갤러리 보기
Search

가상현실(VR) 상호작용 분야의 핵심 미해결 문제—얼마나 왜곡해야 너무 많은 것인가?—에 정면으로 답한 국내 연구가 세계 최고 권위의 VR 학술대회에서 최우수 논문으로 선정됐다.
단국대학교 소프트웨어학과 김하연 교수와 연세대학교 컴퓨터과학과 이인권 교수가 공동 저술한 논문 "How Much Is Too Much? Comfort Envelopes for Distortions in Virtual Reality Interaction"이 오는 3월 21일부터 25일까지 대구 EXCO에서 개최되는 IEEE VR 2026 (IEEE Conference on Virtual Reality and 3D User Interfaces)에서 Best Paper로 선정됐다.
IEEE VR은 가상현실·증강현실·3D 사용자 인터페이스 분야를 대표하는 국제 학술대회로, IEEE Computer Society 및 Visualization and Graphics Technical Committee(VGTC)가 주관한다. 매년 전 세계에서 수백 편의 논문이 제출되며, 그 가운데 엄격한 심사를 통과한 소수의 연구만이 Best Paper로 인정받는다. 올해 대회가 대한민국 대구에서 개최된다는 점에서 국내 연구진의 수상은 더욱 각별한 의미를 갖는다.
이 논문은 VR에서 필연적으로 발생하는 다양한 공간 왜곡—손의 움직임 배율 조정, 순간이동, 시점 재배치 등—이 사용자의 현존감(Presence)과 행위 주체감(Agency)에 미치는 영향을 통합적으로 분석한 연구다. 연구팀은 왜곡을 연속적 메트릭 편차(metric deviations)와 불연속적 위상 단절(topological breaks)의 두 축으로 분류하는 SIDA(Single-Interaction Dual-Axis) 프레임워크를 제안하고, N=52명 참가자를 대상으로 한 정신물리학 실험을 통해 사용자가 각 왜곡 유형을 수용 가능한 한계치, 즉 쾌적 포락선(Comfort Envelope)을 정량화했다. 연구의 핵심 발견은 세 가지다: 연속적 왜곡은 비연속적 왜곡보다 훨씬 높은 관용도를 가지며, 예측 가능한 매핑은 허용 범위를 약 35% 확장시키고, 두 종류의 왜곡은 서로 경쟁하는 방식으로 결합되어 허용 예산을 비선형적으로 제한한다는 것이다. 이 연구는 VR 디자이너들이 그동안 시행착오에 의존해 온 상호작용 왜곡의 허용 한계를 처음으로 원칙적이고 정량적인 방식으로 제시했다는 점에서 의의가 있다.
A joint research team from Dankook University and Yonsei University has won the Best Paper award at IEEE VR 2026 (IEEE Conference on Virtual Reality and 3D User Interfaces), to be held March 21–25 at EXCO in Daegu, Republic of Korea.
The awarded paper, "How Much Is Too Much? Comfort Envelopes for Distortions in Virtual Reality Interaction", was co-authored by Prof. Hayeon Kim (Department of Software Science, Dankook University) and Prof. In-Kwon Lee (Department of Computer Science, Yonsei University).
IEEE VR is the world's foremost academic venue dedicated to virtual reality, augmented reality, and 3D user interfaces, sponsored by the IEEE Computer Society and the IEEE Visualization and Graphics Technical Committee (VGTC). Each year, hundreds of submissions undergo rigorous peer review, and only a small number of exceptional contributions are recognized with the Best Paper distinction. The honor carries additional significance this year as the conference is held in Korea for the first time.
Joint research team from Dankook and Yonsei wins Best Paper Award at IEEE VR 2026
2026/03/17

