0 00:00:20.500 --> 00:00:21.350 Hello 1 00:00:21.350 --> 00:00:28.150 My name is Seo Eunmin and I'm in charge of strategy and planning for virtual content at GIANTSTEP 2 00:00:28.700 --> 00:00:33.700 I'm a member of the cross-planning headquarters within the GIANTSTEP 3 00:00:33.700 --> 00:00:40.000 We cooperate with various production organizations within the GIANTSTEP 4 00:00:40.000 --> 00:00:44.650 to make strategic solutions 5 00:00:44.650 --> 00:00:48.000 and also creative solutions to create the best content 6 00:00:48.000 --> 00:00:53.850 To briefly explain our work from a virtual production perspective, 7 00:00:53.850 --> 00:00:58.400 We devise why virtual production is needed to reach the goal of each project, 8 00:00:58.400 --> 00:01:05.000 how to make it, and what ideas are to be used to shape or differentiate these things from others 9 00:01:05.050 --> 00:01:10.600 We take the lead in making solutions in the beginning stages of the project 10 00:01:10.799 --> 00:01:12.749 Why did you become a virtual production planner? 11 00:01:12.900 --> 00:01:18.700 Before joining the GIANTSTEP, I worked for an advertising agency for a long time 12 00:01:18.700 --> 00:01:26.650 Working in advertising, which is commonly called AE, I tried to deliver certain advertising messages to consumers 13 00:01:26.800 --> 00:01:30.650 Also with new creativity, the process of grabbing the attention of customers 14 00:01:30.700 --> 00:01:33.800 and creating a brand's message based off of that 15 00:01:33.800 --> 00:01:37.250 seemed very intriguing and fun 16 00:01:38.000 --> 00:01:45.000 In fact, there are many people at our headquarters who have creative experiences from advertising agencies 17 00:01:45.000 --> 00:01:50.200 Just like those people, when I first encountered various 18 00:01:50.200 --> 00:01:53.450 metaverse projects in GIANTSTEP 19 00:01:53.500 --> 00:02:00.200 I thought these things could provide consumers with new experiences that previous content could not, 20 00:02:00.350 --> 00:02:03.600 and these are the parts that seemed appealing 21 00:02:04.000 --> 00:02:08.600 And if such new content get more attention in the near future 22 00:02:08.600 --> 00:02:11.700 based on these technological understandings 23 00:02:11.700 --> 00:02:15.750 planning solutions that can connect this content with real consumers 24 00:02:16.000 --> 00:02:21.850 or creative solutions will become much more important 25 00:02:22.000 --> 00:02:26.750 From that point of view, if I were to work with GIANTSTEP 26 00:02:26.750 --> 00:02:31.200 I thought I would be able to enjoy a lot of fun experiences where both parties benefit from 27 00:02:31.200 --> 00:02:33.850 That's why I decided to join here 28 00:02:35.550 --> 00:02:39.450 The topic of the lecture today is 'Planning of Virtual Content' 29 00:02:39.800 --> 00:02:42.850 Lots of people asked various questions 30 00:02:42.850 --> 00:02:47.000 Let's continue the lecture while answering each question one by one 31 00:02:47.497 --> 00:02:49.097 Q. What is the main role of a planner? 32 00:02:49.250 --> 00:02:53.500 Like all other content production processes 33 00:02:53.500 --> 00:02:57.750 virtual content also needs a planning stage at the beginning 34 00:02:57.750 --> 00:03:03.450 It's really important to set the goal for 'why do we have to make this content' 35 00:03:03.600 --> 00:03:07.350 First, a clear goal must be set with the partners and staff 36 00:03:07.350 --> 00:03:11.400 and we must decide on the purpose of creating the content 37 00:03:11.400 --> 00:03:15.200 The work should be started only after creating a clear goal, 38 00:03:15.250 --> 00:03:18.900 and based off of that, we can start creating a certain concept or setting a creative guide 39 00:03:19.000 --> 00:03:25.900 Especially for virtual production, I always feel that this is the most important part 40 00:03:26.200 --> 00:03:32.750 It is very important to have an exact answer for 41 00:03:32.750 --> 00:03:35.550 'Why virtual production is necessary' 42 00:03:35.550 --> 00:03:40.800 Because if there's no exact reason to why virtual production must be used, 43 00:03:40.800 --> 00:03:46.400 There can be a great deal of confusion in the middle of the process 44 00:03:47.000 --> 00:03:51.050 I'll give you an easy example 45 00:03:51.050 --> 00:03:54.200 Let's say I'm going to create 46 00:03:54.200 --> 00:03:58.550 a virtual soccer stadium and shoot content in it 47 00:03:58.700 --> 00:04:00.750 We can always just go to a real soccer stadium 48 00:04:00.750 --> 00:04:03.800 to shoot and make content there 49 00:04:04.000 --> 00:04:10.000 If that's the case, why do we need a virtual soccer stadium instead of an actual soccer stadium? 