설명: top_logo.gif"Soli Deo Gloria "

 

We cordially welcome all of you to Xicom Lab hoping a greatly impressing moment keeps flourishing into every steps in your daily life. ‘Xicom Lab’, the acronym of visual and virtual reality computing laboratory aims at pursing researches in the media soft areas including facial synthesis, material rendering, visual computing, virtual reality and brain computer interface. Xicom Lab is always open to qualified applicants for research assistant positions. Let us run together. Just do it!

 

설명: C:\Users\Xicom\Desktop\홈페이지\IndexImage\단체사진.jpgResearch Interests 

  • Facial Synthesis
  • Visual Computing
  • Material Rendering
  • Computer Graphics
  • Brain Computer Interface
  • Virtual Reality

 

Members

 Principal Investigator

  • 설명: C:\Users\Xicom\Desktop\홈페이지\IndexImage\Seongah Chin.jpgName : Seongah CHIN 
  • Academic Position : Professor, Division of Media Software, College of Engineering, Sungkyul University
  • Director of XICOM LAB since 2001.
  • Phone : +82-31-467-8198 
  • Fax : +82-31-467-8067 
  • Office : College of Engineering, #517     
  • Homepage : http://xicomlab.re.kr
  • Email : solideochin@gmail.com, solideo@sungkyul.edu

Education

  • Ph.D. in Computer Science, Stevens Institute of Technology, Hoboken, NJ, USA, Nov., 1999
  • BS. MS. in Math. and Computer Science, Chonbuk National University, 1991 and 1993 respectively

 

Current Member

  • Donghui Lee, Xicom Lab, Sungkyul University, Game Programming, VR, Graphics
  • Hyunmin Choi, Xicom Lab, Sungkyul University, Game Programming, VR, Graphics
  • Kunhee Park, Xicom Lab, Sungkyul University, Game Programming, Graphics, VR
  • Yoochang Yoon, Xicom Lab, Sungkyul University, Game Programming, Graphics, VR
  • Your names to be here.

   

Alumni

  • Yongho Lee, Dongbu Group.
  • Junghwan Lee, Korea University, Ph.D, National Forensic Service (NFS)
  • Haejin Park, Ewha Womans University, Ph.D course, NTU, Singapore
  • Jongkyeong Park, DXP Lab, Korea University, MS, LG Electronics
  • Sungyeun Kim, FedEx Korea
  • Jinsoo Oh, Korea University, MS
  • Chung-Yeon Lee, Bio Intelligence Lab, Computer Sci.&Eng., Seoul National University, Ph.D course
  • Jaedong Lee, DXP Lab, Korea University, Ph.D, KT Institute of Convergence Technology
  • Yonghee Park, Software company
  • Sangyong Lee, DXP Lab, Korea University, Ph.D course
  • Taejin Kim, Hanyang University, MS course
  • Sunglim Lee, Software company
  • Seonghyeon Moon, NETMARBLE
  • Seonghee Lee, Startup
  • Seungdo Kim, Game Company
  • Wonsun Lee, INNOZIUM
  • Taeyoung Choi, NEXON Korea
  • Chullhee Lee, DATAROAD
  • Sungin Hong, HANTLE
  • Gangrae Park, Hanyang University, CALAB, MS course
  • Byungseok Lee, AHOPE

 

Publication Synopsis (Recent years)

  • SCI(E) Journals, including IEEE Transactions on Systems Man and Cybernetics-C, Multimedia Systems, Computer Animation and Virtual Worlds, Virtual Reality, Color Research and Applications, AI-EDAM, COL, IEEE Transactions on CE, International Journal of Advanced Robotic Systems, Computers in Industry, Computer Assisted Surgery, Imaging Science, The Scientific World Journal, Mathematical Problems in Engineering, Journal of Sensors, Journal of Bio-medical Materials and Engineering and etc.
  • Scopus and NRF Journals, including Information, IJCVR, Subconscious Learning via Games & Social Media and IEIE, KGS, and KSCG Journal etc.
  • International Proceedings, including HCI2017, CASA2011, CASA2013 etc.
  • Domestic Proceedings, including IEIE Conf. etc.

