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Yuna Kwak

Publications and source records attributed to Yuna Kwak.

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Morphology and depletion force-based large-scale self-assembly of nanocubes on surface

Self-assembling nanoparticles is a highly efficient and facile way to form functional nano-, micro- and macrostructures. However, currently available methods lack precision and controllability in size, shape and composition, suffer from poor reproducibility and scalability, and require complex steps and expensive materials. Here, we present the uniform morphology-induced and depletion force-directed nanoparticle assembly on surface (MIDAS) method with gold nanocubes (AuNCs). Using this approach, morphology-sensitive depletion forces trigger shape-selective flocculation and assembly of the AuNCs with uniform size and shape. Importantly, the surface roughness-controlled substrate drives the large-scale formation of AuNC-assembled monolayers (2D AuNAMs) or three-dimensional AuNC-assembled multilayers (3D AuNAMs) in a highly specific manner without any complex ligand modification or preparation steps. Lattice-gas modeling and kinetic Monte Carlo simulations show the depletion force is the key parameter determining supercrystal morphology and corroborate the experimental findings. This work establishes a generalizable nanoparticle assembly mechanism and demonstrates the broad applicability of the MIDAS strategy for scalable fabrication and patterning of 2D and 3D nanoparticle architectures.

cond-mat.mtrl-sci

Saccade-Contingent Rendering

Battery-constrained power consumption, compute limitations, and high frame rate requirements in head-mounted displays present unique challenges in the drive to present increasingly immersive and comfortable imagery in virtual reality. However, humans are not equally sensitive to all regions of the visual field, and perceptually-optimized rendering techniques are increasingly utilized to address these bottlenecks. Many of these techniques are gaze-contingent and often render reduced detail away from a user's fixation. Such techniques are dependent on spatio-temporally-accurate gaze tracking and can result in obvious visual artifacts when eye tracking is inaccurate. In this work we present a gaze-contingent rendering technique which only requires saccade detection, bypassing the need for highly-accurate eye tracking. In our first experiment, we show that visual acuity is reduced for several hundred milliseconds after a saccade. In our second experiment, we use these results to reduce the rendered image resolution after saccades in a controlled psychophysical setup, and find that observers cannot discriminate between saccade-contingent reduced-resolution rendering and full-resolution rendering. Finally, in our third experiment, we introduce a 90 pixels per degree headset and validate our saccade-contingent rendering method under typical VR viewing conditions.

cs.GR