50 00:04:10.000 --> 00:04:16.450 I consider it very important to set the precise goal before starting the process 51 00:04:16.450 --> 00:04:20.950 So for instance, needing a camera angle that's impossible to achieve in reality 52 00:04:20.950 --> 00:04:26.950 or being in a stadium that no longer exists in the present 53 00:04:27.100 --> 00:04:29.950 or a stadium in the future 54 00:04:29.950 --> 00:04:31.750 Based on these precise reasons 55 00:04:31.850 --> 00:04:36.300 we need the right plan for the content in order to yield creative ideas 56 00:04:36.400 --> 00:04:41.650 that can accentuate the unique strengths of virtual production 57 00:04:42.000 --> 00:04:45.100 So what my team does is 58 00:04:45.100 --> 00:04:49.350 based on such goals, we plan for the actual creative ideas 59 00:04:49.350 --> 00:04:51.850 And we're in charge of that work 60 00:04:52.000 --> 00:04:57.950 Not only that, creative directing work like making sure that the content 61 00:04:58.050 --> 00:05:03.200 are being made as were planned is also a part of our job 62 00:05:03.395 --> 00:05:05.895 Q. What are the characteristics of virtual content planning? 63 00:05:05.895 --> 00:05:11.345 Let me begin with the biggest difference compared to other content planning works 64 00:05:11.345 --> 00:05:15.750 I think I can narrow it down to three different points 65 00:05:15.750 --> 00:05:18.700 And what I think to be the most important among them is 66 00:05:18.700 --> 00:05:24.750 that in the case of virtual content planning, you need to have a clear understanding of the technology 67 00:05:25.000 --> 00:05:31.050 For example, how much are we able to realize with the available technology as of now? 68 00:05:31.050 --> 00:05:36.050 And what strengths are there if we are to use virtual production? 69 00:05:36.050 --> 00:05:39.800 And what are the weaknesses? 70 00:05:39.800 --> 00:05:43.150 When a creative idea is realized based on such prior knowledge 71 00:05:43.150 --> 00:05:47.850 I believe that even more special and interesting ideas can be created 72 00:05:48.650 --> 00:05:51.700 Let me take some examples 73 00:05:51.700 --> 00:05:57.850 The new Avatar movie has fascinated many people 74 00:05:57.850 --> 00:06:01.950 And realizing the object 'water' in a virtual environment 75 00:06:01.950 --> 00:06:06.900 is a very hard task and it also costs a lot of time and money 76 00:06:06.900 --> 00:06:11.900 If the producer has the prior knowledge about this 77 00:06:12.050 --> 00:06:15.600 when one needs to create a visual content involving water 78 00:06:16.050 --> 00:06:21.050 they can actively think about questions such as 79 00:06:21.050 --> 00:06:24.200 'Is water absolutely necessary?' or 'are there any alternatives?' 80 00:06:24.200 --> 00:06:31.050 And based on this, it becomes possible to create more effective content within the given budget and time 81 00:06:31.050 --> 00:06:34.150 In addition, let's consider the strengths 82 00:06:34.150 --> 00:06:37.700 Compared to shooting in real environments, 83 00:06:37.700 --> 00:06:42.650 virtual environment is advantageous in that control over physical conditions are guaranteed 84 00:06:43.000 --> 00:06:46.600 And when one designs a plan with these in mind 85 00:06:46.600 --> 00:06:50.250 much more interesting ideas could arise 86 00:06:50.400 --> 00:06:52.700 Let me take another example for this 87 00:06:52.700 --> 00:06:57.300 For example, let's say we're shooting a scene; we film this way 88 00:06:57.350 --> 00:07:04.000 And if we need the side view, then the camera would physically move to the side 89 00:07:04.000 --> 00:07:07.200 But if this is to be a virtual environment 90 00:07:07.250 --> 00:07:13.450 we can keep the camera static and turn the background by 90 degrees; it's an easy way to show the side 91 00:07:13.450 --> 00:07:17.000 These things can also be taken into consideration 92 00:07:17.000 --> 00:07:22.050 So in a recent virtual production, like a car driving scene 93 00:07:22.050 --> 