Development of VR and AR Contents in Science and Technology Exhibition for Diffusion of Brain Science Value

Helirun

'Helirun' is a virtual reality game using brain waves. The players can control the game characters by using their brainwave data, and they can also explore the basic knowledge about the brain and the brainwaves by playing the game.



AI Donggle

‘AI Donggle’ is made by artificial intelligence and VR/AR technology. It is an VR/AR game which has a story that baby artificial intelligence Donggle grows with Dr. Helly, who is living in a computer world.


About the Project

This project is about <Development of VR and AR Contents in Science and Technology Exhibition for Diffusion of Brain Science Value>. Brain Science is the core technology of the future. It might not be familiar to most people, but it is the source model of Artificial Intelligence. We would like to spread out the potential benefits and awareness of Neuroscience and related scientific techniques. To this end, we want to accomplish two goals.

1. Engage with the public audience through the Exhibition Culture Platform

The Exhibition Culture Platform is the fastest gateway to meet up with the public audience. This will be the most efficient way to reach our goal to outspread the value of Neuroscience creating exhibition content on the world of science.


This project is sponsored by National Research Foundation of Korea.

Visit National Research Foundation of Korea's Website


2. Enhance the public interest and immersive experience on the exhibition through a new media known as VR/AR

We provide an unforgettable experience in a short period of time from a less familiar environment. We are developing content for younger kids partnering with the National Children’s Science Center as well as popular contents for teenagers and adults.


This project was exhibited at the National Children's Science Center.

Visit National Children's Science Center's Website



About Digital Media Lab

Digital Media Laboratory at Yonsei University pursues the balance of thoughts for optimal design and knowledge for practice based on the understanding of technology in order to educate and research developing creative solutions for human life.

We try to resolve the asymmetry in design education by specifying the implicit knowledge of design through a scientific approach in the aspect of education. It is not easy to design. It is difficult to do it well and even more challenging to learn. And the reason is that students are not ready to find what experts can obviously see. Printed knowledge, which is also the design knowledge using the scientific method, allows to offer autonomous education and reduce the difficulty in the education field.

We aim to create a new digital experience from a research perspective. Now, the design does not only target tangible objects. In particular, we humans now live our lives with highly advanced intangible things, including the advent of artificial intelligence following the development of digital media. Furthermore, design continuously expands its area to interaction in a digital environment with interface and service.

To make the creative solution a reality, designers' understanding of technology is now essential and attempts to use scientific design methods are accelerated. Though excessive understanding about technology can rather lead to focusing only on its constraints, the research based on proper understanding can contribute to innovation and changes.