of advances based on EPJ Data Science Doheum Park ; Juhan Nam ; Juyong Park Recent advances in the quantitative, computational methodology for the modeling and analysis of heterogeneous large-scale data are leading to new opportunities for understanding human behaviors and faculties, including creativity that drives creative enterprises such as science. While innovation is crucial for novel and influential achievements, quantifying these qualities in creative works remains a challenge. Here we present an information-theoretic framework for computing the novelty and influence of creative works based on their generation probabilities reflecting the degree of uniqueness of their elements in comparison with other works. Applying the formalism to a high-quality, large-scale data set of classical piano compositions works of significant scientific and intellectual value spanning several centuries of musical history, represented as symbolic progressions of chords, we find that the enterprise s developmental history can be characterised as a dynamic process composed of the emergence of dominant, paradigmatic creative styles that define distinct historical periods. These findings can offer a new understanding of the evolution of creative enterprises based on principled measures of novelty and influence. 82 Project 학술활동 ( 국제저널 )

83 Semantic Tagging of Singing Voices in Popular Music Recordings IEEE/ACM transactions on audio, speech, and language processing Kim, Keunhyoung ; Lee, Jongpil ; Kum, Sangeun ; Park, Chae Lin ; Nam, Juhan Singing voice is a key sound source in popular music. As recent music streaming and entertainment services call for more intelligent solutions to retrieve songs or evaluate musical characteristics, automatic analysis of popular music targeted to singing voice has been a significant research subject. The majority of studies have focused on quantitative or objective information of singing voice such as pitch, lyrics or singer identity. However, singing voice has a wide variety of dimensions that are somewhat difficult to quantify and therefore we often describe by words. In this article, we address the qualitative analysis of singing voice as a music auto-tagging task that annotates songs with a set of tag words. To this end, we build a music tag dataset dedicated to singing voice. Specifically, we define a vocabulary that describes timbre and singing styles of K-pop vocalists and collect human annotations for individual tracks. We then conduct statistical analysis to understand the global and temporal characteristics of the tag words. Using the dataset, we train a deep neural network model to automatically predict the voice-specific tags from popular music recordings and evaluate the model in different conditions. We discuss the results by comparing them to the statistical analysis of tag words. Finally, we show potential applications of the vocal tagging system in music retrieval, music thumbnailing and singing evaluation. Project 학술활동 ( 국제저널 ) 83

84 Synthesizing Character Animation with Smoothly Decomposed Motion Layers Computer Graphics Forum, February Eom, Haegwang ; Choi, Byungkuk ; Cho, Kyungmin ; Jung, Sunjin ; Hong, Seokpyo ; Noh, Junyong The processing of captured motion is an essential task for undertaking the synthesis of high quality character animation. The motion decomposition techniques investigated in prior work extract meaningful motion primitives that help to facilitate this process. Carefully selected motion primitives can play a major role in various motion synthesis tasks, such as interpolation, blending, warping, editing or the generation of new motions. Unfortunately, for a complex character motion, finding generic motion primitives by decomposition is an intractable problem due to the compound nature of the behaviours of such characters. Additionally, decomposed motion primitives tend to be too limited for the chosen model to cover a broad range of motionsynthesis tasks. To address these challenges, we propose a generative motion decomposition framework in which the decomposed motion primitives are applicable to a wide range of motion synthesis tasks. Technically, the input motion is smoothly decomposed into three motion layers. These are base level motion, a layer with controllable motion displacements and a layer with high frequency residuals. The final motion can easily be synthesized simply by changing a single user parameter that is linked to the layer of controllable motion displacements or by imposing suitable temporal correspondences to the decomposition framework. Our experiments show that this decomposition provides a great deal of flexibility in several motion synthesis scenarios: denoising, style modulation, upsampling and time warping. 84 Project 학술활동 ( 국제저널 )

85 What Types of Happiness Do Korean Adults Pursue? Comparison of Seven Happiness International journal of environmental research and public health Young Yim Doh ; Ji-Bum Chung Although Korea has achieved successful economic, social, cultural, and technological development over the past decades, Korean people do not seem to be particularly happy. To enhance an individual s happiness, we need to be aware of what situations and environmental conditions are conducive for happiness and explore the values of happiness we pursue. This study investigated the types of happiness expressed by Korean people using a mixedmethod approach. Personal in-depth (n = 15) and focus group (n = 16) interviews were conducted with people who reported feeling a high level of happiness. Happiness categorization was conducted using Q methodology (n = 63). Subsequently, we surveyed 999 nationally representative samples of Korean adults to generalize the results of the Q analysis. The findings revealed seven types of adult happiness in Korea: (1) Self-actualization, (2) Belongingness, (3) Mission, (4) Social recognition, (5) Enjoyment, (6) Material success, and (7) Parenting. The combined results of the qualitative and quantitative analyses showed that in Korea, people pursuing money or social success feel the unhappiest, whereas people pursuing a mission or sense of belonging feel the happiest. In conclusion, we discussed the need for happiness literacy education, to provide each adult an opportunity to understand the type of happiness they pursue. Project 학술활동 ( 국제저널 ) 85

86 Linguistic evolution driven by network heterogeneity and the Turing mechanism arxiv Mimar, Sayat ; Juane, Mariamo Mussa ; Mira, Jorge ; Park, Juyong ; Munuzuri, Alberto P. ; Ghoshal, Gourab Given the rapidly evolving landscape of linguistic prevalence, whereby a majority of the world s existing languages are dying out in favor of the adoption of a comparatively fewer set of languages, the factors behind this phenomenon has been the subject of vigorous research. The majority of approaches investigate the temporal evolution of two competing languages in the form of differential equations describing their behavior at large scale. In contrast, relatively few consider the spatial dimension of the problem. Furthermore while much attention has focused on the phenomena of language shift---the adoption of majority languages in lieu of minority ones---relatively less light has been shed on linguistic coexistence, where two or more languages persist in a geographically contiguous region. Here, we study the geographical component of language spread on a discrete medium to monitor the dispersal of language species at a microscopic level. Language dynamics is modeled through a reaction-diffusion system that occurs on a heterogeneous network of contacts based on population flows between urban centers. We show that our framework accurately reproduces empirical linguistic trends driven by a combination of the Turing instability, a mechanism for spontaneous pattern-formation applicable to many natural systems, the heterogeneity of the contact network, and the asymmetries in how people perceive the status of a language. We demonstrate the robustness of our formulation on two datasets corresponding to linguistic coexistence in northern Spain and southern Austria. 86 Project 학술활동 ( 국제저널 )

87 Towards new fashion design education: learning virtual prototyping using E-textiles International Journal of Technology and Design Education Han, Ahyoung ; Wohn, Kwangyun ; Ahn, Jaehong Fashion designers in the digital era will be expected to have a profound knowledge of programming and physical computing. Therefore, finding effective methods to adopt E-textiles in fashion education is developing imperative furtherance. E-textiles are clothes embedded with microcomputers, digital components (sensor, LED), and other electronic devices. Existing E- textile platforms, such as LilyPad Arduino tutorials, have a high entry barrier because they are complicated for students who are not familiar with programming and engineering. Additionally, the stitching step using conductive thread that makes it difficult to reuse components. This can make it prohibitively expensive for beginners, given the trial-and-error process involved in the learning. In this context, this study aims to identify effective methods to adopt E-textiles in fashion schools. To design a user-friendly application that allows students to learn more easily, we conducted a user study and acquired the feedback from students in fashion schools. Based on the result of the analysis, we developed two versions of a web-based tool called Virtual Prototyping for E-textiles learning. One version included a task-oriented method while the other adopted a more explorative-oriented method. Project 학술활동 ( 국제저널 ) 87

88 Physically-inspired Deep Light Estimation from a Homogeneous-Material Object for IEEE Transactions on Visualization and Computer Graphics Park, Jinwoo ; Park, Hunmin ; Yoon, Sung-Eui ; Woo, Woontack In mixed reality (MR), augmenting virtual objects consistently with real-world illumination is one of the key factors that provide a realistic and immersive user experience. For this purpose, we propose a novel deep learning-based method to estimate high dynamic range (HDR) illumination from a single RGB image of a reference object. To obtain illumination of a current scene, previous approaches inserted a special camera in that scene, which may interfere with user s immersion, or they analyzed reflected radiances from a passive light probe with a specific type of materials or a known shape. The proposed method does not require any additional gadgets or strong prior cues, and aims to predict illumination from a single image of an observed object with a wide range of homogeneous materials and shapes. To effectively solve this ill-posed inverse rendering problem, three sequential deep neural networks are employed based on a physically-inspired design. These networks perform end-to-end regression to gradually decrease dependency on the material and shape. To cover various conditions, the proposed networks are trained on a large synthetic dataset generated by physically-based rendering. Finally, the reconstructed HDR illumination enables realistic image-based lighting of virtual objects in MR. Experimental results demonstrate the effectiveness of this approach compared against state-of-the-art methods. The paper also suggests some interesting MR applications in indoor and outdoor scenes. 88 Project 학술활동 ( 국제저널 )

89 3D Hand Tracking in the Presence of Excessive Motion Blur IEEE Transactions on Visualization and Computer Graphics Park, Gabyong ; Argyros, Antonis ; Lee, Juyoung ; Woo, Woontack We present a sensor-fusion method that exploits a depth camera and a gyroscope to track the articulation of a hand in the presence of excessive motion blur. In case of slow and smooth hand motions, the existing methods estimate the hand pose fairly accurately and robustly, despite challenges due to the high dimensionality of the problem, self-occlusions, uniform appearance of hand parts, etc. However, the accuracy of hand pose estimation drops considerably for fast-moving hands because the depth image is severely distorted due to motion blur. Moreover, when hands move fast, the actual hand pose is far from the one estimated in the previous frame, therefore the assumption of temporal continuity on which tracking methods rely, is not valid. In this paper, we track fast-moving hands with the combination of a gyroscope and a depth camera. As a first step, we calibrate a depth camera and a gyroscope attached to a hand so as to identify their time and pose offsets. Following that, we fuse the rotation information of the calibrated gyroscope with model-based hierarchical particle filter tracking. A series of quantitative and qualitative experiments demonstrate that the proposed method performs more accurately and robustly in the presence of motion blur, when compared to state of the art algorithms, especially in the case of very fast hand rotations. Project 학술활동 ( 국제저널 ) 89

90 Flexible weighting of target features based on distractor context ATTENTION PERCEPTION & PSYCHOPHYSICS Lee, Jeongmi ; Geng, Joy J. Models of attention posit that attentional priority is established by summing the saliency and relevancy signals from feature-selective maps. The dimension-weighting account further hypothesizes that information from each feature-selective map is weighted based on expectations of how informative each dimension will be. In the current studies, we investigated the question of whether attentional biases to the features of a conjunction target (color and orientation) differ when one dimension is expected to be more diagnostic of the target. In a series of color-orientation conjunction search tasks, observers saw an exact cue for the upcoming target, while the probability of distractors sharing a target feature in each dimension was manipulated. In one context, distractors were more likely to share the target color, and in another, distractors were more likely to share the target orientation. The results indicated that despite an overall bias toward color, attentional priority to each target feature was flexibly adjusted according to distractor context: RT and accuracy performance was better when the diagnostic feature was expected than unexpected. This occurred both when the distractor context was learned implicitly and explicitly. These results suggest that feature-based enhancement can occur selectively for the dimension expected to be most informative in distinguishing the target from distractors. 90 Project 학술활동 ( 국제저널 )

91 Human Moral Reasoning Types in Autonomous Vehicle Moral Dilemmas: A cross-cultural comparison of Korea and Canada COMPUTERS IN HUMAN BEHAVIOR Rhim, Jimin ; Lee, Gi-bbeum ; Lee, Ji-Hyun The widespread of Autonomous Vehicle (AV) promises a transportation system revolution. Despite its potential benefits, there has been an unsolved discussion of how AV should behave during unavoidable crash situations, which is known as the Moral Dilemma of AV. The goal of this study is to investigate how AV Morality can be designed to align with human values by observing human moral reasoning process, which could be applicable for AV Moral Dilemma scenarios. To do that, we used an exploratory sequential mixed-research methodology to compare human moral reasoning types from two cultures: Korea, a highly collectivist culture, and Canada, a typical individualist culture. First, unavoidable crash scenarios that reflect the complex real-world crash contexts were developed. Second, a moral thought experiment in the form of in-depth interviews was conducted for both cultures (N = 70, Koreans = 33, Canadians = 37). Finally, K-means clustering analysis was conducted. As a result, three human moral reasoning types (Moral Altruist, Moral Non-determinist, and Moral-Deontologist) were defined. The study results reduce abstractness of AV morality by defining distinct moral decisionmaking patterns which are described by moral value. The findings provide guidelines for designing culture-specific moral behaviors, provide guidelines for AV practitioners, and increase AV morality transparency for the public. Project 학술활동 ( 국제저널 ) 91

92 Image-Based Tactile Emojis: Improved Interpretation of Message Intention and Subtle Nuance for Visually Impaired HUMAN-COMPUTER INTERACTION Choi, Yuri ; Hyun, Kyung Hoon ; Lee, Ji-Hyun To enhance missing nonverbal cues in computer-mediated communication using text, those who can see often use emojis or emoticons. Although emojis for the sighted have transformed throughout the years to animated forms and added sound effects, emojis for visually impaired people remain underdeveloped. This study tested how tactile emojis based on visual imagery combined with the Braille system can enhance clarity in the computer-mediated communication environment for those with visual impairments. Results of this study confirmed three things: Visually impaired subjects were able to connect emotional emojis to the emotion they represented without any prior guidance, image-based (picture-based) and non-image-based (abstraction-based) tactile emoji were equally learnable, and the clarity of intended meaning was improved when an emoji was used with text (Braille). Thirty visually impaired subjects were able to match an average of 67% of emotions without prior guidance, and three of the four subjects who matched perfectly both before and after guidance were congenitally blind. The subjects had the most trouble discriminating the facial feature of fear between sadness or surprised for they shared similar traits. After guidance, the image-based tactile design elicited an average of 81% correct answers, whereas the nonimage-based tactile design elicited an average of 37%, showing that the image-based tactile design was more effective for learning the meaning of emojis. The clarity of the sentence was also improved. This study shows that image-based tactile emojis can improve the texting experience of visually impaired individuals to a level where they can communicate subtle emotional cues through tactile imagery. This advance could minimize the service gap between sighted and visually impaired people and offer a much more abundant computer-mediated communication environment for visually impaired individuals. 92 Project 학술활동 ( 국제저널 )

