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      K-Indie Nientum – Op.ZERO Passes 500 Steam Reviews and Hits “Overwhelmingly Positive”: QueseraGames’ Dark-Fairy-Tale Story Rhythm Game Scores 98%

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    Gachon University Game & Visual Arts Dept. Wins CES 2026 Best of Innovation Award for AI Project

    By Editorial Team2025년 11월 10일Updated:2025년 11월 14일3 Mins Read

    STORYSYNC recognized for excellence in AI-powered real-time storytelling and media facade technology

    November 10, 2025 — Seoul, South Korea — The Department of Game & Visual Arts at Gachon University has jointly won the CES 2026 Best of Innovation Award for its participation in STORYSYNC, a real-time interactive media façade project powered by artificial intelligence. Gachon University is the only Korean university to receive a Best of Innovation honor at CES 2026.

    ‘STORYSYNC’ real-time interactive media facade content

    AI Transforms Visitor Images into Real-Time Storytelling

    STORYSYNC analyzes visitors’ SNS images using AI and instantly converts them into narrative-driven media façade content. The inaugural showcase features themes inspired by Jeju Island folklore, blending local identity with artistic expression and earning high praise for technological creativity.

    Industry–Academia Collaboration at Its Finest

    The project was developed through a multi-institution collaboration:

    • Gachon University — AI technology development, applied research, and workforce training
    • Artnova Co., Ltd. — Lead development and service operations
    • NextStep Studio — Content direction and video production
    • Damgara — Media art production

    The partnership strengthened both technical sophistication and content quality, according to evaluators.

    From Gachon University, Prof. Kim Jung-yoon, Chair of the Game & Visual Arts Department, participated alongside undergraduate students Lee Ji-min and Lim Su-yeon, who produced content through an industry-linked practical curriculum.
    The AI engine was developed by Prof. Jung Yoon-hyun’s research team (Choi Jun-seo, Kang Ji-yoon, Kim Ye-jin), while CT-specialized researchers (Lee So-jin, Yoo Jung-eun, Ahn Ha-il, Kim Soo-hyun) enhanced the technology through the Culture Technology Talent Development Program.

    Supported by National Innovation Programs

    The technology was refined and validated under the BRIDGE 3.0 Program, after which Professors Kim and Jung completed technology transfer procedures. With support from the Chungnam Content Promotion Agency, media art studio Damgara relocated to the Asan region, contributing to regional creative industry growth.

    About the CES Best of Innovation Award

    CES, held annually in Las Vegas, is the world’s largest IT and technology exhibition. The CES Innovation Awards recognize outstanding achievements in technology, design, UX, and sustainability.
    The Best of Innovation distinction is reserved for the top-scoring products and technologies within each category—making it one of the highest global honors in the field.

    Strengthening Korea’s Digital Content Talent Ecosystem

    Gachon University’s Game & Visual Arts Department—operating as an early employment contract program—continues to strengthen industry-focused education and research through national CT initiatives. The CES recognition highlights the effectiveness of its industry-academia model on the global stage.

    “This award is especially meaningful because students and researchers collaborated directly with industry to achieve a world-class result,” Prof. Kim said. “We will continue to integrate education and research to cultivate top talent in AI-driven digital content and applied technologies.”

    Expanding Toward Tourism, Culture, and Festival Installations

    The project’s hands-on research framework opens new possibilities for applications such as regional tourism storytelling, cultural heritage education, and large-scale media installations.
    The CES award affirms that Korea’s game, visual media, AI, and applied technology ecosystem has the competitiveness needed to succeed in the global market.

    Overview of the ‘STORYSYNC’ project’s industry-academia cooperation structure

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