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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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Presentation on theme: "Culture Technology Bridging between Art & Culture and Science & Technology Kwangyun Wohn, KAIST Graduate School of Culture Technology."— Presentation transcript:

1 Culture Technology Bridging between Art & Culture and Science & Technology
Kwangyun Wohn, KAIST Graduate School of Culture Technology

2 About Myself

3 f = m · a

4 Missile Design

5 Computer Science

6 Computational Vision

7 My Younger Years: Harvard and Penn

8 Back to Korea

9 Virtual Reality

10 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

11

12

13 NEXT Initiative (2010~)

14

15 “Being a Curator” (2012)

16 VR Technology + Displays + Network
Educational Platform Educational Content

17 NEXT Initiative People Educational Contents Context Provider
Spatial-Temporal World View

18 Educational Implications
Interaction Experience Information

19 Once upon a time in America …

20 Snow Crash (1992) Story in the near future Crash of US Government
America’s competence Movies Music Micro Codes Pizza Delivery

21 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”

22 World according to IP Wired magazine 2008

23 Innovation Natural Resource-based Economy Cultural Resource-based

24 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?

25 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.

26 Culture as Infrastructure

27 Past Service Manufacturing Agriculture

28 Present IT Culture Energy BIO Agriculture

29 Future IT BIO Energy Agriculture Culture

30 “The Meaning of Places” Intel Workshop (2004)

31 Culture Technology (1994) Applying engineering process to cultural innovation
예술, 문화 산업에 필요한 컴퓨터 기술을 체계적으로 연구개발하자. 동기 1. 화장 2. 여자얼굴 그림

32 Culture Technology: Framework
1. 2. Traditional, Analog Industry High-tech, Digital Industry Culture Technology Digitalized Cultural Artifacts Traditional Cultural Artifacts

33 Growth Engine for the National Advancement (to the $30K Per Capita) (2001)
IT, BT, NT, ET and … CT

34 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 ( )

35 “Korean Waves” Movies TV Drama Pop Music Games Fashion

36 Resistances / Oppositions against CT
Other developed countries? Just an application of IT Real? Identity? Uniqueness? Interdisciplinary efforts not needed Political propaganda

37 National R&D Budget for the Culture Industry
US$ 1,000M 2001 2012

38 Sentiments (or Complaints)
C = Content (rather than culture) T = Technique (rather than technology)

39 In the mean while …

40 Human Resource in Culture Technology
Creators Producers Consumers (Public)

41 Grad School of CT @ KAIST (2005 ~ )

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45 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

46 Educational strategy Interdisciplinary system Project-based system
Taylor-made system

47 Experience (HCI) Visual media Sound, Music, Performance Physical interaction Technology Content design Story Design, Cognition Arts Management Cultural Management & Policy

48 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

49 Student Backgrounds

50 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

51 Where did they go?

52 Under one roof … Engineering Socio-Humanities Art & Design
한 지붕밑에서 연구/창작/산업화 할 필요 MIT Media Lab Disney Imagineering USC CMU Art & Design

53 Technology, Art and Practice on ‘Culture’
Education 한 지붕밑에서 연구/창작/산업화 할 필요 MIT Media Lab Disney Imagineering USC CMU R&D Creation

54 Cultural Contents

55 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

56 Global CT Network GSCT-KAIST (Korea) KMD-Keio U (Japan) ENJMIN-CNAM
(France) CCI-QUT (Australia) SIAT-SFU (Canada)

57 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 !

58 International Cooperation in CT
Symbiosis [Brain] For advances in science and technology Sympathy [Heart] For further understanding


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