93 학술활동국내저널 고령자주거만족도와우울감상관성분석에기반한 주거우울 연구 The Journal of the Convergence on Culture Technology 이예원, 박종욱, 우성주 우리나라는급격히증가하고있는고령인구증가에따라고령자의사회적고립및우울등의문제가심각하게제기되고있다. 또한, 고령자의건강과삶의질의향상요인으로주거환경에대한중요성이부각되면서고령자주거에대한논의는더욱강조되고있다. 본연구에서는, 이와같은현실을고려하며, 2017년도 9월 1일부터 9월 30일까지 7 개시 구에거주하는 65세이상남 여단독가구고령자 350명을대상으로단독가구고령자의주거우울개념및주거우울유형을실증적으로정립 분석하였다. 측정도구의신뢰도및타당성검토와우울과주거만족의상관분석을실시하였고, 주거우울유형분류를위해회귀분석을시행하였다. 그결과, 고령자우울과주거만족의상관을확인하였고, 주거우울지수를산출하여단독가구고령자의우울상태를판정할수있도록하였다. 본연구를통해새롭게개발된주거우울척도와유형이단독가구고령자의주거우울정도에대한정확한진단을가능하게할것으로기대된다. Project 학술활동 ( 국제저널 ) 93

94 학술활동국내저널 플레이어경험을통한게임의예술성의미연구 한국게임학회논문지 김민서, 김미진, 오규환, 도영임 본연구는게임플레이어들이플레이과정에서어떤경험을예술적이라고인식하는지에대한실증연구이다. 12명의게임플레이어가참여하는플레이워크숍을통해플레이보고서를수집하고, 예술적경험의다양한층위에대한지시범주를체계화하였다. 이를바탕으로네트워크의미망분석을수행하여플레이어가플레이과정에서어떤경험을예술적의미로받아들이고있는지구체화하였다. 그결과게임플레이어들은일반예술과마찬가지로삶을성찰하는주제의식을발견하거나게임의의미를해석하는과정에서예술적경험을창출하고있음을확인하였다. 94 Project 학술활동 ( 국내저널 )

95 학술활동국내저널 학교장면에서교사의상업용온라인게임활용의사에영향을미치는요인 한국컴퓨터게임학회논문지 도영임, 김지연 본연구는학교장면에서학생지도시교사의상업용온라인게임활용의사에영향을미치는요인이무엇인지, 그리고각요인들이어떠한영향을미치는지를알아보기위해수행되었다. 이를위해면대면설문조사를실시하였고, 전국초, 중, 고등학교교사와상담교사, 전문상담사, 총 236명의자료가분석되었다. 교사의인구통계학적특성과교사의상업용온라인게임활용의사의관련성을분석해본결과, 남성보다여성교사가, 교사의연령이높고근무기간이길수록상업용온라인게임활용의사가낮은것으로확인되었다. 교사의상업용온라인게임활용의사에영향을미치는요인을중다회귀분석방법을통해분석한결과, 교사의개방성과디지털게임에대한태도중디지털게임의유익성에대한인식, 디지털미디어활용능력이학생지도시교사의상업용온라인게임활용의사에정의영향을미치는것으로확인되었다. 본연구는교과학습및학생생활지도에있어교육적잠재력을가지고있는상업용온라인게임에대한교사의활용의사를촉진하는주요요인들을밝혔다는데그의의가있다. Project 학술활동 ( 국제저널 ) 95

96 학술활동국내저널 구성주의박물관교육프로그램의새로운방향과쟁점연구 - 실효적게이미피케이션 (Meaningful Gamification) 을중심으로 - 글로벌문화콘텐츠 남정은, 박종욱, 우성주 본연구는교육영역에서게이미피케이션의적용목적및효과를동기유발로보는논의들이활발하게진행되고있음에도불구하고박물관교육프로그램대상의학문적연구및실증적고찰이부족하다는판단하에그가능성을탐색하고새로운방향성을제안하고자한다. 이를위해먼저게임메커닉과다이내믹등게임요소중심의역학적게이미피케이션에대한반성적고찰속에서학습자중심의의미구성을강조하는게임화, 즉실효적게이미피케이션 (meaningful gamification) 으로의발전과정을살펴보았다. 이후기존의역학적게이미피케이션이론보다좀더사용자중심적이고장기적관점에서총체적구조전환을추구하는실효적게이미피케이션의디자인요소들 ( 놀이, 전시, 선택, 정보, 관여, 성찰 ) 이구성주의박물관교육프로그램의특징과갖는연관성을찾아봄으로써구체적인실현방안을검토하였다. 또한학습환경, 학습자, 교사측면에서실효적게임화를적용함에있어서발생가능한한계점을살펴보고그대안을검토해봄으로써실제적방향성을제시하였다. 본연구는향후구성주의박물관교육프로그램기획및운영에있어실효적게임화적용의이론적근거및토대를마련했다는점에서의의를갖는다. 96 Project 학술활동 ( 국내저널 )

97 학술활동국내저널 초등학생의리듬 - 운동동조화능력발달연구 음악이론포럼 이경면, 이윤상 본논문에서는초등학교 1학년에서 5학년아동 112명을대상으로규칙적인메트로놈소리에대한손가락태핑반응을측정하여청각-운동동조화능력의발달적측면을연구하였다. 실험결과5학년으로갈수록응답정확도가증가하였으며, 학년별차이는 BPM 120 빠르기 (500ms 시간간격 ) 에서가장유의미하게나타났다. 5학년으로갈수록자극과응답간시간차이가줄어들고응답변화도가낮아졌다. 또한 3년이상악기교육을받은 3, 4학년아동의경우 BPM 120 빠르기에서유의미하게더일관된응답을보여주었다. 본연구는최초로한국의초등학생을대상으로규칙적리듬에대한운동반응을측정하였으며, 실험결과초등학생은 BPM 120 빠르기를중심으로청각운동동조화능력이발달하며악기훈련이이발달을더촉진하는것을보여준다. 언어처리에서도대략 500ms 간격의시간적규칙성을파악하는것이중요하며, 언어장애아동의경우이간격에대한태핑반응정확도가떨어지는것으로나타나음악교육을통한태핑능력의향상이언어처리에도도움을줄수있음을시사한다. Project 학술활동 ( 국제저널 ) 97

98 학술활동국내저널 분석적으로미분가능한시스템동역학을이용한온라인동작합성기법 한국컴퓨터그래픽스학회논문지 한다성, 노준용, 신성용 물리기반캐릭터애니메이션에서궤적최적화 (trajectory optimization) 기법은캐릭터동작에대한시스템동역학모델 (system dynamics model) 에기반하여가까운최적의미래상태를예측하여캐릭터의동작을자동적으로생성하는데널리사용되어왔다. 캐릭터와환경간의접촉현상을강체충돌로다루는경우일반적으로시스템동역학모델은그수식이닫힌형식 (closed form) 으로유도되지못하고미분이불가능하다. 따라서최근까지많은연구자들이접촉완화 (contact smoothing) 기법을통해시스템동역학의수치적미분에기반한효율적인궤적최적화기법을발표해왔다. 하지만수치적미분정보는분석적미분과달리부정확하기때문에궤적최적화의안정성에영향을미칠수있다. 이문제를해결하기위해본논문에서는접촉완화모델에대한근사화를통해시스템동역학을분석적으로미분하여닫힌형식의도함수를유도하고, 이를기반으로사용자의온라인입력에따라예제데이터없이이족캐릭터의동작을안정적으로생성하는예측제어기법 (model predictive control (MPC)) 을제안한다. 98 Project 학술활동 ( 국내저널 )

99 학술활동국내저널 깊이정보재구성및물체의사전지식에기반한물체를쥔손의자세추적 정보과학회논문지 조우진, 박갑용, 우운택 본논문은깊이데이터재구성및대상물체에대한사전지식을활용하여실제물체를쥔손의 26차원관절자세를추적하는시스템을제안한다. 물체와상호작용하는손에대한자세추적은물체에의한가림때문에허공의독립된손자세를추적하는문제에비해제약이크다. 기존대부분의손추적연구들은물체에가려진손데이터를무시하고나머지불충분한입력정보에서최대한정확한자세를추적하는데에초점을두었으며, 물체와상호작용한다는사실이손자세추정탐색공간을효율적으로줄일수있다는점을충분히활용하지못하였다. 본논문에서제안한시스템은가려진손영역의깊이데이터를쥐고있는물체의형태에따라재구성하고입자군집최적화 (PSO) 기법에기반한모델추적기에활용하되, 사전에구성된물체별손자세군집을모델자세의재초기화에이용하는방식이다. 그결과제안된프로세스들이물체를쥔손자세추적성능을향상시킴을실험평가를통해확인하였다. Project 학술활동 ( 국제저널 ) 99

100 학술활동국내저널 스마트도시행복한시민 특집을내면서 정보과학회지 우운택 스마트도시에대한관심이다시높아지고있고, 도시를더스마트하게만들려는다양한시도들이국내외에서활발하게경쟁적으로진행되고있습니다. 도시는인구집중, 기반시설노화, 교통혼잡, 환경오염, 에너지부족, 정보격차심화등다양한문제와마주하고있습니다. 스마트도시가대안이될수있을까요? 일반적으로스마트도시란도시에정보통신기술을기반으로사물인테넷, 5G, 클라우드 / 에지컴퓨팅, 인공지능, 가상증강현실등최신기술을접목해도시기능을효율화하고디양한도시문제를해결하는지속가능한새로운도시모형으로또는융복합서비스를제공할수있는미래 도시플랫폼 의개념으로도사용하고있습니다. 의도치않게다가온포스트코로나시대, 스마트도시가시민을더행복하게만드는대안이자미래성장동력이될수있을까요? 100Project 학술활동 ( 국내저널 )

101 학술활동국내저널 증강도시플랫폼활용한시민참여형가상증강현실서비스 정보과학회지 우운택 도시가첨단기술과결합하면서점차스마트해지고있다. 최근스마트도시사업에서도행복한시민을구호로내세우고있지만, 도시를스마트하게만드는노력에비해시민을스마트하고행복하게만드는방법에대한연구는아직상대적으로미흡하다. 대체로시민보다는도시관리자나서비스공급자중심의서비스를설계하고있는것은아닌지점검이필요하다. 시민을위한서비스실현을위해서는도시의문제를시민이스스로발견하여공유하고, 참여하여함께지혜를모아문제를해결해나가는도시플랫폼을설계할필요가있다. 스마트도시는도시를효율적으로관리하고시민의요구에도대응하여야한다 [3,4]. 먼저, 이를위해서는다양한정보를수집, 분석, 관리, 활용하여도시상황을즉시에관제하고시뮬레이션하여발생할문제를예측하고대응해야한다 [5]. 나아가시민이추구하는각기다른요구사항들을최대한이해하고, 반영하고, 즉각적이면서즉흥적으로대응해야한다. 아직이런다양한기능들을통합적으로지원하는스마트도시플랫폼은미흡하다. 최근인공지능기술의발전과디지털트윈의재등장으로새로운가능성을적극모색하고있다. 그런데, 인공지능과디지털트윈으로시민이행복한스마트도시를구현할수있을까? 이글은증강도시 (Augmented City/A-City) 가어떻게스마트도시의미래가될수있는지, 도시를살아가는시민들이더행복한삶을살아갈수있도록지원하는것이가능할지논의하고몇가지가상증강 (VR/AR) 서비스시나리오를소개한다. 가상증강현실은시공간의한계를극복하는기술이자현장에서필요한정보를활용가능하게하는미디엄이다. 하지만, 똑똑한디지털트윈과연동하는가상증강현실을일상에서활용하는증강도시가새로운도시의모범적인대안으로받아들여지고지속가능하기위해서는시민참여를유도하고유지하기위한참여동기부여, 전문가연결, 보상시스템등을함께디자인하고구현하여야한다. Project 학술활동 ( 국제저널 )101

102 학술활동국내저널 조선시대민간정원의공간구성과지리환경간의상관관계분석 한국디자인리서치 민아람, 이지현 전통정원의디자인은당대의사상과철학을나타낸다. 한국의전통정원의경우정원조성시주변자연환경과지형을인위적으로조작하지않아 자연주의 특징을가지고있다. 한국의정원은도교정신을바탕으로자연과함께더불어사는철학적, 종교적사상을가지고있는조선시대관료층이민간정원을조성하면서한국전통정원만의자연적디자인특징이확립되었다. 본연구에서는조선시대전통민간정원의공간구성을정량화하고지리환경과의상관관계를통계적으로분석한다. 이를통해한국전통정원의특징으로서 자연적 요소를어떻게설계과정에적용할수있는지, 그리고공간구성으로표현할수있는지알아본다. 공간구성은민족지학분야에서수시로증명되었듯한민족성을나타내는요소중하나이기에본연구에서는공간구성만을살펴본다. 이연구는한국전통정원특징이가장잘나타나는조선시대의민간정원을대상으로하며, 그중공간구성분석을위해서공통출현빈도가가장높은구성요소인안채, 사랑채, 안마당이모두포함된 22곳의한국전통정원을분석하였다. 첫번째로연구대상정원을선정하고각정원에대한자료를수집하였고, 두번째로해석에사용할지리환경요소를선정하고각정원에대한지리환경자료를수집하였다. 세번째로정원공간구성을포스히스토그램 (Histogram of Forces, HoF) 을활용하여마당과건물간의관계를정량화하였으며, 네번째로정량화된공간구성과지리환경요소에대해정원간의유사매트릭스 (similarity matrix) 를각각도출하였다. 마지막으로, 앞서산출된공간구성유사매트릭스와지리환경요소유사매트릭스간의상관관계를 Mantel Test 알고리즘을통해도출하였다. 그결과, 안채-안마당공간관계에대한유사매트릭스와경사와향에대한유사매트릭스간의유의미한상관관계를확인할수있었다. 즉, 한국전통정원에서는입지의경사와향이안채와안마당의공간적상관관계를좌우한다는결론을도출하였다. 따라서한국전통정원을새로이디자인할때에도안채와안마당의배치에있어정원이위치할장소의경사와향이중요한고려요소인것을수치적으로증명한다. 102Project 학술활동 ( 국내저널 )