 

Representative achievements

 

  • Multi-layer Structural Wound Synthesis on 3D Face :

 

설명: C:\Users\Xicom\Desktop\홈페이지\IndexImage\M02.jpg설명: Results of FTDM on vertices of 3d face model by mmIn this research, we propose multi-layer structural wound synthesis on a 3D face. The fundamental knowledge of the facial skin is derived from the structure of tissue, being composed of epidermis, dermis, and subcutis. The approach first defines the facial tissue depth map to measure details at various locations on the face. Each layer of skin in a wound image has been determined by hue-based segmentation. In addition, we have employed disparity parameters to realise 3D depth in order to make a wound model volumetric. Finally, we validate our methods using 3D wound simulation experiments.

  • Novel real-time wound recovery synthesis on a 3d face using subsurface scattering :

 

설명: C:\Users\Xicom\Desktop\홈페이지\IndexImage\W01.jpgIn this approach, we propose a model of wound contraction and multi-layered skin shading, which represents wound healing on a 3D face. A wound is normally recovered in four phases, namely, hemostasis, inflammatory, proliferative, and remodeling. In order to represent the recovery of a wound, the H3 model is used for determining the size of the wound, which is in the middle of the healing process. Further, to realize color transformation of a wound, our subsurface scattering of the wound is designed to take into consideration multi-layered skin structures of the wound. Finally, we validate our methods using 3D wound simulation experiments with shading models.

 

 

  • Method of combining spectrophotometer and optical imaging equipment to extract optical parameters for material rendering :

Optical parameters of materials are used for implementing cinematic rendering in the field of graphics. Critical elements for extracting these optical characteristics are the accuracy of the extracted parameters and the required time for extraction. In this paper, a novel method for improving these elements and a comparison to the existing methodology is presented. By using a spectrophotometer and custom designed optical imaging equipment (OIE), our method made it possible to enhance accuracy and accelerate computing speed by reducing the number of unknowns in the fitting equations. Further, we validated the superiority of the extracted optical characteristic parameters with a rendering simulation.

 

  •   Subsurface scattering-based object rendering techniques for smartphone games :

Subsurface scattering that simulates the path of a light through the material in a scene, is one of the advanced rendering techniques in the field of computer graphics society. Since it takes a number of long operations, it cannot be easily implemented in real-time smartphone games. In this paper, we propose a subsurface scattering-based object rendering technique that is optimized for smartphone games. We employ our subsurface scattering method that is utilized for a real-time smartphone game. And an example game is designed to validate how the proposed method can be operated seamlessly in real time. Finally, we show the comparison results between bidirectional reflectance distribution function, bidirectional scattering distribution function and our proposed subsurface scattering method on a smartphone game.

 

  • Physiological parameters for skin rendering using spectrophotometer :

 

설명: C:\Users\Xicom\Desktop\홈페이지\IndexImage\P01.jpgIn this study, we apply skin data extracted from a spectrophotometer to a rendering model. We first divide the skin layers into the epidermis and dermis layers and then obtain the absorption and scattering coefficients for the wavelengths that match each skin layer. The absorption coefficient for each wavelength reflects the hemoglobin and melanin levels. Then, we store the percentage values of the hemoglobin and melanin levels as a table in a database and find from the database the hemoglobin and melanin levels closest to the skin color of a person, as  obtained with a spectrophotometer.

  

  • A color scheme supporting technique based on hierarchical scene structure for exterior design of urban scenes in 3D :

 

설명: C:\Users\Xicom\Desktop\홈페이지\IndexImage\A01.jpgIn the research we propose a method for color scheme supporting system for exterior color design of urban scene in 3Dandconduct the user study for validations of color scheming. The realized simulator allows users to simulate harmonized coloring schemes for an urban color design in 3D with selection of a dominant color and sub-colors automatically. The technical approaches are composed of designing a color scheming table based on color guideline, extracting the face color form an image collected from a real scene, and conducting color scheming on the 3D scene. The method enhances efficiency with respect to reducing processing cost by improving the fact that color schemes are mostly dependent on experts and by utilizing the task for automatic colorscheme in 3D as well. In addition, the 3D simulator provides interactivity for users in which it increase flexibility for manipulation of 3D simulated scenes by changing viewpoints rotating, zooming and navigating it as well. The experimental results and the user study are presented.

