• Title/Summary/Keyword: Virtual character production

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Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.

Application of Virtual Studio Technology and Digital Human Monocular Motion Capture Technology -Based on <Beast Town> as an Example-

  • YuanZi Sang;KiHong Kim;JuneSok Lee;JiChu Tang;GaoHe Zhang;ZhengRan Liu;QianRu Liu;ShiJie Sun;YuTing Wang;KaiXing Wang
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.106-123
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    • 2024
  • This article takes the talk show "Beast Town" as an example to introduce the overall technical solution, technical difficulties and countermeasures for the combination of cartoon virtual characters and virtual studio technology, providing reference and experience for the multi-scenario application of digital humans. Compared with the live broadcast that combines reality and reality, we have further upgraded our virtual production technology and digital human-driven technology, adopted industry-leading real-time virtual production technology and monocular camera driving technology, and launched a virtual cartoon character talk show - "Beast Town" to achieve real Perfectly combined with virtuality, it further enhances program immersion and audio-visual experience, and expands infinite boundaries for virtual manufacturing. In the talk show, motion capture shooting technology is used for final picture synthesis. The virtual scene needs to present dynamic effects, and at the same time realize the driving of the digital human and the movement with the push, pull and pan of the overall picture. This puts forward very high requirements for multi-party data synchronization, real-time driving of digital people, and synthetic picture rendering. We focus on issues such as virtual and real data docking and monocular camera motion capture effects. We combine camera outward tracking, multi-scene picture perspective, multi-machine rendering and other solutions to effectively solve picture linkage and rendering quality problems in a deeply immersive space environment. , presenting users with visual effects of linkage between digital people and live guests.

Interactive Influencer Status and Development Plan (가상 인터렉티브 인플루언서의 현황과 발전 방안)

  • Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.29 no.1
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    • pp.59-70
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    • 2022
  • Recently, in platforms such as YouTube and Instagram, virtual characters resembling human life become the main characters, produce various contents, breathe with the public, and create the era of virtual humans. For example, existing game characters appear as virtual characters with unique AUs, or AI characters created by reflecting the public's preferences are actively communicating with the public through advertisements and SNS activities. As the consumption of video content through smart devices increases significantly in the post-corona era, virtual influencers are being used as all-round entertainers because there is little risk of personality controversy or production cost. there is a trend In this study, we investigated the characteristics of the case of being active as an influencer among the activities of a virtual character, and how the interactive aspect of the influencer appears by identifying the current situation through major cases. Combining this, based on the analysis of the influence of virtual influencers, the parts that producers should recognize are derived, and the differentiated characteristics of interactive virtual influencers are summarized. In addition, the difficulties of virtual influencers were investigated and problems were identified, and for the development of the content industry, a more favorable method for interaction was presented and suggestions were made to secure inner sincerity.

Research About Character Illustration Which the 3D Game Character Manufacture (3D 게임 캐릭터 제작에 있어서의 캐릭터 일러스트에 관한 연구)

  • Lee Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.178-183
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    • 2005
  • It is said that today is an era of total cord characterized by the transition from the industrial society to the knowledge based and information one. In this age of total cord, the most complex media production is the game industry. In the game industry, game character as one of the elements of game production is the most important because it contains visual elements created through interaction with a user. Initial creation of characters in the game industry is considered having the most value-adding element. Character creation in game production begins with basic drawings, like a diffusive property of the production elements, and proceeds to complicated 2D game character illustration and 3D game character production. In addition, only when driving forces for game development such as individuality and virtual reality are based on different mind cord from existing one, foundation for it will be firmly established. Therefore, it is clear that understanding of the Importance of character illustration and original drawings in the game production is essential to successfully produce more perfect 3D game characters.

