Main Page
From IMRC Wiki
Welcome to KIST Imaging Media Research Center (IMRC) Wiki.
Introduction
KIST Imaging Media Research Center (IMRC) was established in 1997 to conduct human-media interaction research and has been active in developing a new reality media technology of the 21st century. Major research areas are:
- Virtual Reality (VR) Infrastructure Support Technology
- Ubiquitous Interaction Technology
- Tele-Immersive interaction Technology
- Multi-modal Perceptual Interaction Technology
- Immersive stereo display
- Electro-magnetic Reality Sensing Technology
- Virtual machine and Compiler optimization Technology
The center has pioneered in developing immersive virtual reality interaction spaces including Reality Studio with 9 meter wide Spherical Screen with 3 Channel stereo display images projected by 3 or 6 Projectors driven by PC clusters, 4 sided KIST CAVE driven by PC Clusters, Blue Studio with perceptual interaction capabilities like visual hull, Smart Room with a smart floor, suro, and Gigabit network infrastructure through KOREN for Tele-immersive haptic interaction experiments with Japan.
With these leading-edge R&D infrastructures and dedicated efforts by team members, we have constructed a world’s largest Virtual Reality Theater accommodating 651 audiences for Kyungju World Culture EXPO 2000 and the the VR contents called "Into the breath of Seorabol" was shown to more than 1.7 million people and invited as a main attraction by SGI booth for SIGGRAPH 2001. Furthermore, the center has been active in attracting international conferences like VRST 2000, VSMM 2002, and ICAT 2004, major conferences in reality media areas. In international cooperation, we have created Digital Heritage eXchange (DHX) Consortium with EU and AsianDHX with Japan and China.
In 2002, we have launched a long term research initiative toward Tangible Space (Tangible Space Initiative) seeking seamless interactions in virtual, physical or intermixed environments. Most well known interactions with intermixed environment are AR/MR type interactions where the user may view virtual object image intermixed with the video capturing the physical environment. Other intermixed environments can be a robotic agent sensing and actuating in physical environment on behalf of human as well as a virtual or software agent. The former interaction space is created by passively sensing the physical environment while the latter is by actively sensing and acting by physical and virtual environments both.
While tangible space has been focused on a single person interaction space, the project scope has widened and focused to incorporate human to human social interactions recently. Web as a social media has seen an intense development in Web 2.0 but web as a tangible interaction space has been received less attention. As a next phase of Tangible Space Initiative, we initiated Tangible Web for the next three years.
Main Research Areas
| Realtime Physics Simulation | AR LEGO House - Simulated Ubiquitous Environment | Electro-Magnetic Wave Imaging |
| | |
|
| Personal Life Log | UPnP based Robot Middleware | Multi-focus 3D Display System |
| |
|
| Performance-oriented Virtual Machine | Mobile Augmented Reality Tour | Tangible Sports System |
| | | |
Current Projects
- Tangible Web
- Robot Middleware and Framework
- Performance-oriented Virtual Machine
- Mobile Augmented Reality Tour
- Tangible Sports System
- Realtime Physics Simulation