Prof. Hayeon Kim (Dankook Univ) and Prof. In-Kwon Lee has announced that their paper, "Disruption Timing as Information Structure: Collective Recovery in Multi-User Virtual Reality," has been accepted at CHI 2026, the world's premier conference for Human-Computer Interaction (HCI).
In collaborative VR environments, developers often strive for "seamlessness," attempting to hide technical glitches. However, this study uncovers a paradox: concealing failures creates asymmetric awareness among users, which can fracture the shared reality necessary for effective teamwork.
The researchers propose a paradigm shift, treating disruption timing as a deliberate "information structure." Using the theory of Rational Rituals, they introduced the Public, Synchronous, Bounded (PSB) anchor. This design strategy ensures that when a system failure occurs, it happens simultaneously for all users, establishing the "common knowledge" needed for a collective response.
The study, involving 102 participants, demonstrates that fostering a "shared struggle" can be more beneficial for group coordination than maintaining a fragile, individual illusion of seamlessness.
The work will be presented at CHI 2026 in Barcelona, Spain, where experts in XR, UI/UX, and social computing gather to discuss the future of human-technology interaction.
Unveils "Resilient Recovery" Strategy for Multi-User VR at CHI 2026
2026/02/02

A research team led by Professor In-Kwon Lee at Yonsei University has achieved a remarkable double-header at IEEE VR 2026, the premier international conference for virtual reality. Both papers have been selected for simultaneous publication in the prestigious journal IEEE Transactions on Visualization and Computer Graphics (TVCG).
Study 1: Defining the "Comfort Envelope" for VR Distortions
In the paper "How Much Is Too Much?", Professor Hayeon Kim (Dankook Univ.) and Professor Lee investigate the limits of visual-motor distortions. While VR allows for stretched limbs and rescaled motions, exceeding certain limits breaks the user’s sense of agency and presence. The team introduced the Comfort Envelope, a multi-dimensional budget that guides designers on how much distortion a user can tolerate before the experience collapses. Their study with 52 participants revealed that predictable distortions increase tolerance by 35%, providing a reproducible protocol for future VR interface design.
Study 2: Seamless Walking via Non-Euclidean Portal Resets
The second paper, led by Ho Jung Lee and his colleagues, introduces NEPR (Non-Euclidean Portal Reset), a breakthrough in Redirected Walking (RDW). Traditionally, when a user reaches a physical wall, they must stop and "turn-in-place," breaking immersion. NEPR eliminates this interruption by opening a virtual portal to a non-Euclidean corridor. As the user walks through this short corridor, their physical position is subtly reset without them ever needing to stop. This "continuous walking" approach significantly outperforms traditional resets in both user experience and task efficiency.
These works will be presented at IEEE VR 2026 in Daegu, Korea. By balancing technical innovation with human perception, Professor Lee’s team continues to redefine the boundaries of what is possible in immersive environments.
Dual Breakthroughs in VR Interaction and Locomotion at IEEE VR 2026
2026/01/28

A research team led by Professor In-Kwon Lee at Yonsei University (Kyumin Kim, Dohae Lee, Hanul Back, and In-Kwon Lee) has achieved a significant milestone with their paper, "RotGS: Rotation-Guided 3D Gaussian Splatting for Turntable Sequences without Structure-from-Motion." The study has been accepted for presentation at Eurographics 2026 and will be simultaneously published in the prestigious Computer Graphics Forum (CGF) journal.
The study tackles a critical bottleneck in 3D reconstruction. While 3D Gaussian Splatting (3DGS) has revolutionized photorealistic scene representation, it traditionally relies on Structure-from-Motion (SfM) to determine precise camera poses—a process that is often unstable in turntable setups. In these environments, background removal reduces reliable feature matches, leading to inaccurate poses and degraded reconstruction quality.
To solve this, the team introduced RotGS, a novel SfM-free method optimized for turntable sequences. By leveraging the geometric prior that objects rotate around a central axis, RotGS simplifies the optimization process using a single global rotation axis.
The work will be presented at the 47th Annual Conference of the European Association for Computer Graphics (Eurographics 2026) in Bonn, Germany. This breakthrough is expected to significantly streamline automated 3D content creation for e-commerce, digital twins, and cultural heritage preservation.
Unveils 'RotGS' at Eurographics 2026: Achieving High-Fidelity 3D Reconstruction Without SfM
2025/12/16