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3D Animation Character Development Pipeline using 3D Printing (3차원 프린팅을 활용한 3차원 애니메이션 캐릭터 개발 파이프라인)

  • Kim, Kyoung-Ho;Lee, Jeongjin
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.52-59
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    • 2013
  • Recently, the importance of the efficient production pipeline design has been increased for 3D animation, which becomes more delicate. In this paper, we propose 3D animation character development pipeline using 3D printing technology. We introduce 3D printing procedure into each step of the classical 3D animation and character development pipeline to incorporate the feed-back from the designer immediately. Specially, during the production step, we can find the design errors and minimize the period of production by using 3D printing of approximate shape of designed character. Using proposed method, eight DreaMegg characters were developed and their quality was very high with respect to 3D virtual graphics and real product. Using our method, high-quality 3D animation character can be developed with the minimized time and cost for development by reflecting the feed-back into production line from designers and researchers immediately.

Development of a virtual studio system for live broadcasting of election results: VdreamSet

  • Ko, Hee-Dong;Kim, Hyun-Suk;Kim, Lae-Hyun;Ahn, Jae-Hong;Park, Kyung-Dong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.213.1-218
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    • 1999
  • A virtual studio is a new video production environment using interactive computer graphics and imaging media technology. The traditional chroma-keying with two-dimensional background is replaced by an advanced keying method with a dynamic computer-generated, three-dimensional background. We have developed a virtual studio system that is practical to use in the real production environment. It has not only essential features that are common among various commercial virtual studio systems, but also unique feature that help the producer to construct virtual studio sets and scenarios efficiently such as span graph, robust backup controller, and 3 dimensional character generator supporting all languages. Our virtual studio system was used in live broadcasting and proved that the system was practical enough. In this paper, we will introduce the structure and the major features of our system, called VdreamSet, and application examples to broadcasting.

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.

Introduction to 3D game character production skill for 3D on-line game (3D온라인게임을 위한 효율적인 3D게임캐릭터 제작기법)

  • 김미진;김재준
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.4
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    • pp.55-63
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    • 2003
  • The game & multimedia industry is a high-valued industry comparing to any industry. Also, it has been shown the possibility as considerably bright future industry due to a development of the Internet, an explosive growth of on-line game market, and a union with virtual reality technology Since an on-line game having a clear profit model is expanding to PC and other platform, it brings to us a large change throughout the whole game industry. In order to develop a game, we need a number of elements. A game character among them delivers to a user the overall characteristics of a game as a visual representation and makes us access to a game directly and sensuously. A game character of on-line game is considerable in an operation in the volume of initial sales from a viewpoint of marketing. In addition, it affects to secure users and be immersed in a game. In this paper, we propose a production skill of an efficient 3D game character for 3D on-line game.

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Procedural Animation Method for Realistic Behavior Control of Artificial Fish (절차적 애니메이션 방법을 이용한 인공물고기의 사실적 행동제어)

  • Kim, Chong Han;Youn, Jae Hong;Kim, Byung Ki
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.11
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    • pp.801-808
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    • 2013
  • In the virtual space with the interactive 3D contents, the degree of mental satisfaction is determined by how fully it reflect the real world. There are a few factors for getting the high completeness of virtual space. The first is the modeling technique with high-polygons and high-resolution textures which can heighten an visual effect. The second is the functionality. It is about how realistic represents dynamic actions between the virtual space and the user or the system. Although the studies on the techniques for animating and controlling the virtual characters have been continued, there are problems such that the long production time, the high cost, and the animation without expected behaviors. This paper suggest a method of behavior control of animation by designing the optimized skeleton which produces the movement of character and applying the procedural technique using physical law and mathematical analysis. The proposed method is free from the constraint on one-to-one correspondence rules, and reduce the production time by controlling the simple parameters, and to increase the degree of visual satisfaction.

Instant and Intuitive Shadowing for CACAni System

  • Sugisaki, Eiji;Tian, Feng;Seah, Hock Soon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.429-434
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    • 2009
  • We introduce an instant and intuitive shadowing technique for CACAni System. In traditional 2D Anime, since all frames are drawn by hand it takes long time to create an entire animation sequence. CACAni System reduces such a production cost by automatic inbetweening and coloring. In this paper, we develop a shadowing technique that enables CACAni users to easily create shadow for character or object in the image. The only inputs required are sequences of character or object layers drawn in CACAni System with alpha value. Shadows are automatically rendered on a virtual plane based on these inputs. They can then be edited by CACAni users. Achieving this, CACAni System is able to handle instant shadowing and intuitive editing in a short time.

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