00:07:25.650 the car wouldn't actually move 94 00:07:25.650 --> 00:07:29.300 but it is through the background that we can create dynamic scenes 95 00:07:29.300 --> 00:07:36.400 And that's an example of a good use of technological advantage of virtual production 96 00:07:36.400 --> 00:07:43.000 And the second thing needed in planning for a virtual content is 97 00:07:43.000 --> 00:07:47.000 that we must have an idea that maximizes 98 00:07:47.000 --> 00:07:51.000 the unique part of the content that was impossible before 99 00:07:51.000 --> 00:07:54.100 As I've already told you, 100 00:07:54.100 --> 00:08:02.850 There's always a need for a clear reason to why we have to film it in a virtual environment instead of in a real environment 101 00:08:03.300 --> 00:08:09.700 Simply moving content that can be produced in a real environment into a virtual one is 102 00:08:09.700 --> 00:08:14.000 not that beneficial when you think of it from the consumer's perspective 103 00:08:14.000 --> 00:08:20.000 Also, filming virtually can cost more than filming in real environment 104 00:08:20.000 --> 00:08:28.000 And as for quality, the one created in a virtual environment could be incompetent compared to the real one 105 00:08:28.000 --> 00:08:32.500 Of course with the recent and extended period of the pandemic 106 00:08:32.500 --> 00:08:38.950 various kinds of contact-free contents were loved by many people, like online concerts 107 00:08:39.000 --> 00:08:46.000 Come to think of it, in this case, we simply copied and moved what was offline to online 108 00:08:46.000 --> 00:08:52.000 and we discovered that this kind of situation was not very welcomed by consumers 109 00:08:52.000 --> 00:08:57.000 So every time we come up with a virtual production idea 110 00:08:57.000 --> 00:09:02.000 we contemplate on how to provide new experiences that previous content could not 111 00:09:02.000 --> 00:09:11.000 A lot of ideas regarding creating parts that differentiate this content from others are already discussed from the planning stage 112 00:09:11.000 --> 00:09:14.500 The last thing I want to say is 113 00:09:14.500 --> 00:09:18.450 This part might be relatable to those 114 00:09:18.450 --> 00:09:22.450 who have experience in this field of creating video content, 115 00:09:23.000 --> 00:09:28.000 and it is that most work doesn't have a reference 116 00:09:28.000 --> 00:09:31.700 When actually creating various video content 117 00:09:31.700 --> 00:09:34.800 there are already tons of good examples 118 00:09:35.050 --> 00:09:39.950 and these things directly or indirectly influence the creativity of the video content 119 00:09:40.000 --> 00:09:44.000 Virtual production is still in its very early stage 120 00:09:44.000 --> 00:09:48.000 so there are not many references 121 00:09:48.000 --> 00:09:56.000 So in a lot of the cases, we have projects of taking unprecedented ideas and projecting them onto a screen 122 00:09:56.000 --> 00:10:04.000 From a creator's point of view, it's a great opportunity to express my imagination to the fullest 123 00:10:04.000 --> 00:10:11.000 but from a planner's point of view, it can be an obstacle that gets in the way of making decisions 124 00:10:11.000 --> 00:10:18.000 So when proceeding with a new project that doesn't have a reference much more thought needs to be put in to 125 00:10:18.000 --> 00:10:23.000 planning for the project to happen and to successfully realize those ideas without risk 126 00:10:23.000 --> 00:10:28.800 And compared to general content, that these aspects and guides have to be much more thought out 127 00:10:28.800 --> 00:10:32.850 can be a characteristic of virtual content planning 128 00:10:33.040 --> 00:10:35.200 Q. What is something that differentiates GIANTSTEP's virtual production planning team from others? 