The paper “Manual-Free Gaze Interaction via Bayesian-based Implicit Intention Prediction,” co-authored by Taewoo Jo, Ho Jung Lee, Sulim Chun, and In-Kwon Lee, has been accepted for publication in IEEE Transactions on Visualization and Computer Graphics, a top-tier journal in the field of computer graphics. Previously, when using a user's gaze for pointing and selection, auxiliary means such as hands or controllers were often employed alongside the gaze. This research employs a Bayesian-based method to enhance the probability of correctly determining whether a selection is intended, enabling selection using only the gaze.
New Study Enables Pure Gaze-Based Selection Without Controllers, accepted in IEEE TVCG
2025/09/26

Two papers co-authored by In-Kwon Lee and Ha-yeon Kim (an assistant professor at Dankook University who graduated from this laboratory), have been accepted for ISMAR 2025. “PACT: Modeling Coordination Dynamics in Scale-Asymmetric Virtual Reality Collaboration” was accepted in the journal track, while “PresenceLens: Interpreting Dynamic Presence in Virtual Reality” was accepted in the conference track. ISMAR, alongside IEEE VR, is one of the premier academic conferences in the eXtended Reality (XR) field. This year's conference will be held in Daejeon, South Korea, from October 8 to October 12.
Two Papers Accepted for ISMAR 2025 Conference
2025/09/03

The paper “ClothingTwin: Reconstructing Inner and Outer Layers of Clothing Using 3D Gaussian Splatting,” co-authored by Mun-Kyung Jung, Dohae Lee, and In-Kwon Lee, has been accepted for the journal track of the Pacific Graphics (PG) 2025 conference. This paper will be presented at the PG 2025 conference in Taipei, Taiwan, from October 14 to 17, and will simultaneously be published in the Computer Graphics Forum, one of the premier journals in the field of computer graphics.
A Paper Accepted for the Journal Track of the Pacific Graphics 2025
2025/08/24

Dr. Hyunjeong Kim, a graduate of this laboratory, has been appointed as an assistant professor in the Digital Content and Virtual Reality track of the Department of Computer Engineering at Hansung University. Dr. Kim received her Ph.D. in August 2024, and have served as a postdoctoral researcher at ETH Zurich (Swiss Federal Institute of Technology Zurich).
Dr. Hyunjeong Kim appointed as Assistant Professor at Hansung University
2025/08/22



Ho Jung Lee has been selected for an Honorable Mention in the 2025 Master’s Thesis Award by the Korean Computer Graphics Society (KCGS). Lee is actively conducting research in the fields of Virtual Reality (VR) and Human-Computer Interaction (HCI), with a particular focus on locomotion techniques that overcome the limitations of physical space—namely, strategies related to Redirected Walking (RDW), such as reset and redirection methods.
He proposed MARR, a reinforcement learning-based resetter that learns optimal reset directions in multi-user environments, and developed the Selective Redirection Controller (SRC), a reinforcement learning model that adaptively applies the most suitable redirection technique based on the user's surrounding environment. In addition, he designed a multimodal reset user interface that combines visual and auditory cues to effectively enhance the user experience.
Based on these research outcomes, Lee authored a total of three papers, all of which were published in IEEE Transactions on Visualization and Computer Graphics (TVCG) and presented at IEEE VR and IEEE ISMAR. One of these papers received the Best Paper Award at IEEE VR 2024.
Ho Jung Lee Receives Honorable Mention from KCGS for Master’s Thesis
2025/08/08


