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Plant.play()
Lee, Y.J, Lee, C.H and Asadipour. A (2025)
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PROJECT OUTPUTS:
SIGGRAPH Art Gallery 2025

Can a plant play a game? Can it act as an active player, controlling a virtual pet's growth? Plant.play() is an interactive installation designed to investigate these questions, fundamentally reimagining the relationship between plants, humans, and digital space. The installation invites audiences to observe a real plant becoming the central player in a pet simulation game.
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Sprayable Sound: Exploring the Experiential and Design Potential of Physically Spraying Sound Interaction
Jeon, J.I, and Lee, C.H (2025)
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PROJECT OUTPUTS:
CHI 2025

What if we could physically spray sound like a fragrance? This research explores the experiential and design potential of physically sprayable sound interaction.
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Transforming Food Waste into Natural Pigments
Choi, Y.J, and Lee, C.H (2025 & 2024)
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PROJECT OUTPUTS:
The Design Journal 2025, DRS 2024

The research introduces an approach to address food waste in schools through the creation of natural pigments from food waste.
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Palpable Night Forest: A Sensorial Interface for Remote Engagement with Nocturnal Nature
Kim, B.J and Lee, C.H (2025)
​PROJECT OUTPUTS:
UIST 2025 Adjunct

 In this research, we propose an interface that allows users to experience the distinct characteristics of nocturnal nature from distant indoor spaces.
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Silent Suspense: Multimodal Haptics for Horror Film Experiences for Deaf and Hard-of-Hearing (DHH) Audiences​
Lee, Y, Jeon. J, Kim. B, Kim. G, Lee. G, and Lee, C.H (2025)
​PROJECT OUTPUTS:
UIST 2025 Adjunct

 In this research, we propose an interface that allows users to experience the distinct characteristics of nocturnal nature from distant indoor spaces.
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Haptic Music Feedback through Audio Decomposition
Shin. S, Yi. H, Seo. J, Jeong, C.H, Lee, C.H, Lee, W, and Nam, J (2025)
​PROJECT OUTPUTS:
UIST 2025 Adjunct

This study presents an approach to improving musical haptic wearables by applying deep learning models for music source separation and pitch estimation.
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AI Nüshu (AI女书)
Sun, Y.Q, Asadipour, A, and Lee, C.H, et al (2025 & 2023)
​PROJECT OUTPUTS:
Prix Ars Electronica: 2025 Ars Electronica Award for Digital Humanity, SIGGRAPH Asia Art Paper 2023

AI Nüshu is an interactive installation that merges computational linguistics with the legacy of Nüshu. It trains AI agents to imitate illiterate women in pre-modern China to create a new language system, symbolizing the defiance against patriarchal constraints and the emergence of language in a non-Western, feminist context. 
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Gwangju Design Biennale 2025
Lee, C.H (2025)​
PROJECT OUTPUTS:
Gwangju Design Biennale 2025, Future Hall

Directed the curation of the entire Future Hall at the Gwangju Design Biennale 2025.
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ICY Interfaces: Exploration of Ice's Ephemeral Features for Digital Game User Experience
Lee, Y.J, and Lee, C.H (2024)
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PROJECT OUTPUTS:
DIS 2024

We introduce ICY Interfaces—MeltPress, FrostPad, and IceSquish—gaming interfaces that utilize ice’s playful ephemeral qualities to explore new dimensions in the digital game experience.
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Olfactory Puppetry: Merging Olfaction and Puppetry to Explore The Future of Olfactory Social Robots
Cho, H.N, Kim, G.R and Lee, C.H (2024)
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PROJECT OUTPUTS:
DIS 2024

What if robots emit smell?” As olfaction is closely linked to human emotion, it has a high potential to enrich the affective qualities of human-robot interaction (HRI). To explore possible scenarios and usages of olfactory social robots, we employ a novel method, Olfactory Puppetry—puppetry that integrates olfaction, with two approaches.  
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Thermo-Play: Exploring the Playful Qualities of Thermochromic Materials
Cho, H.N, Lee, Y.J, Lee, W.H, and Lee, C.H (2024)
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PROJECT OUTPUTS:
TEI 2024

In this research, we present Thermo-Play, a series of four projects that examine the potential of thermochromism in the context of play and its implications for design and HCI.
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SoundMist: novel interface for spatial auditory experience
Jeon, J.I, and Lee, C.H (2023)
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PROJECT OUTPUTS:
UIST 2023 Adjunct

We introduce a novel method called ‘spraying sound’ for immersive auditory and spatial experiences. Our prototype SoundMist disperses sound into the surrounding space, enhancing immersion and spatial perception. 
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​Space-Grounded: a drugless antidepressant inhalation device
Lee, C.H, Balint, T, Chin, B.C, Kumar, M, Lee, Y.J, and Cho, H.N (2023 & 2022)
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PROJECT OUTPUTS:
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SpaceCHI 2023, IAC 2022 (International Astronautical Congress 2022)