129 00:10:35.200 --> 00:10:41.000 About the differentiation point GIANTSTEP has, I would like to say that 130 00:10:41.000 --> 00:10:49.000 So far, I think virtual production has a very high technical barrier to entry 131 00:10:49.000 --> 00:10:55.000 so most virtual production companies work based on technical solutions 132 00:10:55.000 --> 00:11:02.000 and when focused too much on technical solutions 133 00:11:02.000 --> 00:11:09.000 the soft power, which means content solution, can be relatively weakened in terms of planning ability 134 00:11:09.000 --> 00:11:17.000 So if you look at recent cases, there are a lot of virtual studios that don't have a separate planning organization at all 135 00:11:17.000 --> 00:11:26.000 On the contrary, GIANTSTEP in fact had the VFX studio, a representative studio of our country 136 00:11:26.000 --> 00:11:30.000 in which many commercial advertisement videos were created all around the world before Virtual Production 137 00:11:30.000 --> 00:11:37.000 We already have some creative skills that were accumulated by producing representative commercial videos in Korea 138 00:11:38.000 --> 00:11:45.000 So when creating content based on virtual production, being technical quality is of course important 139 00:11:45.000 --> 00:11:52.000 but we also keep in mind that the quality of the creative idea that goes in here is also very important 140 00:11:52.000 --> 00:12:00.000 That's why, when we started R&D on virtual productions 4 or 5 years ago 141 00:12:00.000 --> 00:12:03.750 we had a separate planning organization internally 142 00:12:03.750 --> 00:12:09.400 and ever since have been trying to continuously make ideas suitable for virtual production 143 00:12:09.400 --> 00:12:19.000 Therefore, our headquarters, which is in charge of that task by working on various planning tasks specialized in virtual production 144 00:12:19.000 --> 00:12:26.000 has the advantage of being able to come up with specialized ideas and related experience 145 00:12:26.839 --> 00:12:30.489 Q. Which project best demonstrates the competence of planning work? 146 00:12:30.489 --> 00:12:34.000 We've been through so many projects 147 00:12:34.000 --> 00:12:39.500 One of them is an unboxing project for a famous brand 148 00:12:39.500 --> 00:12:45.000 and we've also done a lot of projects with K-POP idols, such as virtual concerts 149 00:12:45.000 --> 00:12:54.000 I think the directors and managers of other production teams will introduce these big and fancy cases later on 150 00:12:54.000 --> 00:12:58.000 For me, a really interesting work experience as the content planning manager 151 00:12:58.000 --> 00:13:06.000 is when we collaborated with a K-POP girl group, called 'woo!ah!' to create content for TikTok 152 00:13:06.000 --> 00:13:13.000 'woo!ah!' is a group that is very active on TikTok 153 00:13:13.000 --> 00:13:19.000 and have very bubbly and energetic charisma 154 00:13:19.000 --> 00:13:28.000 So this project began with the idea of combining their fun and weird imaginations into content 155 00:13:28.000 --> 00:13:33.000 And that led us to try out those things that I've already mentioned, which were impossible before 156 00:13:33.000 --> 00:13:39.000 I came up with a lot of ideas like that and realized them into various content 157 00:13:39.000 --> 00:13:45.000 For instance, there was content about sending the members to different places of the world 158 00:13:50.000 --> 00:13:56.000 When you use a green screen as the background of your shooting set, it turns out transparent in the result 159 00:13:56.000 --> 00:14:03.000 We used this technique by using green cloaks to direct scenes as if they wearing the Invisibility Cloak from < Harry Potter > 160 00:14:13.150 --> 00:14:18.800 Because we basically tried out various things that don't really exist in the real world 161 00:14:18.800 --> 00:14:25.000 this is a memorable experience for me, considering that it proves the pros of virtual content compared to traditional content 162 00:14:25.000 --> 00:14:29.000 This content was released on TikTok 163 00:14:29.000 --> 00:14:33.000 As you guys know, TikTok users are relatively young 164 00:14:33.000 --> 00:14:38.000 and is mostly used by Gen Z 165 00:14:38.000 --> 00:14:43.000 Therefore, this type trendy styles could truly catch their eyes on TikTok 166 00:14:43.000 --> 00:14:50.000 I personally think that regardless of the size of a project 167 00:14:50.000 --> 00:14:57.000 There should be more ideas and projects that can present the fun sides of virtual production in the future 168 00:14:58.000 --> 00:15:05.000 The project we did with 'woo!ah!' did not require high costs 169 00:15:05.000 --> 00:15:11.000 and neither did it require the highest level of technology 170 00:15:11.000 --> 00:15:17.000 I just wanted to talk about it as I thought it was some fun content in the planning manager's perspective 171 