We presented three papers at the 2025 Korea Computer Graphics Society (KCGS) Conference, held from July 8 to 11, 2025, at the Del Pino Resort in Goseong, Gangwon Province:
•
Ho Jung Lee, Hyunjeong Kim, In-Kwon Lee, “Multimodal Turn in Place: A Comparative Analysis of Visual and Auditory Reset UIs in Redirected Walking.”
•
Ho Jung Lee, Sangcheol Yu, Hayoung Go, Yun Seok Jeon, Seung Yeon Cha, In-Kwon Lee, “User Experience Analysis Study on Performing the Identical Motion as VR Avatars.”
•
Kyu Min Kim, Dohae Lee, Hanul Baek, In-Kwon Lee, “A Fixed-Camera-Based SfM-free Gaussian Splatting Training Utilizing a Rotating Turntable.”
Three Papers Presented at KCGS 2025
2025/07/11


Sung-Yun Hwang, an undergraduate intern in our lab, won 2nd place at the “Beach Music Festival,” held as part of the KCGS 2025 conference reception on July 10, 2025. Hwang delivered a powerful performance of the song “Like the Mighty Salmon Swimming Upstream” (original by Kang San-eh), receiving enthusiastic applause from the audience.
Sung-Yun Hwang Wins 2nd Place at KCGS 2025 Beach Music Festival
2025/07/10

The following paper has been finally accepted for the IEEE VR 2025 conference journal track:
•
Ho Jung Lee, Hyunjeong Kim, and In-Kwon Lee,"Multimodal Turn in Place: A Comparative Analysis of Visual and Auditory Reset UIs in Redirected Walking"
The paper will be presented at IEEE VR 2025, March 08-12, 2025, in Saint-Malo, France, and simultaneously published in IEEE Transactions on Visualization and Computer Graphics (IEEE TVCG), a top-tier journal in the field of computer graphics and virtual reality.
아래 논문이 IEEE VR 2025 conference journal track에 최종 accept 되었습니다:
•
Ho Jung Lee, Hyunjeong Kim, and In-Kwon Lee,"Multimodal Turn in Place: A Comparative Analysis of Visual and Auditory Reset UIs in Redirected Walking"
본 논문은 2025년 3월 23일 - 27일 프랑스 생말로에서 개최되는 IEEE VR 2025에서 발표되며, 동시에 computer graphics 및 virtual reality 분야의 top-tier journal인 IEEE Transactions on Visualization and Computer Graphics (IEEE TVCG)에 게재될 예정입니다.
Toward Intuitive Reset in Redirected Walking: Evaluating Visual, Auditory, and Multimodal Interfaces
2025/03/08


Two papers from CGnA were presented at the prestigious IEEE ISMAR 2024 conference (Seattle; 24.10.21 - 24.10.25). The paper co-authored by Hyunjung Kim and In-Kwon Lee, “Is 3DGS Useful?: Comparing the Effectiveness of Recent Reconstruction Methods in VR” was presented at IEEE ISMAR 2024, and ‘MARR: A Multi-Agent Reinforcement Resetter for Redirected Walking’, co-authored by Ho Jung Lee, Sang-Bin Jeon, Yong-hun Cho, and In-Kwon Lee, was invited to present at the same conference after being published in IEEE TVCG. Congratulations to all the researchers on their achievements!
CGnA의 두 논문이 저명한 학술대회 IEEE ISMAR 2024 학술대회 (Seatle; 24.10.21 - 24.10.25) 에서 발표되었습니다. 김현정과 이인권이 공동 저술한 논문, "Is 3DGS Useful?: Comparing the Effectiveness of Recent Reconstruction Methods in VR"이 IEEE ISMAR 2024에서 발표되었고, 이호정, 전상빈, 조용훈, 이인권이 공동 저술한 논문 "MARR: A Multi-Agent Reinforcement Resetter for Redirected Walking"은 IEEE TVCG에 게재 이후 동 학술대회에 초청 발표되었습니다. 모든 연구진의 성과를 축하합니다!
Research Highlights: 3DGS and Multi-Agent Resetter Innovations Presented at IEEE ISMAR 2024
2024/10/21



