Realistic Basics What is realistic content?
GCC Miliatry Academy
Study goals Can explain the necessity of realistic contents
Can explain what a realistic content must show Can explain the realistic content field
Learning content The necessity of realistic contents, research on realistic contents, areas of realistic contents
Jiwon Jeong, representative's career ∙Current board member of T.OZ ∙Former board member of WYSIWYG Studios Co
∙General chief of Taekwon V VR for Lotte World theme park ∙General chief of Gyeonggi VR AR for Gyeonggi Contents Agency
∙General chief of realistic videography for Jeju National Museum ∙General chief of realistic content making for Sokcho Museum
Hello this is Jiwon Jeong of T.OZ corporation
that will be doing the realistic contents course
This time we will learn
about realistic contents
The necessity of realistic contents First we will take a look at why realistic content is needed
What realistic contents must show Then we will take a look at what realistic contents must show
Areas of realistic contents Then taking a look at various areas and subjects of realistic contents
we'll learn about it in the main course
on how to show these things
I've selected a few keywords for this course
First is realistic and immersive experience
Second is transmedia storytelling
And the third is areas of realistic content applications
Necessity of realistic contents
When you hear 'realistic,' you might have heard a lot of it
The definition of 'realistic' is
the feeling of an actual experience
Beyond simply seeing and listening
Necessity of realistic contents 1 Desire for contents that satisfy all five senses
When we think about it, there are a lot of visual experiences
[Desire to consume sensually new things in physical space] Because the space we live in, the physical environment
within that space, we have always had the desire to
consume something new visually or auditory
Hence as the generation goes by and technology develops
the desire for these realistic contents
have been growing constantly
And the situation of realistic contents required in the current generation can be seen
Necessity of realistic contents 2 As a result of the generation actively consuming new senses
In online spaces as well as offline spaces
Necessity of realistic technology that can express oneself's existence is highlighted
The most important thing in realistic contents is
the immersive experience
In English it would be 'Immersive Experience'
When we experience a content
Visual and auditory experience, the basic elements of content experience
When we experience all five senses when experiencing realistic contents
The immersiveness of that experience can be enhanced due to the satisfaction of five senses
So when we take a look at realistic contents
like VR, AR, and media arts
We will see what kinds of realistic contents there are
First, the most important thing was immersive experience
[Immersive experience and Wow experience, the most important in realistic contents] The next will be Wow experience
So in VivaTech 2021, now Meta's Mark Zuckerberg said
In the future, media, art, screen, and TV does not need to physically exist
A project can be projected in just one app and glasses
What Zuckerberg said is in fact being realized
and those hardwares and contents are being created a lot
Now we'll take a look at the technological aspects
First in the 1960s, in the US national defense research institute's
network for sharing research papers becoming the
Internet could be viewed as the starting point of the technology
Nowadays Internet is widely used
As Internet developed, sharing information
or mailing each other
With the development of the Internet, sharing information across space became possible
And many things that we did moving in the physical world before
With just a click, service searching, purchasing, email, messenger, video conference and etc. became possible
Through these, searching for services
purchasing things, or emailing people
using messengers and doing video conference and more has become possible
Like this, as the Internet developed
there have been cases of existing market collapse
[Collapse of existing markets and appearance of new technologies] The music market collapsing and mini homepages appearing, and game leagues appearing
could be the changes in technology
iPhone released in 2007 could indeed be a case of the appearance of a technology
that lead to a generational change
With the release of iPhone
we started to have a 'moving life'
and as the internet and iPhone acted as game changers
all of our lives were made possible through smartphones
Using smartphones, we also call them 'snack culture'
It is also called 'short form' video these days
Contents can be enjoyed without time or space limitation
And the most important thing that came with the internet and iPhone is
4C ecosystem
Community, where people gather
Communication with information exchange is done naturally
While these are naturally happens, Content is simultaneously created
And an ecosystem with Commerce where these contents are
sold and bought has been formed
You will probably be able to see that these ecosystems are
very generalized in the world that we live currently in
Next thing we'll take a look at is MZ generation
Millennials who are born between early 1980s to early 2000s
And Generation Z are those born between the mid-late 1990s to early 2010s
We call these two together as the MZ generation
Characteristic of MZ generation is that they are familiar with using digital devices like PC or smartphones
And MZ generation pursue recent trends and unique experiences
Also they are active in community activity based on social media
Active in information creation and consumption based on communities
