Objective 1. To study realistic media for and close to mankind and fusion & conversion area to enhance a sense of realism, immersion
Objective 2. To plan and conduct co-research projects associated with realistic media
Objective 3. To acquire medium & large realistic media fusion & conversion projects
Necessity of the research institute can be described in four ways.
The era of realistic media
It is widely agreed that current multi media is evolving into realistic technology and contents from two and three dimension manifesting itself in every perspective of our daily lives and technology development. The demand for relevant technology development is rising along with the arrival of realistic media. Fortunately, Kwangwoon University has superior human resources and technologies associated with realistic media. Technologies related to realistic media include visual and acoustic signal processing, display, contents, device, material, network, system along with academic fields such as psychology, anthroposophy, bioengineering, humanities, philosophy and arts. Furthermore, the advent of realistic media will require a comprehensive interdisciplinary study on related academic fields.
Lack of center for realistic media
Although KWU has top level researchers and infrastructure associated with realistic media, synergy effect is hard to be seen between human resources and technologies due to lack of a body within the campus to effectively manage and utilize the resources or an organization to integrate all the related efforts. This brings us to the need for an organization which can glue all the resources and plan and manage realistic media related fusion and conversion studies.
Lack of organic entity for research activity
Realistic media technology should be based on and understanding and thoughts of human beings to appear real because the end beneficiary of realistic media is mankind. Engineering technology of realistic media processing and service must reflect human factors and to do so interdisciplinary conversion with a variety of fields such as psychology, anthroposophy, bioengineering and contents.
Ongoing studies on realistic media, however, largely focused on technologies only. Moreover, given the characteristics of university, these subjects are hardly discussed within the same space or co-researched with a singly goal. In order to overcome these challenges and proceed with the next generation realistic media, a research institute is vital to plan, acquire and conduct fusion and conversion studies.
Preparation for new era
Various technology road maps evidently indicate the realistic media will dominate the future and research institutes around the world are conducting R&D projects to that trend. A true realistic media must reflect a full understanding of mankind in developing technologies.
To do so, human factors must be reflected in the technologies by studying psychology, anthroposophy and bioengineering.
Those technologies in turn must be reevaluated to improve the level of realism that users feel. Also, discussion with academic fields including humanities, philosophy and arts is needed to level up users’ perception and satisfaction toward contents created by the technologies. In order to bring multimedia era offering far better sense of realism than today, interdisciplinary study is essential and the need for realistic media research institute is greater than ever to brace ourselves for and stay ahead of this new era.
3.2 Purpose of establishment
The purpose behind the establishment of the institute is as follows. From the internal and external trend to the importance of realistic media and necessity and significance of interdisciplinary fusion and conversion for realistic media will be discussed.
Development trends of advanced realistic media
Previously media had focused on simple acoustic and visual expressions owing to technology barrier, far from delivering vivid experience by stimulating five senses of human beings. Dramatic evolution of H/W and S/W techniques, however, enabled users to experience realistic contents which will eventually blur the boundary between real world and virtual world. Existing acoustic and visual media will evolve into three dimension media services to realistic media. Multidimensional realistic media provides a variety of information without space and time limit which people can see, listen and feel through their five senses. Multimedia service is becoming significant in how to deliver a sense of immersion, realism and envelopment. In order to realize a true realistic media, not only infrastructure building through technology development but also various types of contents and accompanying realistic technologies are essential.
Multimedia is expected to grow into KRW1trillion market in 2009 applying media compression and encoding technologies. With the growth of media market, a variety of media will come along followed by further development of encoding technologies to provide mass media contents. In addition, 3D, holography, virtual reality, augmented reality related media technology will emerge as one of the major market players after 2010.
Fig.1) Outlook of media technology
Study on realistic media and conversion
The most distinctive characteristic of future society is conversion between different technologies. The trend which started with conversion between information processing technology and communication technology is broadening its concept into conversion between different technology and industry. The paradigm of social change is radically shifting from knowledge based society to the era of conversion. Given other strategic development of the government, conversion between technologies will lead the trend and conversion with IT based BT/NT/CT in particular will accelerate.
The following identifies area of research of professors engaged in realistic media research institute.
Table 1. Area of research
|Name||College/Dep./Univ||Area of research|
|Dong-Wook Kim||Dep. of Electronic Materials Engineering||2D/3D digital image processing,|
hologram, digital H/W designing
|Ji-Sang You||Electronics||2D/3D digital image processing|
|Ho-Jong Park||Electronics||Digital audio signal processing|
|Dong-Kyu Shim||Computer engineering||2D/3D digital image processing|
|Young-Guen Choi||Computer software||Object/Distributed processing|
|Hyung-Chul Lee||Industrial psychology||Human factor, Realistic media|
|Dong-Hun Jeong||Media & Communication Arts||Realistic media augmentation/evaluation|
|Mun-Seok Oh||Media & Communication Arts||Digital contents|
|Mun-Soek Kim||College of Northeast Asia||Digital contents|
|Sueng-Hyun Lee||Dep. of Culture||3D display, Digital hologram|
|Young-Ho Seo||Dep. of Culture||Digital hologram, Digital H/W designing|
4.2 Area of research
The institute is focused on studying various fusion and conversion technologies based on IT as shown in fig.2 below. The diagram is based on the area of research that current members of the institute are engaged and is expected to enlarge as more professors join in the future. Fig. 3 below shows target applications of various fusion and conversion studies in fig.2 and the scope of application covers much wider areas than identified below. In other words, the institute targets technologies which maximize a sense of envelopment and realism in various areas thereby getting consumers immersed.
Fig.2) Fusion & conversion in various areas
Fig.3) Applications of IT based fusion and conversion study
The focus of the institute, at the initial stage, is realism augmenting technology as shown in Fig.4. The institute identifies elements enabling a sense of envelopment, realism and immersion that users feel through various digital contents such as digital image and sound and discovers factors to maximize them. It includes ways to extract physiological and psychological factors and elements and both subjective and objective measurements. These factors and the results of evaluations are then applied to all the related technologies from creation/acquisition of digital contents, processing, display to communication service technologies to discover ways to maximize a sense of envelopment, realism and immersion.
Fig.4) The institute’s Core areas of study
4.3 Business plan
Table. 2 shows business plans of the research institute by stage. The whole business is divided into 4 stages with plans to acquire small and medium projects at 1st and 2nd stages and medium and large projects at 3rd and 4th stages.
Table 2. Business plan by stage - Annual business plan overview
|Acquiring small/medium project||Acquiring medium/large project||Acquiring medium/large project,|
|Composite project||Interdisciplinary project||Interdisciplinary project|
Business by stage
1) First stage : Preparation
- Mutual understanding of different research areas through seminars and workshops
- Information sharing and idea developing on projects
- Acquiring personal and small scale individual projects
- Information sharing on research through presentations
- Aligning and stabilizing the organization of the research institute
2) Second stage : Take-off
- Forming research teams with interdisciplinary academic fields
- Acquiring small and medium interdisciplinary projects
- Conducting interdisciplinary small and medium project
- Forming research teams and research planning for medium and large projects
- Planning for medium and large projects and proposing & acquiring RFP project
- Consortium with relevant businesses and university-industry cooperation
- Stabilizing operation and business of the institute
3) Third stage : Development
- Planning and acquiring medium and large projects
- Planning for medium and large projects and proposing & acquiring RFP projects
- Enlarging the institute
- Enhancing university- industry cooperation and planning & acquiring medium and large projects
4) Fourth stage : Intensification
- Planning & acquiring medium and large projects
- Planning for medium and large projects and proposing & acquiring RFP projects
- Setting up the institute and enlarging its scale