103 학술활동국제학회 Zero-shot Learning and Knowledge Transfer in Music Classification and Tagging Machine Learning for Music Discovery Workshop, the 36th Choi Jeong LEE JONGPIL Park Jiyoung Nam Juhan Music classification and tagging is conducted through categorical supervised learning with a fixed set of labels. In principle, this cannot make predictions on unseen labels. Zero-shot learning is an approach to solve the problem by using side information about the semantic labels. We recently investigated this concept of zero-shot learning in music classification and tagging task by projecting both audio and label space on a single semantic space. In this work, we extend the work to verify the generalization ability of zero-shot learning model by conducting knowledge transfer to different music corpora. 103Project 학술활동 ( 국제학회 ) Project 학술활동 ( 국제학회 )103

104 Representation Learning of Music Using Artist, Album, and Track information Digital Heritage 2018 LEE JONGPIL Park Jiyoung Nam Juhan Supervised music representation learning has been performed mainly using semantic labels such as music genres. However, annotating music with semantic labels requires time and cost. In this work, we investigate the use of factual metadata such as artist, album, and track information, which are naturally annotated to songs, for supervised music representation learning. The results show that each of the metadata has individual concept characteristics, and using them jointly improves overall performance. 104Project 학술활동 ( 국제학회 )

105 Graph Neural Network for Music Score Data and Modeling Expressive Piano Performance The 36th International Conference on Machine Learning Jeong Dasaem, KWON TAEGYUN, Kim Yoojin, Nam Juhan Music score is often handled as one-dimensional sequential data. Unlike words in a text document, notes in music score can be played simultaneously by the polyphonic nature and each of them has its own duration. In this paper, we represent the unique form of musical score using graph neural network and apply it for rendering expressive piano performance from the music score. Specifically, we design the model using note-level gated graph neural network and measure-level hierarchical attention network with bidirectional long short-term memory with an iterative feedback method. In addition, to model different styles of performance for a given input score, we employ a variational auto-encoder. The result of the listening test shows that our proposed model generated more human-like performances compared to a baseline model and a hierarchical attention network model that handles music score as a word-like sequence. Project 학술활동 ( 국제학회 )105

106 VirtuosoNet: A Hierarchical RNN-based System for Modeling Expressive Piano Performance The 20th International Society for Music Information Retrieval Conference Jeong Dasaem KWON TAEGYUN Kim Yoojin Nam Juhan In this paper, we present our application of deep neural network to modeling piano performance, which imitates the expressive control of tempo, dynamics, articulations and pedaling from pianists. Our model consists of recurrent neural networks with hierarchical attention and conditional variational autoencoder. The model takes a sequence of note-level score features extracted from MusicXML as input and predicts piano performance features of the corresponding notes. To render musical expressions consistently over long-term sections, we first predict tempo and dynamics in measure-level and, based on the result, refine them in note-level. The evaluation through listening test shows that our model achieves a more human-like expressiveness compared to previous models. We also share the dataset we used for the experiment. 106Project 학술활동 ( 국제학회 )

107 Zero-shot Learning for Audio-based Music Classification and Tagging The 20th International Society for Music Information Retrieval Choi Jeong Nam Juhan Audio-based music classification and tagging is typically based on categorical supervised learning with a fixed set of labels. This intrinsically cannot handle unseen labels such as newly added music genres or semantic words that users arbitrarily choose for music retrieval. Zero-shot learning can address this problem by leveraging an additional semantic space of labels where side information about the labels is used to unveil the relationship between each other. In this work, we investigate the zero-shot learning in the music domain and organize two different setups of side information. One is using human-labeled attribute information based on Free Music Archive and OpenMIC-2018 datasets. The other is using general word semantic information based on Million Song Dataset and Last.fm tag annotations. Considering a music track is usually multilabeled in music classification and tagging datasets, we also propose a data split scheme and associated evaluation settings for the multi-label zero-shot learning. Finally, we report experimental results and discuss the effectiveness and new possibilities of zero-shot learning in the music domain. Project 학술활동 ( 국제학회 )107

108 A Cross-Scape Plot Representation for Visualizing Symbolic Melodic Similarity The 20th International Society for Music Information Retrieval Conference Park Sae Byul, LEE JONGPIL, KWON TAEGYUN, Nam Juhan Symbolic melodic similarity is based on measuring a pairwise distance between two songs from diverse perspectives. The distance is usually summarized as a single value for song retrieval. This obscures observing the details of similarity patterns within the two songs. In this paper, we propose a cross-scape plot representation to visualize multi-scaled melody similarity between two symbolic music encodings. The cross-scape plot is computed by stacking up a minimum local distance between two segments from each of the two songs. As the layer goes up, the segment size increases and it computes incrementally more long-term distances. This hierarchical representation allows for capturing the location and length of similar segments between two songs in a visually intuitive manner. We show the effectiveness of the cross-scape plot by evaluating it on examples from folk music collections with similarity-based categories and plagiarism cases 108Project 학술활동 ( 국제학회 )

109 Enhanced subcortical responses of musicians to sounds presented on metrically strong beats Biennial Meeting of the Society for Music Perception and Cognition Lee Kyung Myun Symbolic melodic similarity is based on measuring a pairwise distance between two songs from diverse perspectives. The distance is usually summarized as a single value for song retrieval. This obscures observing the details of similarity patterns within the two songs. In this paper, we propose a cross-scape plot representation to visualize multi-scaled melody similarity between two symbolic music encodings. The cross-scape plot is computed by stacking up a minimum local distance between two segments from each of the two songs. As the layer goes up, the segment size increases and it computes incrementally more long-term distances. This hierarchical representation allows for capturing the location and length of similar segments between two songs in a visually intuitive manner. We show the effectiveness of the cross-scape plot by evaluating it on examples from folk music collections with similarity-based categories and plagiarism cases. Project 학술활동 ( 국제학회 )109

110 Learning a Joint Embedding Space of Monophonic and Mixed Music Signals for Singing Voice The 20th International Society for Music Information Retrieval Lee Kyungyun, Nam Juhan Previous approaches in singer identification have used one of monophonic vocal tracks or mixed tracks containing multiple instruments, leaving a semantic gap between these two domains of audio. In this paper, we present a system to learn a joint embedding space of monophonic and mixed tracks for singing voice. We use a metric learning method, which ensures that tracks from both domains of the same singer are mapped closer to each other than those of different singers. We train the system on a large synthetic dataset generated by music mashup to reflect real-world music recordings. Our approach opens up new possibilities for cross-domain tasks, e.g., given a monophonic track of a singer as a query, retrieving mixed tracks sung by the same singer from the database. Also, it requires no additional vocal enhancement steps such as source separation. We show the effectiveness of our system for singer identification and query-by-singer in both the same-domain and cross-domain tasks. 110Project 학술활동 ( 국제학회 )

111 SmartManikin: Virtual Humans with Agency for Design Tools CHI Conference on Human Factors in Computing Systems LEE BOKYUNG Jin Taeil Lee Sung-Hee Saakes Daniel Pieter When designing comfort and usability in products, designers need to evaluate aspects ranging from anthropometrics to use scenarios. Therefore, virtual and poseable mannequins are employed as a reference in early-stage tools and for evaluation in the later stages. However, tools to intuitively interact with virtual humans are lacking. In this paper, we introducesmartmanikin, a mannequin with agency that responds to high-level commands and to realtime design changes. We first captured human poses with respect to desk configurations, identified key features of the pose and trained regression functions to estimate the optimal features at a given desk setup. The Smart- Manikin s pose is generated by the predicted features as well as by using forward and inverse kinematics. We present our design, implementation, and an evaluation with expert designers. The results revealed that SmartManikin enhances the design experience by providing feedback concerning comfort and health in real time.eral distinctive characteristics observed in the movie network such as broad distribution of generation length and multiple parenthood that deviate from the general Darwinian process. Project 학술활동 ( 국제학회 )111

112 Saliency Diagrams : a tool for analyzing animation through the relative importance of keyposes SIGGRAPH ASIA 2019 Nghiem Nicolas, Noh Junyong, Roberts Richard, Lewis JP Keyframes are a core notion used by animators to understand and describe the motion. In this paper, we take inspiration from keyframe animation to compute a feature that we call the Saliency diagram of the animation. To create our saliency diagrams, we visualize how often each frame becomes a keyframe when using an existing selection technique. Animators can use the resulting Saliency diagram to analyze the motion. 112Project 학술활동 ( 국제학회 )

113 Video Extrapolation Using Neighboring Frames SIGGRAPH 2019 Lee Sangwoo, Noh Junyong, Lee Jungjin, Kim Kyehyun, Kim Bumki With the popularity of immersive display systems that fill the viewer s field of view (FOV) entirely, demand for wide FOV content has increased. A video extrapolation technique based on reuse of existing videos is one of the most efficient ways to produce wide FOV content. Extrapolating a video poses a great challenge, however, due to the insufficient amount of cues and information that can be leveraged for the estimation of the extended region. This article introduces a novel framework that allows the extrapolation of an input video and consequently converts a conventional content into one with wide FOV. The key idea of the proposed approach is to integrate the information from all frames in the input video into each frame. Utilizing the information from all frames is crucial because it is very difficult to achieve the goal with a twodimensional transformation based approach when parallax caused by camera motion is apparent. Warping guided by three-dimensnional scene points matches the viewpoints between the different frames. The matched frames are blended to create extended views. Various experiments demonstrate that the results of the proposed method are more visually plausible than those produced using state-of-the-art techniques. Project 학술활동 ( 국제학회 )113

114 Real-Time Human Shadow Removal in a Front Projection System Eurographics 2019 Noh Junyong, Kim Jaedong, Seo Hyunggoog, Cha Seung Hoon When a person is located between a display and an operating projector, a shadow is cast on the display. The shadow on the display may eliminate important visual information and therefore adversely affect the viewing experiences. There have been various attempts to remove the human shadow cast on a projection display by using multiple projectors. While previous approaches successfully removed the shadow region when a person moderately moves around or stands stationary in front of the display, there is still an afterimage effect due to the lack of consideration of the limb motion of the person. We propose a new real time approach to removing the shadow cast by a person who dynamically interacts with the display, making limb motions in a front projection system. The proposed method utilizes a human skeleton obtained from a depth camera to track the posture of the person which changes over time. A model that consists of spheres and conical frustums is constructed based on the skeleton information in order to represent volumetric information of the person being tracked. Our method precisely estimates the shadow region by projecting the volumetric model onto the display. In addition, employment of intensity masks that are built based on a distance field helps suppress the afterimage of the shadow that appears when the person moves abruptly. It also helps blend the projected overlapping images from different projectors and show one smoothly combined display. The experiment results verify that our approach removes the shadow of a person effectively in a front projection environment and is fast enough to achieve real time performance. 114Project 학술활동 ( 국제학회 )

115 Quantification of Gender Representation Bias in Commercial Films based on Image Analysis CSCW 2019 Jang Ji Yoon, Lee Sangyoon, Lee Byungjoo In film directing, a bias towards the representation of a particular gender can cause the audience to form a distorted stereotype of the gender role. The Bechdel test has been widely used to objectively judge the existence of such bias in films. However, because its analysis is based solely on the script of a film, the Bechdel test is incapable of considering the broad spectrum of bias that films can have as a visual medium. This study proposes a more comprehensive analysis system that quantifies the degree of bias in the visual representations of female and male characters in commercial films. By analyzing the image frames of a movie using the latest image analysis techniques, a total of 40 films were analyzed based on 8 quantitative indices. The result demonstrates that there exists a statistically significant difference in the visual representation of female and male characters. Specifically, female characters showed lower values in emotional diversity, spatial occupancy, and temporal occupancy compared to male characters in commercial films. Further, female characters were less likely to wear eyeglasses and also appeared more in static scenes, such as indoors. Project 학술활동 ( 국제학회 )115

116 Aero-plane: A Handheld Force-Feedback Device that Renders Weight Motion Illusion on a Virtual 2D Plane UIST '19: The 32nd Annual ACM Symposium on User Interface Software and Technology Je Seungwoo, Kim Myung Jin, Lee Woojin, Lee Byungjoo, Yang Xing-Dong, Lopes Pedro, Bianchi An- Force feedback is said to be the next frontier in virtual reality (VR). Recently, with consumers pushing forward with untethered VR, researchers turned away from solutions based on bulky hardware (e.g., exoskeletons and robotic arms) and started exploring smaller portable or wearable devices. However, when it comes to rendering inertial forces, such as when moving a heavy object around or when interacting with objects with unique mass properties, current ungrounded force feedback devices are unable to provide quick weight shifting sensations that can realistically simulate weight changes over 2D surfaces. In this paper we introduce Aero-plane, a force-feedback handheld controller based on two miniature jet propellers that can render shifting weights of up to 14 N within 0.3 seconds. Through two user studies we: (1) characterize the users ability to perceive and correctly recognize different motion paths on a virtual plane while using our device; and, (2) tested the level of realism and immersion of the controller when used in two VR applications (a rolling ball on a plane, and using kitchen tools of different shapes and sizes). Lastly, we present a set of applications that further explore different usage cases and alternative form-factors for our device. 116Project 학술활동 ( 국제학회 )