Another characteristic of MZ generation is
they do consumption activity through networking
and they have risen as a strong consumer in the distribution market
They value flat culture and work-life balance
They are a generation that pursue free thinking and fun elements a lot
Next is generation Alpha
Generation Alpha is a keyword coined by
a Australian sociologist Mark McCrindle in 2018
The keyword itself refers to the generation born between 2011 and 2025
Generation Alpha uses the first letter of the
ancient Greek alphabets, alpha
MZ generation is the first generation affected by PC and smartphones
who can make use of these very well
Generation Alpha is the generation that is directly affected by smartphones and digital world
who are very familiar with technologies and can use technology very well
That would be Generation Alpha
You might be aware of the keyword that has been famous recently
Metaverse
Famous metaverse games like
Minecraft and Roblox
generation alpha would be the ones enjoying these game videos
Generation Alpha does not have reluctance to cross between the real world and the virtual world
And they are more familiar with enjoying videos and pictures
rather than through text
They show excellent capability in learning and studying digital technology
But the characteristic shortcoming of generation Alpha is that
their attention span is very short and they prefer video or images
They are familiar with figuring out problems in their fields of interest
but have difficulties when analyzing texts
You could understand them like that
Another characteristic of generation Alpha is
They can communicate with robots with familiarity
Generation Alpha could be called the first generation to have experienced
playing with robots that react to commands and can show emotions
assembling blocks that can move through codes, and
used these to experience augmented reality
So generation alpha is the first generation
that grew up crossing the real world and the virtual world whenever and wherever
and that are familiar with the internet, that is an extended space
where they express themselves in interaction with the physical environments
They also prefer directly engaging
rather than just enjoying
Called multi-modals
While the older generation is very familiar with hearing and seeing
this generation grows while consuming information through various modes
like listening and speaking in addition to visual aspects
They are very familiar with visual, global, mobile aspects and social media
You might have seen before
There was a drama series called 'Memories of the Alhambra'
in 2018 which starred Hyun Bin and Park Shin-hye
This series was a game fantasy series with the subject of a augmented reality game
If you look at the technologies used there
the protagonist wears a smart contact lens
Once he puts on the contacts he is immediately logged in to the game
and this space was Granada, Spain
There is another world formed in the real world Granada
Wearing things you might have seen like Meta Quest 3 or
Apple Vision Pro
a virtual object appears on the physical space
and the world where we experience those things are being materialized
A drama series that realistically depicted that augmented reality can be experienced in 2018
So in 'Memories of the Alhambra'
you can see that blood splashes on bodies and the geographical features falling down
And once the game ends the space inside the augmented reality goes back to normal
These well depict the way how
virtual objects or impacts are produced
in the physical space of reality
The next is technology for immersive experience
In fact, technology for immersive experience
must reflect many elements that overcome the limitations of time and space
It could be visual aspects
or auditory aspects
The intuitive aspects need to be mixed well
First, the most important thing when living in the physical space of reality
[Visual quality] would be the visual aspects we see with our eyes
[Auditory quality] Then listening with ears
[Intuitive interaction] And intuitive interaction would mean
[Immersiveness] things like tactile aspects
It would be ideal to reach taste as well, but as I created realistic contents
what was best for people to experience was
Visual, auditory, tactile senses Can maximize the new experience in virtual space
Only these can maximize the experience
when we experience content or new experiences
in virtual space when well reflected
What realistic content must show
I first told you the technology and trends of realistic contents
What I'll tell you from now on is
what realistic contents must show
It will be about that
The images I'm showing you are three pictures that had the painter Suzanne Valadon
as the model
You will notice if you look at them
The protagonist of these three pieces is the painter Suzanne Valadon who is the model of these
The model is the same, but the painters who drew these are different
The one on the far left is by Renoir
The one in the middle is by Lautrec
And the last piece is a self portrait by Valadon
The reason why I'm showing these drawings is
even if the subject is the same
ways of expressing differs with the perspective viewing the subject
I say this often
You might like watching movies or drama series
[When a writer writes a scenario and gives it to two directors] Let's say that the writer Kim Eun-hee writes something
and gives it to Steven Spielberg and the director of Avatar
Then the scenario is the same
but the genre, how the plot unfolds, and the Mise-en-Scène will be produced in different ways by each directors
Why this is important is when you create realistic content
the most important thing is discovering the subject, what to show