00:15:17.000 --> 00:15:24.000 From now on, let me elaborate on what it means to add some flavor to virtual content as a content planner 172 00:15:24.000 --> 00:15:30.000 As I said before, we used the Chroma key for the Invisibility Cloak effect 173 00:15:30.000 --> 00:15:35.000 But this technique is actually a common error happening in virtual production 174 00:15:35.000 --> 00:15:40.000 When you make virtual content using a green screen 175 00:15:40.000 --> 00:15:45.000 And use an object or clothing in the same color as the background screen 176 00:15:45.000 --> 00:15:50.150 it turns out as an error in the final result 177 00:15:50.150 --> 00:15:53.950 In the result, that part looks empty, which makes it a rule of thumb to avoid 178 00:15:54.000 --> 00:15:57.000 From a content planning manager's point of view, on the other hand 179 00:15:57.000 --> 00:16:03.000 It seemed highly interesting to deliberately make the error happen in the content 180 00:16:03.000 --> 00:16:06.000 'Okay, that person's body seems to be empty when wearing a green clothing.' 181 00:16:06.000 --> 00:16:10.000 'Couldn't we turn that into something creative?' 182 00:16:10.000 --> 00:16:13.000 This is the idea that content planning managers would normally keep in mind in everyday life 183 00:16:13.000 --> 00:16:18.000 Especailly, the whole point of the project with 'woo!ah!' was trying something outside the box 184 00:16:18.000 --> 00:16:24.000 That's the reason we used the error to turn it into a brilliant outcome 185 00:16:24.000 --> 00:16:32.350 We also made content of riding on a swing in the sky 186 00:16:39.000 --> 00:16:43.000 In cases of other content-making 187 00:16:43.000 --> 00:16:46.000 We would have brought in an installation in the studio and hung it on the ceiling or something 188 00:16:46.000 --> 00:16:49.000 but we didn't have the opportunity to test out these things 189 00:16:49.000 --> 00:16:52.000 Instead, we thought about taking the idea into realization 190 00:16:52.000 --> 00:16:55.000 and making it look like the swing is hung in the middle of the sky 191 00:16:55.000 --> 00:16:59.000 We were able to try out these different creative ideas 192 00:16:59.000 --> 00:17:02.000 and therefore, it was a really memorable project for me 193 00:17:02.000 --> 00:17:09.000 Some keynote messages I can deliver from this project are 194 00:17:09.000 --> 00:17:14.000 maintaining the quality of the content is the tech people's responsibility 195 00:17:14.000 --> 00:17:19.000 But when it comes to appealing the final result to viewers 196 00:17:19.000 --> 00:17:22.000 such as the error example I introduced 197 00:17:22.000 --> 00:17:27.000 or it can also be some random feature of virtual production found by coincidence 198 00:17:27.000 --> 00:17:30.000 When we try to deliver these appeals to viewers 199 00:17:30.000 --> 00:17:35.000 It's important to keep contemplating on how to make these things more attractive 200 00:17:35.000 --> 00:17:38.000 These things can be used later as a differentiation point in ideas during planning 201 00:17:38.000 --> 00:17:41.000 that can be developed with further details 202 00:17:41.259 --> 00:17:44.659 Q. What are some virtues that virtual production planning coordinators must possess? 203 00:17:45.000 --> 00:17:51.000 What I consider the most important when planning 204 00:17:51.000 --> 00:17:55.000 as it is with other productions, virtual productions are also 205 00:17:55.000 --> 00:18:00.000 complete only when it is delivered to the consumer 206 00:18:00.000 --> 00:18:06.000 I think the most important thing is to never forget that this is content for the consumer 207 00:18:06.000 --> 00:18:10.000 As more content or projects that include a lot of new technology get created 208 00:18:10.000 --> 00:18:14.000 since we focus mostly on the technical perfection, 209 00:18:14.000 --> 00:18:19.000 there might be a tendency to forget about the consumer 210 00:18:19.000 --> 00:18:21.000 There is a very high chance you might fall into such error 211 00:18:21.000 --> 00:18:24.000 It’s not about boasting how great our technology is 212 00:18:24.000 --> 00:18:26.000 that we’re so good at making flashy things 213 00:18:26.000 --> 00:18:28.000 It’s not about showing off novel technology 214 00:18:28.000 --> 00:18:30.000 What’s most important is making 215 00:18:30.000 --> 00:18:32.000 