117 Geometrically compensating effect of end-toend latency in moving-target selection games 2019 CHI Conference on Human Factors in Computing Systems, CHI 2019 Lee Injung, Kim Sunjun, Lee Byungjoo Effects of unintended latency on gamer performance have been reported. End-to-end latency can be corrected by post-input manipulation of activation times, but this gives the player unnatural gameplay experience. For movingtarget selection games such as Flappy Bird, the paper presents a predictive model of latency on error rate and a novel compensation method for the latency effects by adjusting the game s geometry design -- e.g., by modifying the size of the selection region. Without manipulation of the game clock, this can keep the user s error rate constant even if the end-to-end latency of the system changes. The approach extends the current model of moving-target selection with two additional assumptions about the effects of latency: (1) latency reduces players cue-viewing time and (2) pushes the mean of the input distribution backward. The model and method proposed have been validated through precise experiments. Project 학술활동 ( 국제학회 )117

118 Computing Spatial Features to Allocate Collision-free Motion-Paths for Tele-presence Avatars Intelligent & Informed Dwivedi Urvashi, Porcellini Valentin, Hong Sukjoo, Chang Zhuming, Lee Recently, indoor-intelligent services like Tele-presence have made quite an advancement. Therefore, to completely 1) understand the diverse indoor environment, 2) efficiently calculate similarity for semantic spaces and 3) for defining an efficient path movement for an augmented reality-based Avatar; we propose spatial features computation, graphical representation and Topology-based graph-similarity measure for complex domains to overcome the limited visibility of an Avatar. Thus, collision with the surrounding objects in a given indoor-space can be avoided. This study begins by securing spatial features of objects, e.g., furniture, doorways, etc., of an indoor environment from an FBSMAP (Function-Behaviour-Structure Map). Then, we establish a method for defining similarity for locations and paths. 118Project 학술활동 ( 국제학회 )

119 Land Price Prediction System using Case- Based Reasoning Intelligent & Informed Choi Minkyu, Yi Taeha, Kim Meereh, Lee Ji-Hyun Real estate price prediction is very complex process. Big data and machine learning technology have been introduced in many research areas, and they are also making such an attempt in the real estate market. Although real estate price forecasting studies is actively conducted, using support vector machine, machine learning algorithm, AHP method, and so on, validity and accuracy are still not reliable.in this research, we propose a Case-Based Reasoning system using regression analysis to allocate weight of attributes. This proposed system can support to predict the real estate price based on collecting public data and easily update the knowledge about real estate. Since the result shows error rate less than 30% through the experiment, this algorithm gives better performance than previous one. By this research, it is possible for help decision-makers to expect the real estate price of interested area. Project 학술활동 ( 국제학회 )119

120 Press'Em: Simulating Varying Button Tactility via FDVV Models CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems Liao, Yi-Chi ; Kim, Sunjun ; Lee, Byungjoo ; Oulasvirta, Antti Push-buttons provide rich haptic feedback during a press via mechanical structures. While different buttons have varying haptic qualities, few works have attempted to dynamically render such tactility, which limits designers from freely exploring buttons haptic design. We extend the typical forcedisplacement (FD) model with vibration (V) and velocity-dependence characteristics (V) to form a novel FDVV model. We then introduce Press Em, a 3D-printed prototype capable of simulating button tactility based on FDVV models. To drive Press Em, an end-to-end simulation pipeline is presented that covers (1) capturing any physical buttons, (2) controlling the actuation signals, and (3) simulating the tactility. Our system can go beyond replicating existing buttons to enable designers to emulate and test non-existent ones with desired haptic properties. Press Em aims to be a tool for future research to better understand and iterate over button designs. 120Project 학술활동 ( 국제학회 )

121 Optimal Sensor Position for a Computer Mouse CHI 2020 Kim, Sunjun ; Lee, Byungjoo ; Van Gemert, Thomas ; Oulasvirta, Antti Computer mice have their displacement sensors in various locations (center, front, and rear). However, there has been little research into the effects of sensor position or on engineering approaches to exploit it. This paper first discusses the mechanisms via which sensor position affects mouse movement and reports the results from a study of a pointing task in which the sensor position was systematically varied. Placing the sensor in the center turned out to be the best compromise: improvements over front and rear were in the % range for throughput and % for path deviation. However, users varied in their personal optima. Accordingly, variable-sensorposition mice are then presented, with a demonstration that high accuracy can be achieved with two static optical sensors. A virtual sensor model is described that allows software-side repositioning of the sensor. Individualspecific calibration should yield an added 4% improvement in throughput over the default center position Project 학술활동 ( 국제학회 )121

122 Button Simulation and Design via FDVV CHI'20 Liao, Yi-Chi ; Kim, Sunjun ; Lee, Byungjoo ; Oulasvirta, Antt Over the past decade, the growing prevalence of smartphone has motivated museums to bring out the guide service in the form of a mobile app. However, not many museums are actively embracing cutting-edge technology. Therefore, this study aims at proposing a design blueprint of a visitor-centered art museum guide app that guarantees its usability. For integrated approach of quantitative and qualitative analysis, we conducted the eye-tracking, survey, and in-depth interview by selecting five art museum mobile apps. We then analyzed which apps are the most efficient by analyzing the number of page steps and the time through the required task of the mobile app, as well as the problem area for each app. Through the results of this experiment, it contributes to identifying and solving the existing problems of app-aided exhibition services and provides insights into the digital strategies of the visitorcentered museum. 122Project 학술활동 ( 국제학회 )

123 A study on understanding of visitor needs in art museum: Based on analysis of visual perception through eye-tracking 3rd International Conference on Intelligent Human Systems Integration Yi, Taeha / Chang, Mi / Hong, Sukjoo / Kim, Meereh / Lee, Ji-Hyun This study aims to examine the art museum experience of visitors in detail through eye tracking in the aspect of the visitor-centered approach, which is important in the contemporary art museum. To achieve this goal, we conducted the eye-tracking experiment and in-depth interview to grasp the interest and needs of visitors. We suggest the possibility of deriving their interests and needs by studying the gaze data (e.g. duration and the number of fixations) of the visitors in the museum. Project 학술활동 ( 국제학회 )123

124 Analysis of art museums visitor behavior and 3rd International Conference on Intelligent Human Systems Integration Chang, Mi / Yi, Taeha / Lai, Po Yan / Lee, Jun Hee / Lee, Ji-Hyun Over the past decade, the growing prevalence of smartphone has motivated museums to bring out the guide service in the form of a mobile app. However, not many museums are actively embracing cutting-edge technology. Therefore, this study aims at proposing a design blueprint of a visitor-centered art museum guide app that guarantees its usability. For integrated approach of quantitative and qualitative analysis, we conducted the eye-tracking, survey, and in-depth interview by selecting five art museum mobile apps. We then analyzed which apps are the most efficient by analyzing the number of page steps and the time through the required task of the mobile app, as well as the problem area for each app. Through the results of this experiment, it contributes to identifying and solving the existing problems of app-aided exhibition services and provides insights into the digital strategies of the visitorcentered museum. 124Project 학술활동 ( 국제학회 )

125 Korean Singing Voice Synthesis Based on Auto-Regressive Boundary Equilibrium GAN International Conference on Acoustics, Speech and Signal Processing (ICASSP) Choi, Soonbeom / KIM, WON IL / Park, Sae Byul / Yong, Sangeon / Nam, Juhan Singing voice synthesis is a generative task that involves not only multidimensional controls of a singer model such as phonetic modulation by lyrics and pitch control by music score but also expressive elements such as breath sounds and vibrato. Recently, end-to-end learning models based on generative adversarial network (GAN) have drawn much interest as it requires less domain-specific processing but provides high sound quality. When GAN is applied to the audio domain, it entails several issues: the choice of audio representation to generate, handling temporal continuity between two adjacent outputs, and finding an effective loss metric for the audio representation. In this paper, we propose a Korean singing voice synthesis system that addresses the issues using an auto-regressive algorithm that generates spectrogram with the boundary equilibrium GAN objective. Through the qualitative test, we show the proposed methods are superior to the original GAN objective and non-auto-regressive model. We also show that our proposed method can render natural expressions such as continuous pitch contours and breath sounds. Project 학술활동 ( 국제학회 )125

126 Disentangled Multidimensional Metric International Conference on Acoustics, Speech and Signal Processing (ICASSP) LEE, JONGPIL / Nicholas J. Bryan / Justin Salamon / Zeyu Jin / Nam, Juhan Music similarity search is useful for a variety of creative tasks such as replacing one music recording with another recording with a similar feel, a common task in video editing. For this task, it is typically necessary to define a similarity metric to compare one recording to another. Music similarity, however, is hard to define and depends on multiple simultaneous notions of similarity (i.e. genre, mood, instrument, tempo). While prior work ignore this issue, we embrace this idea and introduce the concept of multidimensional similarity and unify both global and specialized similarity metrics into a single, semantically disentangled multidimensional similarity metric. To do so, we adapt a variant of deep metric learning called conditional similarity networks to the audio domain and extend it using track-based information to control the specificity of our model. We evaluate our method and show that our single, multidimensional model outperforms both specialized similarity spaces and alternative baselines. We also run a user-study and show that our approach is favored by human annotators as well. 126Project 학술활동 ( 국제학회 )

127 Finger Contact in Gesture Interaction Improves Time-domain Input Accuracy in HMD-based Augmented Reality CHI Conference on Human Factors in Computing Systems Extended Abstracts Oh, Seo Young / Yoon, Boram / Kim, Hyung-il / Woo, Woontack This paper reports that the time-domain accuracy of bare-hand interactions in HMD-based Augmented Reality can be improved by using finger contact: touching a finger with another or tapping one s own hand. The activation of input can be precisely defined by the moment of finger contact, allowing the user to perform the input precisely at the desired moment. Finger contact is better suited to the user s mental model, and natural tactile feedback from the fingertip also benefits the user with the self-perception of the input. The experimental results revealed that using finger contact is the preferred method of input that increases the time-domain accuracy and enables the user to be aware of the moment the input is activated. Project 학술활동 ( 국제학회 )127

128 WristLens: Enabling Single-Handed Surface Gesture Interaction for Wrist-Worn Devices 2020 Augmented Humans International Conference Yeo, Hui-Shyong / Lee, Juyoung / Bianchi, Andrea / Samboy, Alejandro / Koike, Hideki / Woo, Woontack / Quigley, Aaron WristLens is a system for surface interaction from wrist-worn wearable devices such as smartwatches and fitness trackers. It enables eyes-free, singlehanded gestures on surfaces, using an optical motion sensor embedded in a wrist-strap. This allows the user to leverage any proximate surface, including their own body, for input and interaction. An experimental study was conducted to measure the performance of gesture interaction on three different body parts. Our results show that directional gestures are accurately recognized but less so for shape gestures. Finally, we explore the interaction design space enabled by WristLens, and demonstrate novel use cases and applications, such as on-body interaction, bimanual interaction, cursor control and 3D measurement. 128Project 학술활동 ( 국제학회 )

129 KissGlass: Greeting Gesture Recognition using Smart Glasses 2020 Augmented Humans International Conference Li, Richard / Lee, Juyoung / Woo, Woontack / Starner, Thad Cheek kissing is a common greeting in many countries around the world. Many parameters are involved when performing the kiss, such as which side to begin the kiss on and how many times the kiss is performed. These parameters can be used to infer one s social and physical context. In this paper, we present KissGlass, a system that leverages off-the-shelf smart glasses to recognize different kinds of cheek kissing gestures. Using a dataset we collected with 5 participants performing 10 gestures, our system obtains 83.0% accuracy in 10-fold cross validation and 74.33% accuracy in a leave-one-userout user independent evaluation. Project 학술활동 ( 국제학회 )129

130 Effects of Locomotion Style and Body Visibility of a Telepresence Avatar 27th IEEE Conference on Virtual Reality and 3D User Interfaces Choi, Youjin / Lee, Jeongmi / Lee, Sung-Hee Telepresence avatars enable users in different environments to interact with each other. In order to increase the effectiveness of these interactions, however, the movements of avatars must be adjusted accordingly to account for differences between user environments. For instance, if a user moves from one point to another in one environment, the avatar s locomotion speed must be adjusted to move to the corresponding target point in another environment at the same time. Several locomotion styles can be used to achieve this speed change. This paper investigates how different avatar locomotion styles (speed, stride, and glide), body visibility levels (full body and head-toknee), and views (front views and side views) influence human perceptions of the naturalness of motion, similarity to the user s locomotion, and the degree of preserving the user s intention. Our results indicate that 1) speed and stride styles are perceived as more natural than the glide style, while the glide style is more intention-preserving than the others, 2) a greater locomotion speed of the avatar is perceived as more natural, similar, and intentionpreserving than slower motion, 3) the perception of naturalness has the greatest impact on people s preferences for locomotion styles, and that 4) head-to-knee body visibility may enhance the perception of naturalness for the glide style. 130Project 학술활동 ( 국제학회 )

131 가창음원의음악적표현이식시스템 2019 한국음성학회봄학술대회 용상언남주한 이논문에서는주어진노래에대해하나의가창음성에서다른가창음성으로음악적표현을자동으로이식하는음성처리알고리즘을제시한다. 가창음성의경우음색에해당하는부분이외에도가창자의숙련도에따라박자와음정, 셈여림의측면에서차이와개성이발생하게된다. 이논문에서제안하는알고리즘은총네가지단계를거쳐서이러한음악적표현들을이식한다. 첫번째단계는가창음성추출단계로, 기성음원내의목소리로부터음악적표현을추출하기위해음원분리기술을적용하여음원으로부터가창음성을분리한다. 두번째단계는박자정렬단계로가장먼저노래의음정에해당하는음정정보와가사에해당하는음소정보를각각심층학습을활 Project 학술활동 ( 국내학회 )131