On October 18, 2024, the EVOVA VR team in CGnA won the grand prize at the “2024 Metaverse Developer Contest” hosted by the Ministry of Science and ICT and jointly organized by the Korea Radio Promotion Association, the Korea Metaverse Industry Association, and the Information and Communication Industry Promotion Agency.
The grand prize includes a certificate and a cash prize of 10 million won.
The EVOVA VR is a team of doctoral and master's researchers in CGnA's lab and participated in this development contest based on the theme of “VR Showroom utilizing 3DGS”.
2024년 10월 18일 과학기술정보통신부가 주최하고 한국전파진흥협회, 한국메타버스산업협회, 정보통신산업진흥원이 공동으로 주관한 "2024년도 메타버스 개발자 경진대회"에서 CGnA 연구실내 EVOVA VR 팀이 최우수상을 수상하였습니다.
최우수상에는 상장과 상금 1000만원이 각각 주어집니다.
EVOVA VR은 CGnA 연구실 내 박사 및 석사 연구원으로 구성된 팀으로 "3DGS를 활용한 VR Showroom" 이라는 주제를 바탕으로 이번 개발경진대회에 참여하였습니다.
CGnA and EVOVA VR win the grand prize at the “2024 Metaverse Developer Contest” hosted by the Ministry of Science and ICT.
2024/10/18

Dohae Lee's paper "ClothCombo: Modeling Inter-Cloth Interaction for Draping Multi-Layered Clothes" won the CLO Paper Award at the Korea Computer Graphics Society (KCGS) 2024 conference held at Sonobell, Gyeongju for three days from July 9. The paper was also selected as the best paper representing the College of Computing at the Yonsei University Graduate Innovation Award for the first semester of the 2024 academic year. This paper proposes the novel graph neural network (GNN) model that drapes multiple layers of 3D clothing on a 3D human avatar. It was presented at the SIGGRAPH-ASIA '23 conference in Australia in December 2023 and published in ACM Transactions on Graphics, the top journal in the field of computer graphics.
이도해의 논문 "ClothCombo: Modeling Inter-Cloth Interaction for Draping Multi-Layered Clothes"가 지난 7월 9일부터 3일간 경주 소노벨에서 열린 한국컴퓨터그래픽학회 2024 학술대회에서 CLO 논문상을 수상했습니다. 이 논문은 또한 2024년 1학기 연세대학교 대학원 혁신 우수 논문상 중 인공지능융합대학 단과대학 최우수 논문으로 선정되었습니다. 이 논문은 3D 인간 아바타에 여러 겹의 3D 옷을 입히는 세계 최초의 그래프 신경망(GNN) 모델을 제안하였습니다. 2023년 12월 호주에서 열린 SIGGRAPH-ASIA '23 컨퍼런스에서 발표되었으며, 컴퓨터 그래픽스 분야 최고 저널인 ACM Transactions on Graphics에 게재되었습니다.
Twin Honors for Groundbreaking Multi-Layered Clothing Model: Awarded by CLO and Yonsei University Graduate School
2024/07/14

At the IEEE VR 2024 conference held in Orlando, USA last March, the paper "Redirection Strategy Switching: Selective Redirection Controller for Dynamic Environment Adaptation" presented by Ho Jung Lee and others won the Best Paper award. This award was given to six excellent papers within 1% of all papers submitted to this conference.
이호정 등이 지난 3월 미국 올란도에서 개최된 IEEE VR 2024 학술대회에서 발표한 paper "Redirection Strategy Switching: Selective Redirection Controller for Dynamic Environment Adaptation" 가 Best Paper 상을 수상하였습니다. 이 상은 이 학술대회에 submit 되었던 모든 논문들 가운데 1% 이내의 우수한 논문들 6편에게 주어졌습니다.
Awarded Best Paper at IEEE VR 2024
2024/05/11

