• Title/Summary/Keyword: 버추얼 휴먼

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Case Study : Cinematography using Digital Human in Tiny Virtual Production (초소형 버추얼 프로덕션 환경에서 디지털 휴먼을 이용한 촬영 사례)

  • Jaeho Im;Minjung Jang;Sang Wook Chun;Subin Lee;Minsoo Park;Yujin Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.21-31
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    • 2023
  • In this paper, we introduce a case study of cinematography using digital human in virtual production. This case study deals with the system overview of virtual production using LEDs and an efficient filming pipeline using digital human. Unlike virtual production using LEDs, which mainly project the background on LEDs, in this case, we use digital human as a virtual actor to film scenes communicating with a real actor. In addition, to film the dialogue scene between the real actor and the digital human using a real-time engine, we automatically generated speech animation of the digital human in advance by applying our Korean lip-sync technology based on audio and text. We verified this filming case by using a real-time engine to produce short drama content using real actor and digital human in an LED-based virtual production environment.

Analysis and Implications of Virtual Streamer in the Metabus Era (메타버스 시대의 버추얼 스트리머 분석과 시사점)

  • Kang, Ji-won;Yun, Jeon-bean;Han, Hye-jung;Choi, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.499-501
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    • 2022
  • With the advent of metaverse due to the development of the latest technology, digital humans have begun to re-populate. Using this, the concept of 'virtual human' is defined, and 'virtual streamers' who used to be active in virtual spaces are working across the real world. This study identifies what has changed from the past through analysis of metaverse, avatar, virtual streamer, and virtual streaming, and presents limitations and directions for current virtual streaming through related implications.

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Factors Contributing to the Popularity of Virtual Idol 'PLAVE' in the South Korean Entertainment Industry: The Impact of Character Realism, 2D Webtoon Design, and Real-Time Communication (국내 엔터테인먼트 산업에서의 버추얼 아이돌 '플레이브'의 인기 요인: 캐릭터 리얼리즘, 2D 웹툰 디자인, 실시간 소통의 영향)

  • Mi Ji Park;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.139-146
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    • 2024
  • This study analyzed the popularity factors of the virtual idol 'PLAVE' to provide insights for future virtual idol production and content management in the domestic entertainment industry. Three hypotheses were established and tested through an online survey conducted from May 7 to May 20, 2024, with 73 participants. After excluding insincere responses, 67 responses were regression-analyzed. All three hypotheses, regarding character realism, 2D webtoon design, and real-time communication, were validated with P-values below 0.05. These findings offer strategic insights for the domestic entertainment industry and suggest a new paradigm for the virtual idol sector.