132 방해자극의맥락에따른유연한특징차원가중치변화 한국인지및생물심리학회 이정미 여러주의이론들은각특징맵들의현저성과관련성신호들이결합되어주의의우선순위가결정된다고가정한다. 더나아가차원가중치이론은각각의특징차원이얼마나유용할지에대한기대에따라각특징맵이결합될때의가중치가결정된다고주장한다. 이에따르면, 표적을찾기위해정확한세부특징들이꼭필요한경우에는세부특징에기반한주의향상이일어나지만, 한가지특징차원의정보만으로도표적을찾을수있는경우에는차원의가중치변화가일어난다. 본연구는표적이방해자극들사이에서돌출되지않고, 그세부특징들이이미알려져있을때, 특징차원에대한가중치변화가일어나는지살펴보았다. 색상과기울기를결합하는시각탐색과제에서, 찾아야할표적에대한정확한단서가매번제공되었고표적의색상또는기울기를공유하는방해자극이나타날확률이맥락에따라조작되었다. 그결과표적의돌출유무와상관없이, 방해자극의맥락에따라표적에대한특징차원의가중치가유연하게조절되었다. 또한특징차원의가중치변화는방해자극의맥락정보가명시적또는암묵적으로습득될때모두일어났다. 그리고특징차원의가중치변화의크기는탐색배열의자극의개수에영향을받지않았다. 이러한결과는탐색수행을최적화하기위해서특징차원의가중치변화와세부특징에기반한향상효과가동시에일어날수있다는것을시사한다. 132Project 학술활동 ( 국내학회 )

133 축구동작생성을위한물리기반전신캐릭터제어 한국 HCI 학회 2018 ( 포스터 ) 오주영, 이병주 본논문에서는사용자의입력에따라물리적으로합당한축구동작을생성하는새로운동작제어시스템을제안한다. 제안된시스템은서로밀접하게상호작용하는두가지요소, 데이터기반동작예측과물리기반동작생성으로구성되어있다 ( 그림 1 참조 ). 첫번째요소에서는예제데이터를기반으로참조동작 (reference motion) 을생성하고캐릭터가알맞은시간과위치에서공을찰수있도록생성된참조동작데이터를보정한다. 두번째요소에서는움직이는공과전신캐릭터를함께고려한최적제어문제를해결하여, 준비된참조동작데이터를활용한모델예측제어 (Model Predictive Control, MPC) 를통해세가지기본적인축구동작, 즉전방드리블, 측면드리블, 그리고슈팅동작을생성한다. 이시스템은물리적으로합당하면서도사실적인전신축구동작을사전학습없이온라인방식으로실시간에근접하게생성하는세계최초의연구결과이다. Project 학술활동 ( 국내학회 )133

134 분석적으로미분가능한시스템동역학을이용한온라인동작합성기법 한국컴퓨터그래픽스학회 2019 학술대회 한다성, 노준용, 신성용 물리기반캐릭터애니메이션에서궤적최적화 (trajectory optimization) 기법은캐릭터동작에대한시스템동역학모델 (system dynamics model) 에기반하여가까운최적의미래상태를예측하여캐릭터의동작을자동적으로생성하는데널리사용되어왔다. 캐릭터와환경간의접촉현상을강체충돌로다루는경우일반적으로시스템동역학모델은그수식이닫힌형식 (closed form) 으로유도되지못하고미분이불가능하다. 따라서최근까지많은연구자들이접촉완화 (contact smoothing) 기법을통해시스템동역학의수치적미분에기반한효율적인궤적최적화기법을발표해왔다. 하지만수치적미분정보는분석적미분과달리부정확하기때문에궤적최적화의안정성에영향을미칠수있다. 이문제를해결하기위해본논문에서는접촉완화모델에대한근사화를통해시스템동역학을분석적으로미분하여닫힌형식의도함수를유도하고, 이를기반으로사용자의온라인입력에따라예제데이터없이이족캐릭터의동작을안정적으로생성하는예측제어기법 (model predictive control (MPC)) 을제안한다. 134Project 학술활동 ( 국내학회 )

135 창작활동창작활동 미학계산 vol. 2 ART & TECHNOLOGY 창의적과졔 ( 이병주교수 ), 홍상화, 이규은 문화기술대학원, 플레이스막 < 미학계산 > 은플레이스막이매년새로운주제로기획하는 3I project 의일환으로, 2017년 13명의 KAIST 공학자들과함께공학적사고로예술을표현하는시도를담은특별기획전이었다. 2018년 6월플레이스막은 < 미학계산 vol2> 를통해고도화된현대기술사회의발전속에서단순한도구가아닌오늘날동시대적주요미술매체로써사용되고있는기술 (technology) 과이를매개한공학자들의작품을소개한다. NEUROSCAPE: Artificial Soundscape Based on Multimodal Connections of Deep Neural Networks 박승순 대구아트팩토리, The International Computer Music Conference NEUROSCAPE 는 Neuro( 신경 ) 와 Landscape( 풍경 ) 의합성어로, 인공신경망에의해재구성된기억-풍경을의미한다. 매체음악가박승순과알고리즘개발자이종필로구성된팀, RETRIEVER 는자연또는도시풍경이미지를인공지능알고리즘으로분석한후이에상응하는사운드 / 이미지를자동으로연동하는시스템을개발하여, 미디어인스톨레이션및실험적인음악퍼포먼스형태로구현한다. 이작품은인간이생각하지못할수도있는영역을발견하여감각의확장가능성을제시함과동시에딥러닝알고리즘이지니고있는수많은오류를병치하여양면성을드러내고, 인공지능의환상에서벗어나 인간이기술을어떻게바라보고활용할수있는지 에관한근본적인질문을던지고자한다. Project 학술활동 ( 국내학회 )135

136 Dear Circle 홍상화, 고다혜 에이블아트센터, ASML 코리아 1 층로비 Dear Circle 은키오스크형태의인터렉티브설치물로장애인예 술단체인에이블아트센터의작가들과일반일들을연결할수있 는매개체가되는작품이다. CHIC Tech. Fair 2018: 가구형상적응적모션리타게팅기술 SW 이성희 국립과천과학관 ( 상상홀, 창조홀및로비 ) 원격지와현실공간의환경형상이다른상황에서, 원격지에서 인간이취하는동작을현실공간환경에어울리도록변형하며 아바타의모션을생성하는기술전시이다. 고령친화스마트라이프콘텐츠서비스기술개발을위한색채감성교육 Emotion Technology Lab( 우성주교수 ), 정보통신산업진흥원 판교제 2 테크로밸리기업지원허브 2 층 / 융복합랩 초고령사회를맞이하여고령친화스마트라이프콘텐츠서비스산업의중요성이날로강조되는현실에서고령자들의문화향유를위한 ICT-문화융합기반서비스기술의니즈에맞춘스마트콘텐츠서비스산업발전에기여할수있도록 6월 ~12월까지열린교육프로그램운영. 136Project 학술활동 ( 국내학회 )

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138 Activity 수상및특허데모데이콜로퀴움대학원행사

139 수상및특허 수상 수상및특허 2011 MBC 경남주최 대한민국앱아이디어공모전 최우수상수상 우혜림, 곽도연, 유주현, 이장원 작품명 : SuprFan( 관객참여형콘서트를실현하기위한앱아이디어 ) 스마일게이트주관 스마일게이트게임기획공모전 금상수상 김윤현, 김지현, 박윤정, 염지호, 우탁교수 한국박물관협회주관 박물관미술관관련학술논문현상공모 우수상수상 채건호, 김정화교수 논문명 : 스마트시대, 뮤지엄커뮤니케이션플랫폼으로서의모바일서비스개발및운영 2011 년문화동반자사업 최우수기관선정 박진호연구원 문화부산하 17 개기관이참여한 2011 년문화동반자사업평가결과최우수기관으로선정 대한무용학회논문집 게재및우수논문상수상 박은아, 김이경교수 논문명 : 무용공연에서 3 차원입체홀로그래피의적용과확장가능성 2012 대한무용학회논문집 게재및우수논문상수상 박은아, 김이경교수 논문명 : 무용공연에서 3 차원입체홀로그래피의적용과확장가능성 제 5 회 AAAI 웹로그및소셜미디어국제학회 (ICWSM2012) 최우수논문상수상 차미영교수 논문명 : The Emergence of Conventions in Online Social Networrks 139Activity 수상및특허 Activity 수상및특허 139

140 수상및특허 2012 한국컴퓨터종합학술대회 우수논문상수상 장영균, 김주환, 문승건, 남택진교수, 권동수교수, 우운택교수 논문명 : 컬러정보를포함하는보완적특징점기반기술자를활용한객체인식 2012 한국컴퓨터종합학술대회 우수발표논문상수상 박노영, 장영균, 우운택교수 논문명 : 3 차원객체인식을위한 RGB-D 영상특징점추출및특징기술자생성방법 ACM SIGGRAPH 2012 논문선정 설영호, 서재우, 최병국, 노준용교수 논문명 : Spacetime expression Cloning for Blendshapes ISUVR 2012 우수포스터상수상 길경원, 우운택교수 논문명 : Col based In-situ Indoor Room Modeling for Ubiquitous VR ISUVR 2012 Design Challenge Activity 수상 장영균, 서나경, 김재인 Fun in AR Glasses 주제로진행, 장영균 (1 등 ), 서나경 (2 등 ), 김재인 (3 등 ) 수상 2012 아티언스아이디어피플 공모전반성훈, 김중현반성훈학생의 Augmented Hologram 우수작품상수상김중현, 김재연, 조재경팀의 PFP 우수상수상 2012 한국패션디자인학회춘계학술대회 우수논문상수상 하유이, 김이경교수 논문명 : 패션산업에서체험마케팅을위한프로젝션맵핑기술활용방안연구 140Activity 수상및특허 Activity 수상및특허 140

141 수상및특허 KOLON LSI 라이프스타일이노베이션아이디어공모전 수상최우수상 TOLED applied Driving Assistance Side Mirror / 김현기 Future silver housing flooring system / 김명재, 서유현입상 Family Stream / 차승훈, 이경한, 김지환, 서형국 2012 년 LG 전자발명왕상 동상수상 김지환 모바일, TV 등 UX, HCI 관련분야특허 2013 제 1 회대한민국기능성게임아이디어공모전가작수상 임익수 The People s Choice Award, IEEE 3DUI Contest 하태진, 우운택교수우수작품상 : Augmented Hologram 우수상 : 프로젝트팀 PFP 15th CAAD Futures 2013 국제학회 Best Paper Award 수상 Yuan Xiaofang, 이지현교수 논문명 : Toward a computational approach of creativity assessment in product design 7th International Conference on Weblogs and Social Media 학회 Honorable Mention paper 수상 박자람, 차미영교수 논문명 : Emoticon Style: Interpreting Differences in Emoticons Across Cultures ISUVR 2013 우수포스터상수상 박갑용, 우운택교수 논문명 : Hand Tracking based Augmented Reality Guidance 141Activity 수상및특허 Activity 수상및특허 141

142 수상및특허 2013 평창비엔날레대국민공모전특별상수상 최인경 Mobile HCI 2013 학회최우수논문상 (Best paper award) 수상 황성재 논문명 : MagPen: Magnetically Driven Pen Interaction On and Around Conventional Smartphones 26th ACM Symposium on User Interface Software and Technology (UIST) 학회 People s choice 상수상 황성재 미래부및구글주관 Global K Start up 총 500 개참가팀중 TOP 5 선정구글특별상수상 권예람, 이성원, 김명재, 박노영 프로젝트명 : HeartiSense : CPR simulator 2013 대학창의발명대회 산업통상자원부장관상 황성재, 원광연교수 수상명 : 모바일기기에서인식가능한자석교구 2013 KAIST R&D 대표우수성과 10 선선정 노준용교수 스크린엑스 - 몰입형미래극장 문화유산 3.0 국민공감아이디어공모전은상 이종욱 무형문화유산사이버뮤지엄서비스 2013 Creative Challenge 입선 장영균 AirSculpt 142Activity 수상및특허 Activity 수상및특허 142

143 수상및특허 년창의도전형 SW R&D 프로그램사업지원대상자선정 김현기 어린이의체험형학습을위한디지털미디어큐브개발 HCI International 2014 우수논문상 (Best Paper Award) 함주연, 홍종기, 장영균, 고승환, 우운택교수 논문명 : Smart Wristband: Touch-and-motion tracking Wearable 3D Input Device for Smart Glasses 한국컴퓨터그래픽스학회 (KCGS) 2014 학술대회우수논문발표상 우운택교수, 하태진 논문명 : 착용형증강현실저작을위한기하인식기반정합좌표계보정 사회문제해결아이디어스케치경진대회최우수상 우운택교수, 하태진 논문명 : 착용형증강현실저작을위한기하인식기반정합좌표계보정 7th International Conference on Weblogs and Social Media 학회 Honorable Mention paper 수상 권예람, 김태환, 박도흠, 이세희 한국의류학회추계학술대회우수논문발표상 ( 구두부문 ) 한아영 한국색채학회가을학술발표대회우수논문발표상 우성주교수, 박종욱, 백예슬, 곽영신 색각이상자의감성색변환에대한임상실험결과 한국대중문화예술상음반프로듀서상 ( 문화체육관광부장관상 ) 고건혁 143Activity 수상및특허 Activity 수상및특허 143

144 수상및특허 2014 문화유산창의적활용 학술심포지엄서기슬현장학습에서의문화유산에대한학습효과증대와관심도확산을위한 SNS기반체험형모바일게임에대한연구제2회정부3.0 문화데이터활용경진대회대상서기슬교과서속문화돋보기 - Culture Travel The 7th Korea-Japan Workshop on Mixed Reality (KJMR 2014) 우수논문발표상 우운택교수, 하태진 Bare-Hand User Interface in a Wearable AR Environment 2015 글로벌벤처스타공모전 3팀선발및수상권예람, 이성원, 이세희사물인터넷기술을응용한심폐소생교육솔루션을제공하는아이엠랩 (IMLAB) 은SK텔레콤미국자회사인 SK이노파트너스의새너제이사무일에입주시켜미국현지벤터지원프로그램과연계해해외진출가능성을모색할예정이다. 제 1 회이러닝우수기업콘테스트우수상 최원규 논문명 : Smart Wristband: Touch-and-motion tracking Wearable 3D Input Device for Smart Glasses SIGGRAPH2015 Best Poster Award 방승배, Roger Blanco i Ribera, 이성희, 최병국, 김미경 논문명 : Interactive Rigging Pacific Graphics 2015 Best Student Paper Award 저자 : 방승배, Roger Blanco i Ribera, 이성희, 최병국, 김미경 논문명 : Interactive Rigging 144Activity 수상및특허 Activity 수상및특허 144