content that appeals to the consumers 216 00:18:32.000 --> 00:18:35.000 That should always be on the back of our minds 217 00:18:35.000 --> 00:18:38.000 To remain focused 218 00:18:38.000 --> 00:18:40.000 I think is what is most important 219 00:18:40.000 --> 00:18:43.000 when it comes to planning and coordinating virtual productions 220 00:18:43.000 --> 00:18:46.000 As a result, virtual production coordinators 221 00:18:46.000 --> 00:18:50.000 have to immediately react to consumer trends, 222 00:18:50.000 --> 00:18:53.000 continually explore new trends, 223 00:18:53.000 --> 00:18:58.000 and need to have the passion for understand such trends 224 00:18:58.000 --> 00:19:02.000 On the other hand, you must objectively look 225 00:19:02.000 --> 00:19:05.000 from the perspective of the consumer and think 'is this content appealing?' 226 00:19:05.000 --> 00:19:08.000 'does this effectively reflect what we’re trying to convey?' 227 00:19:08.000 --> 00:19:10.000 So the ability to objectively view 228 00:19:10.000 --> 00:19:13.000 this from within the project 229 00:19:13.000 --> 00:19:16.000 is the role of the coordinator 230 00:19:18.169 --> 00:19:22.569 Q. What could be the goal of a virtual production coordinator? 231 00:19:23.000 --> 00:19:27.000 The goal of the coordinator is wanting to create our own content 232 00:19:27.000 --> 00:19:32.000 So we have completed various projects for many years and 233 00:19:32.000 --> 00:19:35.000 based on these capacities, our goal for GIANTSTEP is to 234 00:19:35.000 --> 00:19:38.000 be able to make unique content 235 00:19:38.000 --> 00:19:40.000 only we can do 236 00:19:40.000 --> 00:19:45.000 Therefore virtual production is not simply a cost effective solution 237 00:19:45.000 --> 00:19:48.000 or a new solution to amaze with 238 00:19:48.000 --> 00:19:50.000 things that don’t exist in real life 239 00:19:50.000 --> 00:19:53.000 Rather than such a one-dimensional viewpoint 240 00:19:53.000 --> 00:19:56.000 using the virtual production environment to its highest potential 241 00:19:56.000 --> 00:20:00.750 to create appealing content 242 00:20:01.000 --> 00:20:06.000 I think this would allow for the creation 243 00:20:06.000 --> 00:20:08.000 of a new and unprecedented program format 244 00:20:08.000 --> 00:20:11.000 Furthermore, these won’t be one-off content but 245 00:20:11.000 --> 00:20:15.000 rather something that can be made into a brand 246 00:20:15.000 --> 00:20:17.000 As a coordinator this would be my internal goal 247 00:20:17.000 --> 00:20:20.000 This is also something our company is 248 00:20:20.000 --> 00:20:22.000 taking into account for the future 249 00:20:23.300 --> 00:20:28.000 Q. Are there any requirements to become a virtual production coordinator? 250 00:20:28.000 --> 00:20:30.000 When I said I was planning a content 251 00:20:30.000 --> 00:20:32.000 If you think of it as your major 252 00:20:32.000 --> 00:20:36.000 majoring media studies, which is related to broadcasting contents 253 00:20:36.000 --> 00:20:39.000 or majoring something related to advertisement marketing 254 00:20:39.000 --> 00:20:42.000 would be helpful 255 00:20:42.000 --> 00:20:44.000 But when working in real life 256 00:20:44.000 --> 00:20:47.000 Some knowledge and skills in a field related to those majors 257 00:20:47.000 --> 00:20:49.000 can be acquired through work 258 00:20:49.000 --> 00:20:51.000 But your basic personality 259 00:20:51.000 --> 00:20:53.000 or some kind of passion 260 00:20:53.000 --> 00:20:55.000 is a little bit more important 261 00:20:55.000 --> 00:20:59.000 So making a variety of content means 262 00:20:59.000 --> 00:21:03.000 delivering various content to consumers in the end 263 00:21:03.000 --> 00:21:06.000 Therefore you should understand the consumers who would like those content 264 00:21:06.000 --> 00:21:08.000 and try to learn and understand 265 00:21:08.000 --> 00:21:11.000 various trends 266 00:21:11.000 --> 00:21:13.000 These efforts will be needed 267 00:21:13.000 --> 00:21:15.000 In that point of view, 268 00:21:16.000 --> 00:21:18.000 when I was young 269 00:21:18.000 --> 00:21:21.000 I was told 'Don't chase two hares at once' 270 00:21:21.000 --> 00:21:23.000 but unlike that 271 00:21:23.000 --> 00:21:27.000 having a shallow and broad interest 272 00:21:27.000 --> 00:21:29.000 about what people like 273 00:21:29.000 --> 00:21:31.000 and having curiosity 274 00:21:31.000 --> 00:21:35.000 are what I believe to be more important 275 00:21:36.605 --> 00:21:39.305 Q. How do you foresee the future of metaverse and virtual studio as a planner? 