     

  • Personality Trait and Facial Expression Filter-Based Brain Computer Interface :

 

설명: C:\Users\Xicom\Desktop\홈페이지\IndexImage\PT01.jpgIn this research, we present technical approaches that bridge the gap in research related to the use of a brain-computer interface for entertainment and facial expressions. Such facial expressions that reflect an individual’s personal trait can be used to better realize artificial facial expressions in gaming environment based on brain-computer interface. First, an emotion extraction filter is introduced in order to classify emotions on the basis of the users’ brain signals in real time. Next, a personality trait filter is defined to classify extrovert and introvert types, which manifest five traits: very extrovert, extrovert, medium, introvert, and very introvert. In addition, facial expressions derived from expression rates are obtained by an extrovert-introvert fuzzy model through its defuzzification process. Finally, we confirm this validation via an analysis of variance on the personality trait filter, k-fold cross validation on the emotion extraction filter, an accuracy analysis, a user study of facial synthesis, and a test case game.

 

  • An automatic method for motion capture-based exaggeration of facial expressions with personality types :

 

설명: C:\Users\Xicom\Desktop\홈페이지\IndexImage\AA01.jpgFacial expressions have always attracted considerable attention as a form of non-verbal communication. In graphical applications such as movies, games and animations, people tend to be interested about exaggerated expressions rather than regular expressions since the exaggerated ones deliver clear emotions. In this paper, we propose an automatic method for exaggerations of facial expressions from motion captured data with a certain personality type. These exaggerations are created by using exaggeration mapping that transforms facial motions into exaggerated motions. As all individuals do not have identical personalities, a conceptual mapping of the individual’s personality type for exaggerating facial expressions needs to be considered. A popular method for classifying personality types is the Myers-Briggs Type Indicator (MBTI), which is employed to define the personality-type-based exaggeration mapping. Further, we have experimentally validated the exaggeration mapping and simulations of facial expressions.

   

  • Expressive 3D Face for Mobile Devices :

 

설명: C:\Users\Xicom\Desktop\홈페이지\IndexImage\E01.jpg설명: C:\Users\Xicom\Desktop\홈페이지\IndexImage\E02.jpgBeyond a digital appliance, a mobile device now increases quality of life by providing ease of access to value-adding information. To further enhance the usage of a mobile device, media customization technology should be embedded into the mobile devices. Humanoid/anthropomorphic avatars are considered as a user-friendly technology to realize the media customization environment. This research formulates a computerized and expressive 3D face, which can be utilized as a mobile avatar. Input pictures are obtained by a built-in mobile camera and the associated customized 3D face is systematically generated in the mobile device. Six facial expressions are simulated by facial muscle motions embedded in the 3D mobile face. The generated 3D mobile face and expressions are exported to other compatible formats to increase usability. Finally, the system validation is conducted by a focus group study.

 

  • Emotional Intensity-based Facial Expression Cloning for Low Polygonal Applications :

 

설명: C:\Users\Xicom\Desktop\홈페이지\IndexImage\EI01.jpgPeople instinctively recognize facial expression as a key to non-verbal communication, which has been confirmed by many different research projects. A change in intensity or magnitude of even one specific facial expression can cause different interpretations. A systematic method for generating facial expression syntheses, while mimicking realistic facial expressions and intensities, is a strong need in various applications. Although manually produced animation is typically of high quality, the process is slow and costly? therefore often unrealistic for low-polygonal applications. In this paper, we present a simple and efficient emotional intensity-based expression cloning process for low polygonal-based applications, by generating a customized face, as well as by cloning facial expressions. We define intensity mappings to measure expression intensity. Once a source expression is determined by a set of suitable parameter values in a customized 3D face and its embedded muscles, expressions for any target face(s) can be easily cloned by using the same set of parameters. Through experimental study, including facial expression simulation and cloning with intensity mapping, our research reconfirms traditional psychological findings. Additionally, we discuss the method’s overall usability and how it allows us to automatically adjust a customized face with embedded facial muscles while mimicking the user’s facial configuration, expression, and intensity.