145 수상및특허 KAIST 연구윤리확립표어공모전장려상 이종욱 연구윤리의식제고를통한연구부정행위를방지목적을위한표어공모전 국회클린콘텐츠게임부문대상 문화체육관광부이달의우수게임장관상 최원규 영어학습애플리케이션 캐치잇잉글리시 2015년추계한국게임학회학술발표대회우수발표상도영임교수, 김지연 ( 서울사이버대학교상담심리학과교수 ) 대한민국기능성게임상 : 캐치잇잉글리시 / 최원규우수발표상 : 부모들의온라인게임인식개선을위한개입전략제안 / 도영임교수, 김지연서울사이버대학교상담심리학과교수플레이어의개인성향과게임내의트롤링행위의관계 : < 리그오브레전드 > 를중심으로 / 나정환, 도영임교수, 이준명 (KAIST 부설한국과학영재학교고3) Best Poster Award / 방승배 2015 한국복잡계학회가을학술대회우수논문상 민세미 논문명 : 네트워크분석기반문학연구 : 빅토르위고의레미제라블사례분석 ( 석사졸업논문 ) 한국인터넷전문가협회스마트앱어워드공공서비스분야대상 우성주교수 한글과컴퓨터 Global office 신기능및사용성제안공모전으뜸상 (1 등 ) 서기슬 신규기능및사용성제안부문. 으뜸상장학금 1,000 만원 145Activity 수상및특허 Activity 수상및특허 145

146 수상및특허 2016 People s Choice Poster Awards (IEEE 3DUI 2016) 우운택교수, 김형일논문명 : Smartwatch-assisted Robust 6-DOF Hand Tracker for Object Manipulation in HMD-based Augmented Reality AUI 2016 Honorable Mention Award 우운택교수, 김형일논문명 : Smartwatch-assisted Robust Freehand Virtual Object Manipulation in HMD-based Augmented Reality 정부 3.0 문화데이터활용경진대회 이종욱 아이디어부문특별상 CVPR 2016 Best Poster Award 우운택교수, 장영균, 전익범, 김태균 논문명 : Multi-Layered Random Forest-based Metaphoric Hand Gesture Interface in VR 2016 한국컴퓨터종합학술대회우수논문상 우운택교수, 조정훈, 변은솔 모바일응용및시스템부문, 증강현실화장시스템의품질평가지표개발 2016 WISET 여대학 ( 원 ) 생공학팀제연구우수발표논문상 김민주 논문명 : 몰입적정보표현과전달을위한증강프레젠테이션디자인 한국컴퓨터그래픽스학회 2016 학술대회창해신진연구자상 최병국 한국컴퓨터그래픽스학회 2016 학술대회신진연구자상 이정진 146Activity 수상및특허 Activity 수상및특허 146

147 수상및특허 2016 ICT- 문화 예술융합공모전동상 박승순, 이종필 작품명 : 이미지콘텐츠분석을활용한사운드스케이프디자인활용방안 2018 SK CREATIVE CHALLENGE 최우수상 전익범, 이현진, 박혜빈 작품명 : IllumiAR 한국감성과학회춘계학술대회우수논문발표상 이예원 논문명 : 한국드라마수용에있어서국가별감성반응분석 : 드라마 < 도깨비 > 를중심으로 Common Ground Research Networks Emerging Scholar Award 강슬기 BK21 Plus 참여대학원생해외방문수기공모전최우수상 김익환 한국컴퓨터그래픽스학회 2017 학술대회우수포스터상 김국호 논문명 : 실내파노라마단일이미지기반 VR 자유시점관람시스템 한국컴퓨터그래픽스학회 2017 학술대회석사논문상 정선진 한국컴퓨터그래픽스학회 2017 학술대회우수논문상 한다성 논문명 : 자동타임워핑에기반한온라인궤적최적화 147Activity 수상및특허 Activity 수상및특허 147

148 수상및특허 Artience Creation Challenge 최우수상 오주영 작품명 : Hello, Goodbye 한양대학교라이언컵경진대회준우승 김지훈, 염민기 출품명 : 전동보장구사용자를위한경사도를반영한지도서비스 2018 SK CREATIVE CHALLENGE 우승 김지훈, 염민기 출품명 : 전동보장구사용자를위한경사도를반영한지도서비스 2018 고용노동부소셜벤쳐경연대회일반창업부분우수상 김관동, 김미래, 양동석, Lai Po Yan 출품명 : 시각장애인학생들을위한촉각 - 청각상호작용문화재경험교구, Heritouch 소셜벤쳐경연대회창업연계일반창업부문 1 등 김관동, 김미래, 양동석, Lai Po Yan 출품명 : 시각장애인학생들을위한촉각 - 청각상호작용문화재경험교구, Heritouch 한국발달심리학회 2018 학술대회및심포지엄우수포스터발표상 이세연, 시정곤, 도영임 논문명 : 노년층의정신건강을위한온라인소셜회고록디자인연구 SIGGRAPH2018 ACM SIGGRAPH Student Research Competition 1st place winner. 방승배 논문명 : Computation of skinning weight using spline interface.reality 148Activity 수상및특허 Activity 수상및특허 148

149 수상및특허 BK21 플러스우수연구인재표창장 방승배 논문명 : 스플라인인터페이스를이용한스키닝웨이트계산 2018 Netsci Best Poster Video Award 신승규 Observing the Evolutionary Dynamics of a Movie Network based on Tag Genome SK CREATIVE CHALLENGE 기획상 전익범, 김지성, 김보현 출품명 : 슈퍼맨이된아이 KAIST E*5 스타트업대회 2 등수상 Sanzhar Bakhtiyarov, Adil Karjauv, Jean-Charles Bazin 2018 한국컴퓨터그래픽스학회우수발표상 방승배 논문명 : 스플라인인터페이스를이용한스키닝웨이트계산 미래융합포럼과학기술정보통신부장관상수상 김선중 논문명 : 자연모사를이용한 4 차산업혁명창의적문제해결방법론 한국정보과학회 KCC 2018, 우수논문상 하유이 논문명 : 시각중심소셜플랫폼에서의클릭베이트탐지 149Activity 수상및특허 Activity 수상및특허 149

150 수상및특허 특허 착용형증강현실저작을위한기하인식기반정합좌표계보정방법및그장치우운택교수, 하태진 증강현실기반인터렉티브저작서비스제공시스템우운택교수, 길경원, 하태진, 도영임, 임지민 APPARATUS AND METHOD FOR COLOR AD- JUSTMENT OF CONTENT 우성주교수, 박종욱 동적 DB 기반콘텐츠서비스제공방법및시스템우운택교수, 김은석 시니어세대의신체기능및감각에따른스마트폰사용분석조사 TEST 우성주교수, 박종욱 이형공간간의인간형객체모션리타게팅방법및시스템이성희교수, 김연준, 박한길, 방승배 콘텐츠색감조절장치및방법우성주교수, 박종욱 증강현실기반동적서비스제공방법및장치우운택교수, 하태진, 김재인 시간적일관성을유지하는다시점이미지의기하왜곡보정방법및장치노준용교수, 김범기, 이정진, 정승화, 김계현 휴대단말기반의보행자세복원장치및방법노준용교수, 엄해광, 최병국 리그공간으로의캐릭터모션리타겟팅방법및장치노준용교수, 송재원 원격사용자간접촉상호작용을위한텔레프레즌스시스템이성희교수, 오지혜 증강현실상호작용서비스제공장치및방법우운택교수, 하태진 머리착용형컬러깊이카메라를활용한손위치추정장치및방법, 이를이용한맨손상호작용시스템우운택교수, 하태진 헤드마운트디스플레이를이용한협업방법우운택교수, 노승탁, 여휘숑 증강현실기반의의상디자인장치석다니엘, 여휘숑, 노승탁, 한결, 우운택 얼굴인식기반어플리케이션의피드백 UI 제공서비스방법및시스템우운택교수, 조정훈, 김성실, 장영균 150Activity 수상및특허

151 수상및특허 모바일디바이스를이용한증강현실기반가이드방법우운택교수, 김재인 인터랙션동작에대한다른체형캐릭터로의모션리타겟팅방법및그장치 * 이성희교수, 진태일, 김미경 자아투사이미지기반으로한고령자의주거우울지수산출방법및장치우성주교수, 박종욱교수 동적인간모델에대한회귀분석기반랜드마크검출방법및그장치 * 이성희교수, 장덕경 KHTP 이미지기반으로한고령자의주거우울지수산출방법및장치우성주교수, 박종욱교수 노인주거우울상태판정방법및장치우성주교수, 박종욱교수 음원의가수목소리를사용자의음색으로변환하는시스템및방법남주한교수, 용상언 심층인공신경망기반자동악보채보를이용한연주및악보정렬방법및시스템남주한교수, 권태균, 정다샘 가창표현이식시스템남주한교수, 용상언 3 차원모델리깅을위한 3 차원모델표면의스키닝웨이트인터페이스방법및그장치 * 이성희교수, 방승배 리깅툴제공방법및리깅툴제공장치노준용교수, 이성희교수방승배최병국로져김미경 아바타를이용한텔레프레즌스제공방법, 상기방법을수행하는시스템및컴퓨터판독가능한기록매체이성희교수유범재 METHOD FOR PROVIDING TELEPRESENCE USING AVATARS, AND SYS- TEM AND COMPUTER-READABLE RECORDING MEDIUM USING THE SAME 이성희교수, 유범재 다차원연결망기반사용자 - 장소관련도를활용한개인화된공간추천시스템박주용, 박도흠, 이동만, 신승규, 전규현, 김용한, 강슬기 유사도기반의관계망에서군집구조를도출하는방법박주용, 전규현, 이동만 151Activity 수상및특허 Activity 수상및특허 151

152 수상및특허 헤드마운트디스플레이의시야확장방법우운택, 노승탁, 여휘숑 헤드마운트디스플레이를이용한협업방법우운택, 노승탁, 여휘숑 일인칭시점에서의클릭감지장치및이에의한클릭감지방법우운택, 장영균, 노승탁, 장형진, 김태균 손의홀딩제스쳐에대응하는무체의종류및조작제스쳐에대응하는조작의종류를판단하기위한제스쳐감지장치및이에의한제스쳐감지방법우운택, 장영균, 전익범, 김태균 복수의장비들을이용한증강 / 가상현실서비스제공방법및시스템우운택, 김은석 동적 DB 기반콘텐츠서비스제공방법및시스템우운택, 김은석 가시광통신을이용한실내공간증강현실체험방법우운택, 전진우 듀얼카메라가장착된이동형디바이스를이용한포커스콘텍스트영상처리장치및그방법 * 우운택, 김기홍, 김장윤 공간형증강현실에서모델독립형얼굴랜드마크인식장치우운택, 장영균, 정은아, 김성실, 유정민 증강 / 가상현실에서광원 / 객체 / 손동작인식 / 추적을위한통합학습장치및방법우운택, 유정민, 박갑용, 전익범, 박진우 증강 / 가상현실기반동적정보처리방법및시스템우운택, 김재인 이동형단말기에부착된고화질및광각카메라를이용하여제작한가상현실컨텐츠에대한사용자시선유도방법우운택, 김기홍, 전준기 모델예측제어방법및모델예측제어장치노준용신성용한다성엄해광 키보드타이핑모션생성방법및장치노준용신성용한다성엄해광 152Activity 수상및특허 Activity 수상및특허 152

153 수상및특허 생체역학적관찰기반의실시간동적모션제공방법및그장치노준용, 한다성, 홍석표, 신성용 생물학적시스템정보처리장치및방법이지현, 김선중 다관절오브젝트의모션에디팅방법및장치노준용, 최병국, 로져, 홍석표, 엄해광, 정선진, 존폴루이스, 설영호 몰입형극장시스템의콘텐츠시점왜곡에대한실시간보정방법및보정장치노준용, 이정진, 이상우, 김범기 입력영상주변뷰영상을생성하는몰입형디스플레이장치및방법노준용, 이상우, 이정진, 김계현, 김범기 평면좌표계영상데이터와구면좌표계영상데이터를이요한영상처리장치및방법노준용, 이하늬, 이상우, 김범기, 이정진 생체역학적관절기반의연령별보행모션변환제공방법및그장치노준용, 정선진, 홍석표, 조경민, 엄해광, 최병국 캐릭터애니메이션용모션리타겟팅방법및장치노준용, 송재원, 로져, 조경민, 유미, 최병국 지능형실내공간서비스를위한공간의기능및의미를포함한실내공간모델링방법이지현, 이채석, 홍석주 153Activity 수상및특허 Activity 수상및특허 153

154 수상및특허 2019 Computer-Aided Architectural Design Research in Asia Sasada Prize 수상 이지현 논문명 : 사례기반추론을통한부동산지가예측시스템 2019 한국음성학회봄학술대회우수논문발표상 용상언, 남주한 논문명 : 가창음원의음악적표현이식시스템 Naver Clova AI Workshop Best Poster 상 권태균, 남주한 논문명 : Graph Neural Network for Music Score Data and Modeling Expressive Piano Performance BR41N.IO Designers Hackathon 대상 오주영 Korea VR Festival 2019 정보통신산업진흥원장상 김현철, 김유진, 장석성 154Activity 수상및특허 Activity 수상및특허 154