276 00:21:40.000 --> 00:21:42.000 I think 277 00:21:42.000 --> 00:21:45.000 Metaverse and virtual studio is still 278 00:21:45.000 --> 00:21:49.000 in the very early stages of the market 279 00:21:49.000 --> 00:21:51.000 Actually, to make a lot of fun contents 280 00:21:51.000 --> 00:21:54.000 based on the virtual studio 281 00:21:54.000 --> 00:21:56.000 various creators and artist 282 00:21:56.000 --> 00:21:59.000 in this society 283 00:21:59.000 --> 00:22:02.000 should use this tool actively as they want 284 00:22:02.000 --> 00:22:04.000 and make diverse content 285 00:22:04.000 --> 00:22:06.000 It's not easy for many people to approach it yet 286 00:22:06.000 --> 00:22:09.000 because of technological limitations 287 00:22:09.000 --> 00:22:11.000 And from that perspective 288 00:22:11.000 --> 00:22:15.000 I think the demand for planners who can connect these creators 289 00:22:15.000 --> 00:22:19.000 with virtual studios will continue to increase 290 00:22:19.000 --> 00:22:23.000 So if these connections continue to grow 291 00:22:23.000 --> 00:22:26.000 I think productions using virtual studio 292 00:22:26.000 --> 00:22:29.000 will actively be created in the future as well 293 00:22:29.000 --> 00:22:31.000 Everytime I get this question 294 00:22:31.000 --> 00:22:33.000 I come up with an easy example 295 00:22:33.000 --> 00:22:36.000 Let's take the film industry as an example 296 00:22:36.000 --> 00:22:39.000 When we think about making movies beforehand 297 00:22:39.000 --> 00:22:43.000 it was about how to shoot, how to use the lighting and how to direct 298 00:22:43.000 --> 00:22:47.000 There was a traditional director who was good at these things 299 00:22:47.000 --> 00:22:51.000 But after computer graphics and CG appeared 300 00:22:51.000 --> 00:22:55.000 how much more imagination we can exercise with this CG technology 301 00:22:55.000 --> 00:22:59.000 became important 302 00:22:59.000 --> 00:23:02.000 So these days, practically all the movies 303 00:23:02.000 --> 00:23:05.000 use computer graphics or CGIs 304 00:23:05.000 --> 00:23:09.000 Similar to that, one day, virtual production 305 00:23:09.000 --> 00:23:12.000 will be not something special and new anymore 306 00:23:12.000 --> 00:23:15.000 I think it will become an essential element 307 00:23:15.000 --> 00:23:19.000 used in the production process of all content 308 00:23:19.000 --> 00:23:21.000 and be utilized has a creative tool 309 00:23:22.322 --> 00:23:27.722 Q. What is the method of creating a good plan for productioin? 310 00:23:28.000 --> 00:23:31.000 To make a good plan 311 00:23:32.000 --> 00:23:36.000 I usually always tell 312 00:23:36.000 --> 00:23:39.000 my teammates to just work hard 313 00:23:39.000 --> 00:23:43.000 As I mentioned earlier, what we try to do 314 00:23:43.000 --> 00:23:47.000 is make the viewers have fun in the end 315 00:23:47.000 --> 00:23:49.000 So we wonder what young people like nowadays 316 00:23:49.000 --> 00:23:52.000 And content these days is not the same as before 317 00:23:52.000 --> 00:23:55.000 Before when something was on TV, most people across the country 318 00:23:55.000 --> 00:23:57.000 would have watched this content 319 00:23:57.000 --> 00:24:00.000 These days there are people that watch media through TikTok 320 00:24:00.000 --> 00:24:02.000 and people who use streaming services 321 00:24:02.000 --> 00:24:05.000 and there's a trot(Korean music genre) song program that the elderly watch 322 00:24:05.000 --> 00:24:08.000 So the understanding of the people who watch these contents 323 00:24:08.000 --> 00:24:10.000 became very important 324 00:24:10.000 --> 00:24:15.000 My personal preferences are important 325 00:24:15.000 --> 00:24:17.000 but when there is something I used to dislike but others like, 326 00:24:17.000 --> 00:24:19.000 it is important to pay attention and be interested in thoughts like 327 00:24:19.000 --> 00:24:22.000 'Why do they like those content?' 