  

Research Grants 

  • "Physically-based cinematic material rendering for real-time gameplay" KEIT, 2nd year, September 2013 –  current, Principal Investigator
  • "Scar synthesis on 3d face," NRF 4th  & 5th year," NRF, May 2013 – current, Principal Investigator
  • "Dimentia-Prevention Game Techniques using Leap Motion,” KOFAC, June 2014 – current, Principal Investigator
  • "An enhanced real-time rendering technique for smartphone games," KOFAC, September 2013 – Feb. 2014, Principal Investigator
  • "Wound synthesis 2nd year," NRF, May. 2011 – April. 2012, Principal Investigator
  • "Super-realistic Face 1st year," NRF, May. 2010 – April. 2011, Principal Investigator
  • "Bio-info based FEC for entertainment," KOSEF, May. 2009 – April 2010, Principal Investigator
  • "Selected as a Leading Technology," SMBA, Nov. 2008 – Oct. 2009, Principal Investigator
  • "Exaggeration of facial expression synthesis," KRF, July 2008 – June 2009, Principal Investigator
  • "SCOPE : Smart Coloring Pipeline," KSF, June 2008 – May 2009, Principal Investigator
  • "Mobile based 3D Virtual Face System," MOCIE, March 2006 – September 2006, Principal Investigator
  • "MTP Program for fostering Experts in Digital Contents," KRF, Nov. 2005 – Oct. 2007, Co-Principal Investigator
  • "Virtual Music Therapy for Autism," POSCO & KUCSS, Oct.2005 - Feb. 2006, Principal Investigator
  • "Engineering-Based Web3D Technology," MOCIE, Jan. 2005 - Aug. 2005, Principal Investigator
  • "Producing Multimedia Contents," K-center,  Oct. 2004 - Dec. 2004, Principal Investigator
  • "Building Web information system," KUCSS, July 19th - Sep. 10, 2004, Principal Investigator
  • "Korean Internet Volunteers," MIC, July. 2002, Feb. 2004, Principal Investigator
  • "Use of Motion capture data for 3D character animation," KSEF, March 2000 - April 2001
  • "Facial Expression Retargeting to New Characters," SMBA,  March 2000 - April 2001
  • "Interactive Television," Netro TV,   July 2000 - Feb. 2001
  • "Vesalius Project (Cyber Medical Anatomy)," Stevens Institute of Technology, July 1997 - August 1998

 