155 공감미술과감성지능 콜로퀴움 선승혜 ( 대전시립미술관관장 ). 학력서울대미학과학사서울대미학과석사도쿄대미술사학과박사 경력 ~ : 대전시립미술관관장 2016 ~ 2018 : 외교부문화외교국문화교류협력과장 2014 ~ 2015 : 이화여자대학교조형예술학부겸임교수 2013 ~ 2015 : 서울시립미술관학예연구부장 2011 ~ 2013 : 성균관대학교동아시아학술원교수 2010 ~ 2013 : 클리블랜드미술관한국일본미술큐레이터 2007 ~ 2007 : 도쿄국립박물관외국인연구원 2002 ~ 2009 : 국립중앙박물관학예연구사 2002 ~ 2003 : 미국하버드대학교엔칭연구소초빙펠로우 경력동기창과문인화론 (2017) The lure of painted poetry(2011) 일본미술의복고풍 (2008) Activity 콜로퀴움 155

156 콜로퀴움 Low-intensity focused ultrasound (LIFU): a novel noninvasive brain stimulation modality with exquisite spatial selectivity and depth penetration 김형민 (KIST 선임연구원 ) 학력 2011 Ph.D. Cellular and Biomedical Sciences, University of Bern 2001 M.S. Mechanical and Aerospace Engineering, Seoul National University 1999 B.S. Mechanical and Aerospace Engineering, Seoul National University 경력 ~ : Senior Research Scientist, Center for Bionics, Korea Institue of Science and Technology (KIST) ~ : Associate Professor, Biomedical Engineering, University of Science and Technology (UST) ~ : Postdoctoral Research Fellow, Department of Radiology, Harvard Medical School ~ : Research Professor, College of Engineering, Korea University ~ : Research Scientist, Institute for Surgical Technology and Biomechanics, University of Bern ~ : Director of Research Center, Cybermed Inc. 연구분야 Non-invasive or minimally invasive technologies for biomedical applications Neuromodulation using low-intensity focused ultrasound (FUS) EEG-based brain-computer Interface (BCI) Computer-assisted surgery (CAS) 156Activity 콜로퀴움

157 금기형 ( 유네스코아태무형유산센터사무총장 ) 콜로퀴움 아태무형유산보호를위한유네스코아태무형유산센터의노력과활 학력 한양대학교행정학과학사 영국레스터대학교언론대학원언론학석사 런던정경대학교대학원사회조사방법론수료 경력 ~ 제3대유네스코아태무형유산센터사무총장 ~ 문화체육관광부관광정책국장 ~ 문화체육관광부홍보정책관 ~ 하계유니버시아드대회조직위원회경기본부본부장 ~ 주베트남한국문화원원장 ~ UNESCO 아태본부문화전문가 ~ 문화체육관광부공보처등 Activity 콜로퀴움 157

158 콜로퀴움 Germany s future economic strategy and the role of global SMEs Christoph Pollmann ( 프리드리히에버트재단한국사무소디렉터 ) 학력 1991 ~ 1994 Universität Stuttgart, Bachelor of Arts (B.A.) 1994 ~ 1999 Julius-Maximilians-Universität Würzburg, Master of Arts (MA) 경력 ~ Director of International Programs Korea, Fachhochschule des Mittelstandes (FHM) ~ Stellv. Generalsekretär, ADeKo e.v ~ Visiting Professor, Yonsei University ~ Director IC Seoul, German Academic Exchange Service (DAAD) 2009 ~ 2012 Coordinator, University of Wuerzburg 2009 ~ 2011 Lecturer, University of Bamberg 2003 ~ 2009 Journalist, Moderator, Publisher, Freelancer ~ Language Instructor, Goethe Institut ~ Visiting Professor, Seoul Women s University 158Activity 콜로퀴움

159 마음을가진대화에이전트 콜로퀴움 이수영 ( 카이스트전기및전자공학부명예교수 ) 학력 1984 Ph.D., Polytechnic Institue of New York 1988 M.S., KAIST 1975 B.S., SNU 경력 Current Position: Emeritus Professor, School of Electrical Engineering : Director, Institute for Artificial Intelligence 1982 ~ 1985 General Physics Corp. Columbia, MD 1977 ~ 1980 Taihan Eng. Co., Seoul KR 연구분야 Intelligent man-machine interface with EEG, eye-gaze, etc Understanding the brain information processing mechanism for auditory, vision, cognition, and behavior by using fmri, EEG, GSR, audio and visual data. Developing brain-like intelligent systems (Artificial Brain and Artificial Cognitive Systems) Combining computational neuroscience and information theory 주요성과 Architecture and learning algorithm for neural networks, aka machine learning (deep learning) Auditory models for speech feature extraction, sound localization and blind signal separation Top-down selective attention model for robust recognition (How people see what they want to see?) Multi-modal fusion based on the top-down attention (i.e., audiovisual integration for lip-reading) Feature extraction, selection, and adaptation for image, text, emotional speeches, music, and EEG Neuromorphic chips and boards based on the developed models ABrain (Artificial Brain) and OfficeMate (Artificial Secretary) as a testbed of humanlike intelligent systems Activity 콜로퀴움 159

160 콜로퀴움 최근감성인식기술의이슈 황민철 ( 상명대학교교수 ) 학력 1994 박사, Georgia Institute of Technology ( 세부전공 : Biomedical Engineering) 1990 석사, Georgia Institute of Technology ( 세부전공 : Biomedical Engineering) 1983 학사, 인천대학교 ( 세부전공 : 기계공학 ) 주요경력 Current 상명대학교휴먼지능정보공학과감성콘텐츠기술연구소교수 2016 ~ 2017 부회장, 한국HCI학회 2015 ~ Editor, International Journal of Brain Computer Interface 2011 ~ 2012 회장, 한국감성과학회 2009 ~ 소장, 문화기술연구소 2002 ~ 소장, 뇌정보통신연구소 1997 ~ 1999 편집이사, 한국감성과학회 1995 ~ 정회원, 대한인간공학회 1994 ~ 1998 선임연구원, 한국표준과학연구원인간공학실 1990 ~ 1994 연구조교, Georgia Tech Bioengineering Lab 최근논문 기본주시눈위치의패턴을이용한영상멀미의민감도예측, 한국융합학회논문지, 가상현실미디어기술동향과 VR 멀미저감방안, 방송공학회논문지, Infrared camera based noncontact measurement of brain activity from pupillary rhythm, Frontiers in Physiology, 중추신경계및자율신경계상호동기화현상을이용한사회지능수준추론모델개발, 대한인간공학회지, Heart Rate Estimated from Body Movements at Six Degrees of Freedom by Convolutional Neural Networks, SENSORS, Measurement of emotional contagion using synchronization of heart rhythm pattern between two persons: Application to sal, Physiology & behavior, 콘텐츠학회논문지, 2018 Spatial and Time Domain Feature of ERP Speller System Extracted via Convolutional Neural Network, COMPUTATIONAL INTELLIGENCE AND NEUROSCIENCE, 2018 프로젝트 실생활환경에서의동적감성에의한생리반응모델연구, 상명대학교서울산학협력단, ( ~ ) 실생활환경에서의동적감성에의한생리반응모델연구, ( ~ ) 사용자의무의식적감성반응인식통한콘텐츠공감도실시간평가기술개발, ( ~ ) 창의적융합형인재양성 _ 감성증강오감테이블, ( ~ ) 융 복합콘텐츠 SOCIAL 감성인지와 SOCIAL INTELLIGENCE 모델활용 LIFE LOGGING 기반기술개발, ( ~ ) 차세대창의 융합인재양성을위한통합랩형시범교육프로세스구축연구, ( ~ ) 160Activity 콜로퀴움

161 재생에너지의변환과저장 콜로퀴움 윤석호 ( 한국기계연구원책임연구원 ) 소속 전공책임교수 : UST 과학기술연합대학원대학교플랜트기계공학 책임연구원 : 한국기계연구원열시스템연구실 학력서울대학교기계공학 : Doctor of Philosophy (Ph.D.), Mechanical Engineering, Seoul National University : Master of Science (MS), Mechanical Engineering, Seoul National University : Bachelor of Science (BS), Mechanical Engineering, Seoul National University 주요경력 Energy plant, Thermal engineering, Heat transfer, Thermal system control - 히트펌프시스템설계및최적화 - 이상유동열전달현상분석을통한열교환기설계 - 냉난방설비의고장진단기술 대표연구실적 Yoon, S. H. and Kim, M. S., Investigation of Circumferential Variation of Heat Transfer Coefficients during In-tube Evaporation for R-22 and R-407C using Liquid Crystal, Transactions of ASME, Journal of Heat Transfer, Yoon, S. H., Cho, E. S., Hwang, Y. W., Kim, M. S., Min, K., and Kim, Y., Characteristics of evaporative heat transfer and pressure drop of carbon dioxide and correlation development, International Journal of Refrigeration, Yoon, S. H., Payne, W. V., Domanski, P. A., Residential Heat Pump Heating Performance with Single Faults Imposed, Applied Thermal Engineering, Activity 콜로퀴움 161

162 콜로퀴움 인공지능과일의미래 서봉원 ( 서울대학교융합기술대학원교수 ) 학력 2005, 메릴랜드대학교칼리지파크컴퓨터과학박사 1995, 서울대학교계산통계학석사 1993, 서울대학교계산통계학학사 주요경력 present, 부교수, 서울대학교융합기술대학원인간중심컴퓨팅연구실 , 시니어연구원, 미국아도비연구소 (Adobe) , 연구원, 미국제록스팔로알토연구소 (Xerox PARC) 수상경력최우수논문상, 2012년한국언론학회봄철정기학술대회최우수논문상, IEEE International Conference on Social Computing(SocialCom), 2011 Special Recognition Leadership Award, Xerox PARC, 2010 대표연구실적 Crowdsourcing user studies with Mechanical Turk, Proceedings of the SIGCHI conference on human factors in computing systems. ACM, Want to be retweeted? large scale analytics on factors impacting retweet in twitter network, 2010 IEEE Second International Conference on Social Computing. IEEE, I lead, you help but only with enough details: Understanding user experience of cocreation with artificial intelligence, Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. ACM, Us vs. Them: understanding artificial intelligence technophobia over the Google deepmind challenge match, Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. ACM, Activity 콜로퀴움

163 빅데이터인공지능융합 콜로퀴움 황의종 (KAIST 전기및전자공학부교수 ) Cloud provides on-demand resources, alleviating the resource requirements on the end user devices themselves. Seamless interactions between the cloud and user devices enable device manufacturers to apply various artificial intelligence (AI) technologies even on resource-poor devices by moving the computation-heavy steps, along with data, to the cloud. This talk will cover how the confluence of cloud, Internet of Things (IoT) and AI has brought about the advances in consumer electronics; it has allowed applying various technologies, including natural language understanding, computer vision and big data analytics, to consumer devices and internet of things. 학력 2012, Ph.D. in Computer Science, Stanford University (advisor: Hector Garcia-Molina) 2007, MS in Computer Science, Stanford University (advisor: Jennifer Widom) 2003, BS in Computer Science, KAIST 경력 2012/ /01, Research Scientist, Google Research 2012/ /12, Postdoctoral Researcher, Stanford University Honors IEEE Senior Member (2019) Google AI Focused Research Award (PI, first in Asia, ) Best Paper Award, Web DB Workshop (2015/05) IBM Ph.D. Fellowship ( ) School of Engineering Fellowship, Stanford University ( ) Korea Foundation for Advanced Studies (KFAS) Fellowship ( ) KAIST President s Prize for ranking 1st in Computer Science Department (2003/02) Activity 콜로퀴움 163

164 콜로퀴움 특허및특허소송실무의이해 김병국 ( 특허법원판사 ) 경력 1973년생사법연수원 37기 , 수원지방법원안산지원판사 , 서울지방법원판사 , 울산지방법원판사 , 특허법원판사, 특허법원국제지식재산권법연구센터연구위원 주요저서저작권과침해 - 판계를중심으로 ( 이규홍, 김기영, 장현진, 김병국, 육법사, 2016년 3월 10일출간 ) 지적재산소송실무 ( 특허법원지적재산소송실무연구회, 박영사, 2019년 1월 14일출간 ) 164Activity 콜로퀴움

165 매력적인예술교육콘텐츠의요건 - 기획과제작의케이스분석을 박성선 ( 미리오페라단예술감독 ) 콜로퀴움 학력서울대학교작곡과이론전공졸업서울대학교음악학과대학원졸업한국예술종합학교음악테크놀러지학과전문사졸업고려대학교문화컨텐츠학과 ( 한국전통음악 ) 박사과정수료 경력 2011~ 미리 ( 美里 ) 오페라단 / 인터에듀아트예술감독 2001~ 한국예술종합학교강사 2017~ 한국문화예술교육진흥원예술강사교육및교육자문 ( 컨설팅 ) 작품무용 < 빨래 >, < 고백 >, < 텅빈충만 >, <14feet>, < 달의아이 > 외다수음악극 < 비오는날엔생각해 >, < 두부와콩나물 >, < 안녕? 딸꾹!>, < 수리수리도레미 > 등예술감독 Activity 콜로퀴움 165

166 콜로퀴움 문화예술과기술의대면 류철하 ( 대전이응노미술관관장 ) 학력홍익대학교대학원미학과 2011 박사수료홍익대학교대학원미학과 2007 석사국립충남대학교국문과 1990 학사졸업대전보문고등학교졸업 경력 2019-현재대전고암미술문화재단대표이사, 대전이응노미술관장현재중앙대학교미술대학한국화과, 경희대학교미술대학한국화과겸임교수 2015 대전시립미술관학예실장 2015 이천국제조각심포지움운영위원 2011 창원아시아미술제전시감독 2010 이천시립월전미술관학예실장 2000 월전미술관학예연구실장 2000 월전미술문화재단실장자하미술관부관장 전시기획시점-연속된시간의지점 _ 김민호전한벽원 만고강산萬古江山 _ 김동욱, 조풍류 2인전한벽원 폭포의시학-곧은소리송원아트센터 한중회화교류전-숨쉬다, 숨그리고쉼유중아트센터 김호석수묵화전-웃다공아트센터 유락산수전 Over the Rainbow 둥샤오밍수묵전 영남화파의대가 -관산월 월전의꽃, 봄을품다 이천시립월전미술관개관초대전-묵향, 설봉에피다 이천시립월전미술관개관초대전-월전그격조의울림 허진전 월전미술상수상조춘자초대전 김대원전 신하순전 문인화특별초대전 한벽동인전 Activity 콜로퀴움