A groundbreaking research aimed at enhancing the immersive experience for virtual reality (VR) users has recently been published in the IEEE Transactions on Visualization and Computer Graphics, a top-tier journal in the field of computer graphics. Conducted by researchers from South Korea, Sang-Bin Jeon, Jaeho Jung, Jinhyung Park, and In-Kwon Lee, the study titled "F-RDW: Redirected Walking with Forecasting Future Position" introduces a novel mechanism to overcome the limitations of existing Redirected Walking (RDW) techniques that often require specific preconditions related to the layout of the virtual environment or the direction of the user’s walk.
가상현실(VR) 사용자의 몰입감을 높이기 위한 획기적인 연구가 최근 컴퓨터 그래픽 분야 최고 권위의 학술지인 IEEE Transactions on Visualization and Computer Graphics 저널에 게재되었습니다. CGNA 구성원인 전상빈, 정재호, 박진형, 이인권이 수행한 'F-RDW: 미래 위치 예측을 통한 방향 전환 보행'이라는 제목의 이 연구는 가상 환경의 레이아웃이나 사용자의 보행 방향과 관련된 특정 전제 조건이 필요한 기존 방향 전환 보행(RDW) 기술의 한계를 극복하기 위한 새로운 메커니즘을 소개했습니다.
Revolutionizing VR Experiences: Introducing the Predictive Redirected Walking Technique, F-RDW
2024/02/29

The paper, "MARR: A Multi-Agent Reinforcement Resetter for Redirected Walking," co-authored by Ho Jung Lee, Sang-Bin Jeon, Yong-Hun Choi, and In-Kwon Lee, has been accepted by the top-tier journal “IEEE Transactions on Visualization and Computer Graphics”. The paper investigates how to determine the optimal direction after reset when multiple users are using a redirected walking technique to experience a virtual environment while sharing a single physical space.
이호정, 전상빈, 조용훈, 이인권이 공동 집필한 paper, "MARR : A Multi-Agent Reinforcement Resetter for Redirected Walking," 이 top-tier journal인 IEEE Transactions on Visualization and Computer Graphics에 accept되었습니다. 이 논문은 다수의 사용자가 하나의 물리적 공간을 공유한 채 가상 환경을 경험할 때 방향 전환 보행 기법을 사용하는 경우 reset 후의 최적 방향을 결정하는 방법을 연구한 연구입니다.
Breaking Boundaries in VR: New Study on Multi-Agent Resetter Accepted by Prestigious Journal
2024/02/11

Dr. Hayeon Kim, who received her Ph.D. in August 2023 through an integrated master's and doctoral program in CGNA's lab, has been appointed as an assistant professor at Dankook University (Jukjeon Campus) as of March 1, 2024. During her studies, Dr. Kim conducted various research and projects specialized in virtual reality and published her research in top-tier journals and conferences, including IEEE Transactions on Multimedia, IEEE Transactions on Visualization and Computer Graphics, IEEE ISMAR Journal Track, and SIGGRAPH 2022. Dr. Hayeon Kim has been doing outstanding research as a postdoc in CGNA lab from September 2023 to February 2024.
CGNA 연구실에서 석박통합과정을 거쳐 2023년 8월 박사학위를 취득한 김하연 박사가 2024년 3월 1일자로 단국대학교 (죽전 캠퍼스) 소프트웨어 학과에 조교수로 임용되었습니다. 김하연 박사는 재학 중 virtual reality에 특화된 다양한 연구와 프로젝트를 수행하였으며, 특히, IEEE Transactions on Multimedia, IEEE Transactions on Visualization and Computer Graphics, IEEE ISMAR Journal Track, SIGGRAPH 2022 등 top-tier journal 과 conference에 연구결과를 발표한 바 있습니다. 김하연 박사는 2023년 9월 부터 2024년 2월까지 CGNA 연구실에서 postdoc으로 뛰어난 연구를 수행해 온 바 있습니다.
Dr. Hayeon Kim's Rise to Assistant Professorship at Dankook University
2024/02/07
The following two papers have been finally accepted for the IEEE VR 2024 conference journal track:
•
Ho Jung Lee, Sang-Bin Jeon, Yong-Hun Cho, In-Kwon Lee, "Redirection Strategy Switching: Selective Redirection Controller for Dynamic Environment Adaptation"
•
Hyunjeong Kim, Sang-Bin Jeon, In-Kwon Lee, "Locomotion Techniques for Dynamic Environments: Effects on Spatial Knowledge and User Experiences"
Both papers will be presented at IEEE VR 2024, March 16-21, 2024 in Orlando, USA, and simultaneously published in IEEE Transactions on Visualization and Computer Graphics, a top-tier journal in the field of computer graphics.
아래 두 개의 paper들이 IEEE VR 2024 conference journal track에 최종 accept 되었습니다:
Innovative Research in Virtual Reality: Two Papers Accepted at IEEE VR 2024 Journal Track
2024/01/26

