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Culture Technology Bridging between Art & Culture and Science & Technology
Kwangyun Wohn, KAIST Graduate School of Culture Technology
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About Myself
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f = m · a
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Missile Design
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Computer Science
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Computational Vision
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My Younger Years: Harvard and Penn
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Back to Korea
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Virtual Reality
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Research Theme Information Education Visualization VR Technology
Virtual Heritage Digital Fashion 한 지붕밑에서 연구/창작/산업화 할 필요 MIT Media Lab Disney Imagineering USC CMU
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NEXT Initiative (2010~)
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“Being a Curator” (2012)
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VR Technology + Displays + Network
Educational Platform Educational Content
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NEXT Initiative People Educational Contents Context Provider
Spatial-Temporal World View
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Educational Implications
Interaction Experience Information
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Once upon a time in America …
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Snow Crash (1992) Story in the near future Crash of US Government
America’s competence Movies Music Micro Codes Pizza Delivery
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Knowledge-Based Industry
those industries … … which have their base on individual creativity, skill and talent and … which have a potential for wealth and job creation through the generation and exploitation of intellectual property No mention on “culture”
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World according to IP Wired magazine 2008
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Innovation Natural Resource-based Economy Cultural Resource-based
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Technology Products Business Services Culture
Innovations Technology Products Business Services Culture When you are trying to sell your product/service, you are suggesting the customer to change his/her life style. In Iran, satellite TV is popular. How about IPTV?
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Innovation in Culture Way of thinking Way of working Way of enjoying
Way of living Way of interacting/socializing Way of expressing ourselves Of course, a government cannot engineer/force the way of thinking, the way of working, … etc. But it may influence or guide people in a more desirable direction. I think this is the essence of culture technology.
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Culture as Infrastructure
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Past Service Manufacturing Agriculture
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Present IT Culture Energy BIO Agriculture
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Future IT BIO Energy Agriculture Culture
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“The Meaning of Places” Intel Workshop (2004)
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Culture Technology (1994) Applying engineering process to cultural innovation
예술, 문화 산업에 필요한 컴퓨터 기술을 체계적으로 연구개발하자. 동기 1. 화장 2. 여자얼굴 그림
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Culture Technology: Framework
1. 2. Traditional, Analog Industry High-tech, Digital Industry Culture Technology Digitalized Cultural Artifacts Traditional Cultural Artifacts
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Growth Engine for the National Advancement (to the $30K Per Capita) (2001)
IT, BT, NT, ET and … CT
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Numerous National Policies and Plans …
Content Korea Vision 21 ( ) 5-Year Plan for the Game Industry (2002) Vision for the Korean Culture Industry ( ) Master Plan for Securing the Human Resource ( ) Roadmap for R&D in Culture Technology ( ) …
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“Korean Waves” Movies TV Drama Pop Music Games Fashion
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Resistances / Oppositions against CT
Other developed countries? Just an application of IT Real? Identity? Uniqueness? Interdisciplinary efforts not needed Political propaganda
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National R&D Budget for the Culture Industry
US$ 1,000M 2001 2012
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Sentiments (or Complaints)
C = Content (rather than culture) T = Technique (rather than technology)
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In the mean while …
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Human Resource in Culture Technology
Creators Producers Consumers (Public)
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Grad School of CT @ KAIST (2005 ~ )
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Mission “Global leaders” for the culture industry
Technology for the culture industry A new kind of post-graduate education which fuses (digital) technology, socio-humanities, arts, and business
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Educational strategy Interdisciplinary system Project-based system
Taylor-made system
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Experience (HCI) Visual media Sound, Music, Performance Physical interaction Technology Content design Story Design, Cognition Arts Management Cultural Management & Policy
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Areas of Research Social Complexity & Digital Humanities Interaction &
Space Cultural Artifacts 한 지붕밑에서 연구/창작/산업화 할 필요 MIT Media Lab Disney Imagineering USC CMU
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Student Backgrounds
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Alumni 졸업생 현황 Grad Year Master Ph.D 2007 15 2008 21 2009 43 2010 30
2011 36 3 2012 48 9 2013 28 10 2014 42 5 2015 31 7 Total 294 34
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Where did they go?
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Under one roof … Engineering Socio-Humanities Art & Design
한 지붕밑에서 연구/창작/산업화 할 필요 MIT Media Lab Disney Imagineering USC CMU Art & Design
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Technology, Art and Practice on ‘Culture’
Education 한 지붕밑에서 연구/창작/산업화 할 필요 MIT Media Lab Disney Imagineering USC CMU R&D Creation
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Cultural Contents
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Culture Technology Experience Technology Life (衣.食,住) Technology
Content Technology Social Technology Expressive Technology 한 지붕밑에서 연구/창작/산업화 할 필요 MIT Media Lab Disney Imagineering USC CMU
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Global CT Network GSCT-KAIST (Korea) KMD-Keio U (Japan) ENJMIN-CNAM
(France) CCI-QUT (Australia) SIAT-SFU (Canada)
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CNAM-KAIST Collaborations (so far)
Professor Stephane Natkin at our advisory committee Professor Wohn, 4 months at CNAM (2015) Student exchanges Three KAIST students at CNAM (2015, 2016) Two CNAM students at KAIST (2016) Two KAIST students at CNAM (2016~2017, planned) Joint workshop in 2017 (planned) Jean-Charles Bazin as the KAIST faculty !
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International Cooperation in CT
Symbiosis [Brain] For advances in science and technology Sympathy [Heart] For further understanding
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