167 박물관체험더하기 콜로퀴움 박진아 ( 카이스트전산학부교수 ) 학력펜실베니아대학컴퓨터및정보과학 (Computer and Information Science) 석사 (1991), 박사 (1996) 졸업컬럼비아대학교전기공학 (Electrical Engineering) 학사 (1988) 졸업 Research Interests Modeling Deformable Objects Interface for 3D Manipulation Data Visualization Computer Haptics Virtual Training Bio/Medical Applications Activity 콜로퀴움 167

168 콜로퀴움 우주, 천체그리고생명 박창범 ( 고등과학원교수 ) 학력프린스턴대학교대학원천체물리과학과박사서울대학교대학원이론천문학석사서울대학교천문학학사 경력고등과학원물리학과교수서울대학교천문학과교수미국캘리포니아과학기술대학교물리학과연구원캐나다토론토대학교이론천체물연구소객원교수 도서인간과우주, 가람기획, 하늘에새긴우리역사, 김영사, 동아시아일식도, 서울대학교출판부, 한국의전통과학천문학, 이화여자대학교출판부, 논문 Satellites of Isolated Early-type Galaxies and the Missing Satellite Galaxy Problem, 한국천문학회보, 2017 THE KOREAN RECORD OF A GUEST STAR, Journal of the Korean Astronomical Society, 2017 개천절일자 ( 日字 ) 와단군조선개국년도문제고찰과제언, 천문학논총, 2015 BETTI NUMBERS OF GAUSSIAN FIELDS, Journal of the Korean Astronomical Society, 2013 Evolution of galaxies through galaxy-galaxy interactions, 한국천문학회보, 2013 My Research on Galaxies, Large-Scale Structures in the Universe, and Cosmic Microwave Background Radiation, 한국천문학회보, 2013 How galaxy interaction and large-scale environment jointly determine galaxy properties?, 한국천문학회보, 2012 거대우주탐사의신시대, 한국천문학회보, 2012 고구려고분벽화의별자리동정, 한국천문학회보, 2012 Effects of large and small-scale environments on Galaxy Properties, 한국천문학회보, 2012 Dependence of Galaxy Properties on Environment, 한국천문학회보, 2012 Effects of Gravitational Evolution, Biasing, and Redshift Space Distortion on Topology, 한국천문학회보, Activity 콜로퀴움

169 한국감성과학의태동과연구분야 콜로퀴움 박세진 ( 한국표준과학연구원책임연구원 )UNIST 조교수 ) 약력한국표준과학연구원미래융합기술본부의료융합측정표준센터책임연구원한국표준과학연구원미래융합기술본부본부장한국표준과학연구원미래융합기술부부장한국표준과학연구원생활계측그룹 연구분야 생체역학, 인체생리학, 인간공학, 감성공학 대표연구실적박세진 / 두부최대접촉압력측정유닛, 그장치, 측정방법, 기록매체와이를이용한두부착용장비및제작방법 (Unit, Apparatus, Method, Record Medium for Detecting Maximum Contact Pressure of a Human Head and, Device and the Method of putting on the head using the same)/ / Park, Se Jin, et al. Driving Posture Measurement using 3D Scanning Measuring Technique. SAE International Journal of Passenger Cars-Mechanical Systems (2015): Park, Se Jin, et al. Express Train Seat Discomfort Evaluation using Body Pressure and Anthropometric Data. Journal of the Ergonomics Society of Korea 33.3 (2014): Activity 콜로퀴움 169

170 콜로퀴움 대한제국前後史의인식 황태연 ( 동국대학교교수 ) 학력괴테대학교대학원정치학박사서울대학교대학원외교학과석사서울대학교외교학과학사 경력동국대학교정치외교학과교수담론21 편집위원한국정치사상학회상임이사한국정치연구회부회장민주당대통령선거대책위원회국가비전위원회위원장조선일보논설위원민주당국가전략연구소소장서울신문명예논설위원한반도정경연구소소장한국일보논설위원제 15대대통령직인수위원회국정지표심의위원회위원 주요저서 4차산업혁명과미래사회변혁, 중원문화, 한국근대화의정치사상, 청계, 백성의나라대한제국, 청계, 갑진왜란과국민전쟁, 청계, 패치워크문명의이론, 청계, 공자, 잠든유럽을깨우다, 김영사, 공자와세계 1-5, 청계, 실증주역, 청계, 사상체질과리더십, 들녘, 지배와이성, 창비, 환경정치학과현대정치사상, 나남, ü 주요저서 근대기획문있어서의세계시민과영구평화의이념, 사회과학연구, 1995 통일한국의사상이념적조건, 사회과학연구, 1996 아시아지역環境協力관계의形成과發展 = Regional Enviromental Cooperation in Asia, 東國論叢, 1997 世界의激變과한국의國家經營전략, 사회과학연구, 1998 근대해석학의위기와비판적구성 : 하버마스와푸코를중심으로, 행정논집, Activity 콜로퀴움

171 콜로퀴움 글자풍경 : 글자를통해바라보는인간과사회, 자연과기술 유지원 ( 타이포그래피연구자 ) 개요 글자와책을좋아하는그래픽디자이너. 홍익대학교디자인학부시각디자인전공겸임교수. 서울대학교에서시각디자인을전공하고, 독일국제학술교류처 (DAAD) 의예술장학생으로독일라이프치히그 래픽서적예술대학에서타이포그래피를공부했다. 민음사에서디자이너로, 산돌커뮤니케이션에서연구자로근무했다. 국제타이포그래피비엔날레 타이포잔치 2013 에서큐레이터를역임했고, 연구및교육, 디자인, 저술과번역, 전시등관련활동을다양하게병행한다. 타이포그래피를모든사람에게친근하고매력적으로다가가게하는동시에, 분과학문의경계를넘나들며소통하는데에힘쓰고있다. 중앙선데이 에서 유지원의글자풍경 을연재하며많은사랑을받았고, 경향신문 에서물리학자김상욱교수와함께 뉴턴의아틀리에 를연재한다. 그밖에뉴욕현대미술관 (MoMA) 의블로그와일본디자인매거진 IDEA( アイデア ) 등에기고한바있다. 저서로는 글자풍경, 역서로는 획: 글자쓰기에대해 등이있다. Activity 콜로퀴움 171

172 콜로퀴움 버스여행으로시작한여가액티비티플랫폼창업기 임수열 ( 프렌트립대표 ) 약력서울과학고졸업카이스트전자공학과졸업현 ) 주식회사프렌트립대표 여가액티비티플렛폼 < 프렌트립 > >2016 년 3 월론칭 > 회원수 72 만명이상보유 > 총 8 천여개상품 - 일상카테고리 ( 액티비티, 배움, 건강 & 뷰티, 모임 ) - 여행카테고리 > 25~39 세의직장인, 여성회원의구매활발 172Activity 콜로퀴움

173 콜로퀴움 음악의사소한비밀 : 풀타임뮤지션으로살아가기 서영도 ( 한양대학교겸임교수 ) 주요경력 1995 Jazz Band DAISY 활동 1996 JUICE 1집앨범발매 1998 S.T.E.P.S 앨범발매및연주활동 2006 서영도트리오 1집발매 CIRCLE 2008 서영도 2집발매 BRIDGE 2010 서영도일렉트릭앙상블 RANDOM LINE 발매 2013 서영도일렉트릭앙상블두번째앨범 NEW BEGINNING 발매 2015 고색창연 프로젝트앨범발매현재서영도일렉트릭앙상블활동및워크샵및클리닉, 스튜디오세션연주활동 주요사항 한양대콘서바토리학과장 ( ) 한양대실용음악과겸임교수 ( ) 수상경력 2007 제 4 회대중음악상 2 개부문수상 : 올해의연주 / 재즈, 컨템포러리부문, 올해의앨범 / 2008 제 2 회 LIG 아트홀주관리더스폴베이스부문수상 기타약력 - Recording 및 Performed with 가요 : 박정운, 이문세, 이소라, 김현철, 한영애, 박광현, 유열, 김건모, 나미, 대니정, 포지션, 정재형 (basis), 조규찬, 이승환 (story), Godspel ALBUM 다수 ( 옹기쟁이워십, 조수아등등 ), 이주한, 유재하추모앨범참가, 시월애 ( 영화음악 ) 참가, 김범수, 핑클, 옥주현, 김현정, 김진표, 빅마마, 별, 거미, 세븐, 강성연 (.BOBOS), 박효신, 유희열, 리사, 성시경, 조피디, 박상민, 박정현, 전제덕, 신화, BMK, 신승훈, 심수봉, sg 워너비, 신혜성, 주얼리, 조성모, 누보두2집, 정재욱, KCM, 윤도현솔로앨범, Bobby Kim( 부가킹스 ), 김형중 3집, May Be, MC 몽등등 - 뮤지컬 유린타운 세션연주 ( 월,2003년 11월 ~2004년 1월 ) - 뮤지컬 맘마미아 (2004년 1월30일 ~4월24일 ) - 뮤지컬 Godspell (2005년 6월4일 ~7월 24일 ) 한전아트센터. - 뮤지컬 피핀 - 뮤지컬 The Producers ( ~2.14) 국립극장해오름극장. 맘마미아 (2006.6~9) 서울 CT 재즈페스티발참가-전제덕밴드 ,3 EBS SPACE 공감서영도 TRIO 공연 자라섬재즈페스티발참가서영도 TRIO 년 1월31일아키라짐보와잼공연 년 6월테츠오사쿠라이와잼공연 Scott Henderson 과잼세션공연롤링홀 세종문화회관존스코필드공연오프닝연주.. 전제덕밴드 - 현재서영도트리오 & 전제덕밴드활동중 Activity 콜로퀴움 173

174 콜로퀴움 인류세, 자본세그리고쑬루세 최유미 ( 수유너머 104 연구원 ) 소개수유너머104 연구원. 비활성기체의결정안정성에대한통계역학적인연구 로카이스트화학과에서이론물리학박사학위를받았다. 한국기초과학원에서연구원으로활동했고, 10년간 IT 회사를운영하였다. 지금은동양의오래된한문텍스트들과서양철학을횡단하면서공부하고있다. 관심사는기계, 반려종등주로인간아닌것들과의만남과과학기술담론들이다. 현재다나해러웨이의 반려종선언 과 개와인간이만날때 를번역하고있다. 학력한국과학기술원이론물리학박사 ( 면심입방과육방최밀결정체의통계역학적인이론과비활성기체의고체상태에서의결정안정성에대한그적용 )(1992) 주요강의다라해러웨이와함께 인류세 를빠져나오기, 일민미술관불온한페미니즘 : 다나해러웨이와그친구들, 인문사회과학연구원선언의사상가, 다나해러웨이, 말과활아카데미곤란함과함께하기수유너머 Activity 콜로퀴움

175 콜로퀴움 현대자동차와예술 김태윤 ( 현대자동차아트랩 ) Current Position - 현대자동차아트랩차장 학력 - 서울대학교기계항공공학부졸업 - 서울미디어대학원대학교졸업 Experience - 네이버지식iN 개발 - 싸이월드, 네이트판개발 - 시계태엽오렌지 앨범발매 - 미디어아티스트로활동 Activity 콜로퀴움 175

176 콜로퀴움 기술을넘어서는미디어아트 박정선 ( 미디어아티스트 ) Education 2018 Ph.D. Graduate School of Culture Technology KAIST, Korea 2013 M.S. Graduate School of Culture Technology KAIST, Korea 2001 M.F.A.(Aufbaustudium) Stuttgart State Academy of Art and Design, Germany 1997 B.F.A. College of Fine Art, Seoul National University, Korea Solo Exhibition 2017, Trout Fishing Gallery, Daejeon, Korea 2015, Byunbang Gallery, Daejeon, Korea 2002, Daejeon Citizens Hall, Daejeon, Korea Group Exhibition 2019 Exhibition for Ungno Lee Bamboo & Abstract Letter, KAIST Vision Hall, Daejeon, Korea 2018 Artience Daejeon 2018, Daejeon Artist House, Daejeon, Korea 2018, D Museum, Seoul, Korea 2017 Science Art 2017, Jeju Museum Of Art, Jeju, Korea 2017, KRICT Space C#, Daejeon, Korea 2017 Artience Daejeon 17 Exhibition, Parking Gallery, Daejeon, Korea th Cheongju Craft Biennale Main Exhibition Section 3 Aesthetic Relationship, Cheongju, Korea 2017 interactive Sound Video Installation, Leeungno Museum, Daejeon, Korea 2016 Local CT Festival, Jejudo, Korea 2016, Jungdong Small Museum, Daejeon, Korea 2016 Paris Leeungno Residence Report, Daejeon Cityhall, Daejeon, Korea 2015 Paris Leeungno Residence Open studio, Vaux-sur-Seine, France 2014 ArtiST Project, Daejeon Museum of Art, Daejeon, Korea 2014, Soma Museum, Seoul, Korea 2014 Sapporo International Art Festival(SIAF 2014), Sapporo, Japan 2012 Special exhibition, House of Eungno Lee, Hongseong, Korea 2012, Spacessee, Daejeon, Korea 2010 Mix-Media Drawing Special Exhibition, Spacessee, Daejeon, Korea 2009 Daein Market Art Project Media Exhibition, Kwangju, Korea 2007 Daejeon FAST 2007, Daejeon Museum of Art, Daejeon, Korea 176Activity 콜로퀴움

177 CAAD futures 2019 대학원행사 Activity 대학원행사 177

178 대학원행사 CTSCAPE

179 부전공설명회 대학원행사 Activity 대학원행사 179

180 180 대학원행사

181

182 Appendix 재학생및졸업생관련학회및학술지

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