The article "ClothCombo: Modeling Inter-Cloth Interaction for Draping Multi-Layered Clothes" authored by Dohae Lee, Hyun Kang, and In-Kwon Lee is accepted for publication in the journal track of the SIGGRAPH-ASIA 2023 conference. This conference is a highly renowned event in the field of computer graphics and will take place in December 2023 in Sydney, Australia. The paper introduces ClothCombo, which is a pipeline designed for draping various clothing combinations on 3D human models with different body postures and types. GNN-based networks are utilized to model interactions between various layers of clothing, allowing for the development of multi-layer apparel in an efficient manner. The paper will be published concurrently with the conference presentation in the premiere journal in computer graphics, ACM Transactions on Graphics.
이도해, 강현, 이인권이 공동 집필한 paper "ClothCombo: Modeling Inter-Cloth Interaction for Draping Multi-Layered Clothes" 가 SIGGRAPH-ASIA 2023 학술대회의 journal track에 최종 accept 되었다. 이 학술대회는 computer graphics 분야에서 가장 권위있는 학술대회 중의 하나로서 2023년 12월 호주의 Sydney에서 개최된다. 이 paper는 다양한 체형과 포즈를 가진 3D 인간 모델에 임의의 옷 조합을 입히는 파이프라인인 “클로스콤보(ClothCombo)” 를 소개하고 있다. GNN 기반 네트워크를 활용하여 여러 겹의 옷 사이의 상호작용을 효율적으로 모델링함으로써 다중 레이어 의류를 구현할 수 있도록 하였다. 이 paper는 학술대회 발표와 동시에 computer graphics 분야의 최고 권위 학술지인 ACM Transactions on Graphics에도 동시에 게재될 예정이다.
Final acceptance to SIGGRAPH-ASIA 2023 Journal Track
2023/09/27


2023년 9월 12일 연세대학교와 특허청이 공동으로 주관한 대학원생 창업경진대회에서 CGnA 연구실내 VBody 팀이 최우수상을 수상하였습니다. VBody팀은 CGnA 연구실 내 박사 및 석사 연구원으로 구성된 팀으로 이번 창업경진대회에 참여하였습니다.
CGnA and VBody win the grand prize at the graduate student startup competition jointly hosted by the Korean Intellectual Property Office and Yonsei University.
2023/09/12


CGnA 연구실의 창업팀 MeTown이 2023년 8월 22일 Plug&Play 창업 캠프 2023에서 최우수상을 수상하였습니다. 본 행사는 연세대학교 창업지원단과 연세대학교 기술지주회사에서 주관한 행사로 제주도에서 진행되었으며 CGnA 연구실의 박사 및 석사 구성원으로 이뤄진 MeTown팀이 본 행사에 참석하였습니다.
CGnA and the Metown team win the grand prize at the graduate school innovation project Plug&Play Startup Camp 2023.
2023/08/22

