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Academic

Welcome to my academic portfolio, where research meets creative exploration. My studies delve into media theory, animation aesthetics, and immersive storytelling, examining how evolving technologies shape artistic expression. Explore my research projects and publications that contribute to the academic discourse in digital arts and media culture.

A Deconstructivist Analysis of Yuasa Masaaki’s Atypical Animation Style: Focusing on Mind Game

Yuasa Masaaki redefines animation by breaking traditional conventions, using WebGen techniques to create bold, unconventional visuals. While critically acclaimed, his unique style remains less mainstream, limiting exposure in Korea. This study analyzes Mind Game (2004) through Jacques Derrida’s deconstruction, focusing on dissemination and intertextuality. Findings show that Yuasa’s style expands animation beyond experimentation, dismantling formal boundaries and redefining aesthetic possibilities. This paper is scheduled to be published in the Korean Society of Animation Studies in March 2025.

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Virtual Environment, Reconstruction of Vanished City: Focusing on the Serious Game The Ruin Before

This paper introduces a serious game that reconstructs war-damaged cities, offering an immersive historical experience. Using urban data, PBR rendering, and AI-driven NPCs, the game recreates a historically accurate environment, allowing users to explore and interact with a war-torn city.

This paper was published in the MINT Journal of the Graduate School of Advanced Imaging Science at Chung-Ang University in October 2024.

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Using a Generative Artificial Intelligence Image Program Animated Documentary Expression Study

With the rise of generative AI, video production using this technology is increasing. This study explores its creative potential by using Runway AI’s text-to-video function to visualize interviews with North Korean defectors. The research examines AI-directed imagery, analyzes animation documentary cases, and develops a structured production process for experimental visuals. The findings suggest that generative AI can serve as an alternative methodology for small-scale video creators.

This paper was published as a Master's thesis in Art Engineering at the Graduate School of Advanced Imaging Science, Chung-Ang University, in August 2024.

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Animation production pipeline using AI research

This study explores the use of AI in producing Fish Can't Live Without Water, focusing on animation style and overcoming AI animation limitations. Using Isaac AI for scenario and storyboard generation, along with Gen2 and other AI tools for 2D animation, the production pipeline was fully automated, reducing time and costs.This paper was submitted to the MINT Journal of the Graduate School of Advanced Imaging Science at Chung-Ang University on July 18, 2024.

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A Case Study of Realistic Media Content Using 360-degree Dome Shape

With advancements in technology, interest in realistic media that transcend time and space constraints is growing. 360-degree images are widely used in content production, rendering platforms, and imaging devices, with dome-shaped displays gaining popularity. However, research on 360-degree dome content remains limited. This paper examines dome display characteristics and case studies to support creators developing realistic media. This paper was published in the Korea Computer Game Society on June 27, 2024.

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A Case Study the Creative Works of Media Art Using Generative Artficial Intelligence Images

With the rise of generative AI technologies and commercialization, media art utilizing AI is increasing. Just as photography did not replace painting but evolved into a new art form, generative AI offers new creative possibilities. This paper explores the historical significance of AI in art, analyzes AI-based media artworks, and examines its role in artistic production and methodology. This paper was published in the Korea Computer Game Society on December 27, 2023.

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