328 00:24:22.000 --> 00:24:25.000 'What kind of charm do those people feel in that?' 329 00:24:25.000 --> 00:24:28.000 The ability to express your interests in a variety of ways 330 00:24:28.000 --> 00:24:31.000 is really important 331 00:24:31.000 --> 00:24:36.000 For example, I'm not in that generation 332 00:24:36.000 --> 00:24:38.000 but my parents recently 333 00:24:38.000 --> 00:24:40.000 have been watching these trot(Korean music genre) shows 334 00:24:40.000 --> 00:24:43.000 and they are sure I would definitely be watching them as well 335 00:24:43.000 --> 00:24:45.000 They asked me "Did you watch it last week?" 336 00:24:45.000 --> 00:24:47.000 But that's not something I'm interested in 337 00:24:47.000 --> 00:24:48.000 and honestly I don't prefer it 338 00:24:48.000 --> 00:24:51.000 But if we were to make 339 00:24:51.000 --> 00:24:53.000 a virtual production for those people 340 00:24:53.000 --> 00:24:57.000 Of course we need to find out why they like this show 341 00:24:57.000 --> 00:25:00.000 and what they need in that show 342 00:25:00.000 --> 00:25:01.000 and understand thoroughly 343 00:25:01.000 --> 00:25:07.000 in order to make more effective content 344 00:25:07.000 --> 00:25:10.000 Therefore, even if I'm not intrigued, 345 00:25:10.000 --> 00:25:14.000 it's necessary to be interested in 346 00:25:14.000 --> 00:25:17.000 and examine the exact points 347 00:25:17.000 --> 00:25:18.000 that make consumers choose one over the other 348 00:25:18.000 --> 00:25:20.000 in various fields 349 00:25:20.000 --> 00:25:22.000 Is what I think 350 00:25:22.652 --> 00:25:26.352 Q. A production manager is ____ 351 00:25:27.000 --> 00:25:31.000 The production manager of virtual production is 352 00:25:31.000 --> 00:25:34.000 a messenger who connects people and technology 353 00:25:34.000 --> 00:25:36.000 That's my answer 354 00:25:36.000 --> 00:25:39.000 I think I'm repeating myself with this 355 00:25:39.000 --> 00:25:42.000 However fancy the technology is 356 00:25:42.000 --> 00:25:43.000 if the consumers go 357 00:25:43.000 --> 00:25:44.000 'This is boring' 358 00:25:44.000 --> 00:25:48.000 Then I consider that content as meaningless 359 00:25:48.000 --> 00:25:50.000 For me, virtual production 360 00:25:50.000 --> 00:25:52.000 Holds a lot of potential 361 00:25:52.000 --> 00:25:55.000 It's a great technology that can 362 00:25:55.000 --> 00:25:56.000 create something unprecedented 363 00:25:56.000 --> 00:26:01.000 But the role of the production manager is to make this technology look and feel fascinating 364 00:26:01.000 --> 00:26:03.000 for the consumers 365 00:26:03.000 --> 00:26:06.000 So for consumers, 366 00:26:06.000 --> 00:26:08.000 very complicated technology-related things 367 00:26:08.000 --> 00:26:10.000 that are hard to grasp 368 00:26:10.000 --> 00:26:12.000 should feel closer and tangible 369 00:26:12.000 --> 00:26:16.000 And providing content that can show this 370 00:26:16.000 --> 00:26:19.000 is what I consider that as the most important job of a production manager 371 00:26:19.000 --> 00:26:24.000 So I think the production manager should be this messenger 372 00:26:24.000 --> 00:26:26.000 Who can connect this new technology to the consumers 373 00:26:30.000 --> 00:26:32.000 The topic of this lecture is 374 00:26:32.000 --> 00:26:36.000 Virtual production and producers 375 00:26:36.000 --> 00:26:38.000 Nowadays it's much more common but 376 00:26:38.000 --> 00:26:40.000 around 2, 3 years ago 377 00:26:40.000 --> 00:26:42.000 people thought 'Is it really worth the money to test this?' 378 00:26:42.000 --> 00:26:47.000 Samsung and LG in Korea, and other brands in other countries 379 00:26:47.000 --> 00:26:49.000 all went through the test 380 00:26:49.000 --> 00:26:52.000 We actually rented the demo version 381 00:26:52.000 --> 00:26:54.000 and tested for months per each device 382 00:26:54.000 --> 00:26:58.000 and we were able to get various result values 383 00:26:58.000 --> 00:27:00.000 Let me break it down for you 384 00:27:00.000 --> 00:27:03.000 The one that connects the real and the virtual 385 00:27:03.000 --> 00:27:06.000 This bridge that enables one to travel across 386 00:27:06.000 --> 00:27:08.000 is what virtual production means to us 387 00:27:10.000 --> 00:27:12.000 Q. Is your major important? Your major does matter a lot 388 00:27:12.000 --> 00:27:16.000 Those of you who have been enduring and hanging around to watch this interview 389 00:27:16.000 --> 00:27:18.000 also have the talent to be a producer