Hayeon Kim, Jinhyung Park, and In-Kwon Lee's paper ""To Be or Not to Be Me?": Exploration of Self-Similar Effects of Avatars on Social Virtual Reality Experiences" has been accepted for the journal track of the 22nd IEEE International Symposium on Mixed and Augmented Reality (ISMAR) conference. The paper will be presented at the ISMAR 2023 conference in Sydney, Australia, October 16-20, and will be published in the IEEE Transactions on Visualization and Computer Graphics, a top-tier journal in computer graphics. The paper is the first to analyze in-depth the different experiences users have with avatars that are similar to them versus avatars that are not similar to them in a social VR environment. When using self-similar avatars, users experienced a higher sense of embodiment and social presence. On the other hand, presence, an important aspect of the VR experience, was not significantly related to the self-similarity of the avatar. Furthermore, self-similar avatars were found to decrease immersion, another important aspect of the VR experience. This could be due to increased self-awareness, which makes people more cautious of their behavior, which inhibits immersion. In addition, it was found that the voice similarity of the avatar was more important to the VR experience than the visual similarity.
김하연, 박진형, 이인권의 paper "“To Be or Not to Be Me?": Exploration of Self-Similar Effects of Avatars on Social Virtual Reality Experiences” 가 제 22회 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 학술대회의 저널 트랙에 최종 accept되었다. 이 paper는 오는 2023년 10월 16일부터 20일까지 호주 시드니에서 열리는 ISMAR 2023 학술대회에서 발표되는 동시에 computer graphics분야의 top-tier journal인 IEEE Transactions on Visualization and Computer Graphics에 게재될 예정이다. 이 논문은 social VR 환경에서 사용자와 유사한 아바타와 유사하지 않은 아바타를 사용했을 때 사용자의 다양한 경험을 심도있게 분석한 최초의 연구 결과를 담고 있다. 자기와 유사한 아바타를 사용할 때 사용자는 높은 구체화 (embodiment) 감각과 사회적 존재감을 느낄 수 있었다. 반면에 VR 경험에서 중요한 요소인 현존감 (presence) 은 아바타의 자기 유사성 여부와 큰 상관이 없었다. 게다가 자기 유사 아바타는 VR 경험의 또다른 중요 요소인 몰입감 (immersion) 을 오히려 저하시키는 것으로 나타났다. 이는 자기 인식 (self-awareness) 이 높아지면서, 남들 눈에 비치는 자신의 행동을 조심하게 되며, 이것이 몰입감을 저해하는 것으로 해석된다. 또한 아바타의 자기 유사성 중 비주얼 적인 요소보다는 오히려 음성의 유사성 여부가 VR 경험에 가장 중요한 영향을 미치는 것으로 해석되었다.
Final acceptance to ISMAR 2023 Journal Track
2023/08/10
_(1).png&blockId=a8925c46-e9da-41eb-9233-d901952e0452)
The CGnA Lab, along with its startup company, MeTown, has been chosen for a three-year project aimed at supporting university-based metaverse research and development labs. This initiative is sponsored by the South Korean Ministry of Science and ICT and administered through the Korea Association of Promotion of Radio Waves.
Under the project, the CGnA Lab will receive government research funding of KRW 200 million annually to work on the development of a "Metaverse Fashion XR Platform based on Human and Clothing Reconstruction." The project promises to advance the development of the metaverse, a virtual environment where users can interact in real-time with each other and with digital objects.
The CGnA Lab's selection for the project is a testament to its cutting-edge research and development in the field of metaverse technology. The Lab and its partner, MeTown, are set to bring their expertise in human and clothing reconstruction to the project, which will likely have far-reaching implications for the future of the metaverse.
CGnA 연구실이 메타버스 랩 지원사업에 선정 되었습니다. 이 사업은 한국 과학기술정보통신부가 한국전파진흥협회를 통해 대학의 메타버스 관련 연구 개발 연구실을 지원하는 사업입니다. CGnA 연구실은 연구실내 스타트업인 미타운과 함께 "인체 및 의류 복원 기반 메타버스 페션 XR 플랫폼 개발" 이라는 주제로 3년간 사업에 참여하며, 매년 2억원의 정부출연 연구비를 지원받게 됩니다.
CGnA and MeTown Win Three-Year Funding for Metaverse Fashion Platform Development
2023/04/11
Load more