​We developed an experimental drugless antidepressant inhalation prototype device that can assist reducing depression during long-duration space missions.
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Hyborg Agency: Cultivating Conversational AI Creatures through Community Connections
Sun, Y.Q, Lee, C.H, and Asadipour, A (2023)
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PROJECT OUTPUTS:
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SIGGRAPH 2023 Art Gallery,

Hyborg Agency, an interactive art installation, integrates a digital forest with a human discord chat channel, enabling communication with AI deer or 'hyborgs'. 
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​​​​Wander: An AI-driven Chatbot to Visit the Future Earth
Sun, Y.Q, Lee, C.H , and Asadipour, A (2023 & 2022) 
PROJECT OUTPUTS:
SIGGRAPH Asia Art Gallery 2022,​ ​CHI 2023 Interactivity, IEEE MMSP 2022, ACM International Conference on Multimedia (Interactive Artwork) 2022

We present an intelligent conversational agent called Wander. Wander can generate a science-fiction-style travelogue about the future earth, including text, visuals, and global coordinates (GPS) based on real-world locations. Users can interact with the chatbot by inputting the location they want to visit to explore scenes from the future.
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​​​​Subway Synapse
Song. Y, Oh, J.W Y, Lee, J, Kim, D.W, and Lee, C.H (2023) 
PROJECT OUTPUTS:
Gwanghwamun Square Exhibition, Korea

A two-month public exhibition was held at Gwanghwamun Square in Seoul, presented on a 53-meter-long and 3.25-meter-high media wall to promote public well-being.
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​​​​HACKAIST
Lee, C.H, Cho, H.N, Lee, Y.J, Dieckmann, E, Balint, T, and Nanayakkara, T (2022)
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PROJECT OUTPUTS:​
2022 HACKAIST with Imperial College London, Press (domestic)

We organised a hackathon in collaboration with Dyson School of Design Engineering, Imperial College London. 
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​​​Martian Delight: Exploring Qualitative Contact For Decoupled Communications
Lee, C.H and Balint, T (2021)
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PROJECT OUTPUTS: 
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Acta Astronautica 2022, WIRED, Talk: MIT Media Lab SpaceCHI etc.

​What are the ways to make astronauts feel connected with their family and friends back on Earth during their long-duration space missions? Here we share the idea of qualitative contact through a device we call Martian Delight—a device intended to advance the astronauts' well-being.
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Exploring Qualitative Displays and Interfaces
Lockton, D, Ricketts, D, Chowdhury, S.A and Lee, C.H, (2017)
​PROJECT OUTPUTS: 
CHI LBW 2017, DRS2022 paper track: Valuing the qualitative in design and data, ACM Interaction, List of Physical Visualizations etc.

Much of how we construct meaning in the real world is qualitative rather than quantitative. Yet, quantification has become a default mode for information display. Here we attempt one dimension of a tentative classification to support projects exploring opportunities for qualitative displays within design.






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​Exploring Cognitive Playfulness Through Zero Interactions
Lee, C.H, Lockton, D and Kim J.E (2018), ACM SIGCHI
PROJECT OUTPUTS: 
DIS WIP 2018, ACM SIGCHI DIS2018 Best Provocation Award (Top 2%), ACM Interaction Magazine etc.

If there is a way to give someone a playful experience without any physical, sensory and social interactions, where and how can we apply this approach or phenomenon? 





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​Dots — An Inclusive Natural User Interfaces (NUI) for Spatial Computing
Gong, W.L, Xiao, L, Wang, X.H, and Lee, C.H (2020)
PROJECT OUTPUTS:
MobileHCI LBW 2020, Dezeen etc.

In this project, we present an “inclusive” Natural User Interface (NUI), which enables people with physical disabilities to interact with the spatial computing environment.
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Synaesthetic-Translation Tool: Synaesthesia as an Interactive Material for Ideation
Lee, C.H, Lockton, D, Stevens, J, Wang, S.J, and Ahn, S.H (2019)
PROJECT OUTPUTS:

CHI LBW 2019, Guest Speaker: Geo Hall, Harvard University etc.

This project explores the translative property of synaesthesia and introduces a tangible way to use synaesthesia as an creative design material source in HCI and design. 
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​​Essence in Space
Lee, C.H (2013)
PROJECT OUTPUTS:
BBC, UK Design Council, Featured in "Synaesthesia" MIT Press, Exhibition with Jake and Dinos Chapman etc.

Have you ever wondered what Beethoven’s "Moonlight Sonata” or Mozart’s “Requiem” smell like? The project attempts to harmonize the synaesthetic connection between the perfume industry’s ‘Fragrance Classification’ chart and the ‘Musical Order’. 
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Pillow talk—Curating delight for astronauts​
Balint, T and Lee, C.H (2019)
PROJECT OUTPUTS:
Acta Astronautica 2019

In this project, we discuss our design process, which includes our rationale to select an unlikely artifact — pillow — for long duration space missions. We discuss the ideation process on form and function, from head support to attachments to the habitat's wall. We explore the materiality and aesthetics of the outer skin layer, and curated interactivity options through soundscape, light, and smell.

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