Research Activities

  • General Chair, ECNE 2017: Electronics, Communications and Network Engineering, Hongkong, June 23-24, 2017
  • Invited Speaker, Acne scar and scar synthesis system using height map and improved subsurface scattering color Model, ICBEB 2017, Oct. 20, 2017
  • Special Tutorial, Computer Game & Graphics, Computer Engineering Dept., YUST, May. June, 2017
  • Keynote speaker, Photo realistic rasterization in Games using PBR, AMEIT 2017: International Conference on Advances in Management Engineering and Information Technology 2017, Shanghai, April. 23-24, 2017
  • Invited Talk, Physically based rendering: Photo-realistic Games, Computer Engineering Department ANU, Jordan, March. 8th 2017,
  • Keynote speaker, Physically based rendering: Game Perspective, IWSBT 2016, Dec. 3rd, Sejong Univ.
  • Invited Talk, Physically based rendering in Games, July.2016, MAGIC, Nanyang Technological University, Aug. 2016
  • Invited Talk, Cinematic Games with PBR, Graduate school seminar, KSE, KAIST, Sep. 2016
  • HCI KOREA 2016, Tutorial, Physically-based Material Rendering
  • Journal of Multimodal User Interface, Lead Guest Editor 2016 
  • ISSS2014, Multimedia2014, Multimedia 2015, Program Committee
  • UMAS2013, Multimedia2013, IDCTA2013, ICCM2013, ISSDM2013, Program Committee
  • ICEI 2011, ICACT2011, SHOM2011, ICCIT2011, NCM2011, NISS 2011, Macao, China, Program Committee
  • BIOCOMP2010, CGVR2010, IPCV2010, SAM2010. Las Vegas, Nevada, USA, Program Committee
  • ICIS2010(3rd International Conference on Information Science and Interactive Science), Program committee
  • INC2010(6th International Conference Networked Computing), Program committee
  • NCM2010(6th International Joint Conference on INC, IMS, IDC), Program committee
  • NISS2010(4th International Conference on New Trends in Information Science and Service Science), Program committee
  • CGVR2009(the 2009 International Conference on Computer Graphics and Virtual Reality, Las Vegas, Nevada, USA), Program Committee
  • IPCV2009(The 2009 International Conference on Image Processing, Computer Vision, and Pattern Recognition), Program Committee
  • NCM 2009(the 5th International Joint Conference on INC, IMS, IDC), Program committee
  • Journal of WSCG, Europe, Journal Editorial Board, 2006 – 2008
  • ICCIT2009 (the Fourth International Conference on Convergence and hybrid Information Technology), Program Committee
  • CGVR2008 (the 2008 International Conference on Computer Graphics and Virtual Reality, Las Vegas, Nevada, USA), Program committee
  • ICCIT2008 (the Third International Conference on Convergence and hybrid Information Technology), International Research Committee
  • WSCG2008 (The 15th International Conf. in Central Europe on Computer Graphics, Visualization and Computer Vision, Czech Republic), Board of Referees
  • WSCG2007 (The 14th International Conf. in Central Europe on Computer Graphics, Visualization and Computer Vision, Czech Republic), Board of Referees
  • ICIC2006(International Conference on Intelligent Computing), Poster Session Chair
  • WSCG2005 (The 13th International Conf. in Central Europe on Computer Graphics, Visualization and Computer Vision, Czech Republic), Board of Referees
  • IDEAL2004 (The 5th International Conf. on Intelligent Data Engineering and Automated Learning, UK ), Board of Referees
  • The 2nd International Conf. on subjects Relating to Clay Problem, 2002, Invited Speaker
  • Computer Standard & Interface, External Reviewers
  • JAADS, External Reviewers
  • Electronic Letters, External Reviewers, Computer Aided Design, External Reviewers
  • Chinese Optics Letters, External Reviewers
  • KRF, ITA, MIC, MOCIE, KOCCA, ITEP etc.: Board of Referees, Consultant
  • Korea Information Assurance Society, Korea, Board of Directors, 2006 – 2010
  • Korea Information Assurance Society, Korea, Journal Editorial Board, 2006 – 2010
  • The Institute of Electronics Engineers of Korea, Computer Society Committee, Board of Directors, 2009 – Present

   

Patents

  • Exaggerated facial expressions with personality types, Patent Registration # 10-1116838
  • PDA based 3D face creating system and method, Patent Registration #  10-0827749
  • Technology transfer on 10-0827749
  • Color mining based intelligent Web3D coloring scheme, Patent Registration#10-1011968
  • Apparatus for rendering 3d Object, #13-87501
  • Apparatus for rendering 3d Object using optic parameter, #13-87500
  • Subsurface scattering method for smartphone games #10-2014-0023062

   

Awards and Honors

  • 1st ranked(out of 87 teams), Korea Internet Volunteer Program awarded by Minister of Information and Communication (Korea Gov.), April, 2004
  • 1st ranked, Anyang venture valley software competition (title : Web3D intelligent home-network simulation, advisor), awarded by Anyang venture valley consortium, Oct. 2005
  • 3rd ranked(out of 45 teams), Korea Internet Volunteer Program awarded by Minister of Information and Communication (Korea Gov.), Oct. 2002
  • 3rd ranked, Anyang venture valley software competition (title : 3D product manual, advisor), awarded by Anyang venture valley consortium, Oct. 2004
  • 1st  ranked, research grant award in 2009, Sungkyul University, Feb. 2009
  • 1st  ranked, research grant award in 2010, Sungkyul University, Feb. 2010
  • 2nd ranked, research accomplishment award in 2008, Sungkyul University, Feb. 2009
  • 2nd ranked, research accomplishment award in 2012, Sungkyul University, June. 2013
  • Best Paper Award, “Extraction of Personalized Skin Rendering Parameters using Spectrophotometer,” AGST2013, June, 2013
  • Best Paper Presentation, “Vivid Face in Games using Brain Computer Interface,” IEEK Fall Conference, Feb. 2011
  • Best Paper included into JCAVA, “Multi-layer Structural Wound Synthesis on 3d Face,” CASA 2011
  • Best Paper Presentation, “Realistic Facial-Expression Modeling for Intelligent Game Design,” Game Conference Dec. 2012
  • Best Paper Presentation, “Interactive Cultural Content Using Finger Motion and HMD VR,” HSST Fall Conference, July, 2016
  • Invited and indexed by ABI, American Biographical Institute, Great Mind of the 21st Century, 2007/2008
  • Invited and indexed by IBC, Cambridge, England, 2000 Outstanding Scientists 2008/2009
  • Invited and Indexed by Marquis Who’s Who in the World, in America, and Science and Engineering  2008/2009-current

 
Employment Records

  • Full Professor, Division of Media Software, College of Engineering, Sungkyul University, 2001 – Present
  • Director, XICOM LAB. http://xicomlab.re.kr
  • Visiting Professor, Computer Engineering Dept., YUST, China, April 2017 – July 2017
  • Visiting Research Professor, Interactive Computing Lab., KAIST,  Sep. 2016 – Jan. 2017
  • Visiting Research Professor, MAGIC, Nanyang Technological University, Singapore, July 2016 – Sep. 2016
  • Technical Consultant, Mentoring, Korea Safety Education Association, Oct. 2014 – Dec. 2014
  • Visiting Research Professor, Detroit, Wayne State University, March 2007 – Feb. 2008
  • Technical Consultant, Dreamscape, Jan. 2005 - Aug. 2006
  • Technical Consultant, Motion Technology, Jan. 2002-Dec. 2003
  • Research Professor, Department of Media Technology, Graduate School of Media Communication, Sogang University, July 2000 - Feb. 2001 
  • Lecturer, Kyunghee University, Sungkyul University, Seoul National University of Technology, March 2000 - June 2000 
  • Teaching Assistant, Department of Computer Science, Stevens Institute of Technology, Hoboken, NJ, Jan. 1998 - May 1999

 

  

Courses

  • Computer Graphics for junior
  • Artificial Intelligence for senior
  • Algorithm for sophomore
  • Capstone Design, senior

   

Courses Taught

  • Problem Solving with JAVA, Computer Science, Stevens Institute of Technology
  • Operating System", Computer Science, Stevens Institute of Technology, SKU
  • Data Structures in C++, Computer Science, Stevens Institute of Technology
  • Visual Basic, Liberal arts and Sciences, Kyunghee University
  • Artificial Intelligence, SKU
  • Algorithm, SKU
  • Pattern Recognition, SKU
  • Unix System Programming, SKU
  • Computer Graphics, SKU
  • Discrete Mathematics, SKU
  • Differential and Integral Calculus, SKU
  • Virtual Reality, SKU
  • Image Processing, SKU

   

Major Social Services

  • Vision Trip, Sagdi, Tajikistan, Quitto: Equador, Pune: India, Jordan, China 2002, 2007, 2011, 2017
  • Korea Internet Volunteers (supported by MIC and KADO), Vietnam Korea Tech. Co-operation Center, Hanoi, Vietnam, Feb. 9th - 29th, 2004
  • Social program associating with majors (supported by KUCSS), Building Web information system, July 19th - Sep. 10, 2004
  • Korea Internet Volunteers (supported by MIC and KADO), Sugdien-Korea Association for Economic & Cultural Exchange, Sagdi, Tajikistan, Aug. 9th - 23th, 2002