The most important part when it comes to creating realistic content would be
visual aspects
We'll take a look at the first case of realizing visual aspects
You might have heard of the Lumière brothers a lot
The first movie by Lumière brothers 〈The Arrival of a Train〉
〈The Arrival of a Train〉 doesn't have much scene
The scene where a train arrives at a station
and people getting off, it is a short video
Before, such as drawings or pictures
people were familiar to these static images, and this is the first content that showed them a dynamic image
The amazement that this technology itself shows
came as a meaningful experience to the people of that time
and became the opportunity for various contents developing with the development of technology
So 〈The Arrival of a Train〉, even though it was very short
achieved a development in technology
and what follows is the storytelling of what content will appear
with this development of technology
There's someone called Henry Jenkins and
he is the one that proposed the notion of transmedia storytelling where
stories that share one world is delivered through plural media
These days there are many transmedia
but at that time transmedia was
a very ground breaking notion
What realizes the notion of transmedia the best would be
the Marvel series
Marvel series is one of the ones you watch the most
It was first a cartoon
and was expanded from cartoon to movies, drama series and other various contents
The best examples of transmedia application would be
Marvel and Harry Potter series
So when you look at these two series
there are always new characters
And with that character, the story and space is formed
and expanding these in time and space
a storytelling that covers reality and virtual world is created
and these are unfolded through many media
forming a single solidarity
unfolding with a unity
If I were to tell you the characteristics of digital media and a few words
it would be interactiveness, networkness, and compositeness
Aristotle has mentioned storytelling in Poetics
He said that storytelling can be divided into showing and telling
So storytelling is
humanity refusing to take existing rules as the only reality
and the product of hard work for the new area of freedom
through story arts
Storytelling creating a fictional space interacting with visual media
would be the characteristic of digital media
When digital storytelling and ICT technology is well integrated
interactiveness can be well realized
Through interactiveness, what is intended to be seen by the audience or readers are unfolded two-way
MZ generation or generation Alpha
are more familiar with two-way information delivering
compared to linear or one-way information delivering
So this interactiveness is a very important element
And in terms of visual aspects
recently computer graphics technology has developed
and artificial intelligence technology has integrated with computer graphics technology
Ornate videos that are hard to differentiate the virtual and real world are made possible
And through these visuals
the character's identity is also well defined
those examples are made possible
When you study digital storytelling
the most important textbook would be The Lord of the Rings
In The Lord of the Rings, there are leading idea, contrasting idea
and story value
Leading idea: the general story of the protagonist
In The Lord of the Rings there is Frodo in the peaceful Hobbit village
It depicts the journey Frodo goes on to find the One Ring
[The protagonist faces ordeals while fighting against the villain trying to find The One Ring] And there is the Dark Lord Sauron trying to take over the world
Frodo and his friends, on their way to find The One Ring
fight against Sauron facing various ordeals
After the hardship, what completes the character
would be the leading idea
[Contrasting idea : A character opposite to the protagonist] And Sauron seeking unlimited power would be an example of a contrasting idea
And the most important keyword of unfolding storytelling
[Story value: the value the protagonist aims to earn] and the story value would be power
The most important thing of The Lord of the Rings' storytelling is
the character designs on the six characters
Character design is a very important element when it comes to
creating or directing realistic contents
Character design element 1 Who is the protagonist?
And who are secondary characters
In The Lord of the Rings it would be Frodo, Sam, and Pippin
Character design element 2 What do each characters want?
They want peace and friendship
Character design element 3 Why do they want it?
So you can see that Frodo is trying to get The One Ring
and fights against the evil that tries to take The One RIng
Character design element 4 How do they go about getting it?
It would be the many processes of the journey
Character design element 5 What stops them?
This is the character that contrasts with the main character
It would be Sauron, Orcs and demons
Character design element 6 What are the consequences?
At the end it is a happy ending where they go back to their hometowns
When you see The Lord of the Rings or Marvel movies
the most important thing is lively characters
So how we design the character is very important
When what power the antagonist has
and how the story's value will be depicted is well determined
this becomes the factor of conflict
The story becomes more rich if there is a story value that becomes the factor of conflict between characters
If the character itself has a lot of problems
significant change in that and metaphorical complexity added to that
[Three-dimensoinal setting in which the timid main character] For example like Frodo that was timid when first starting the journey
[gradually becomes braver on the journey] becomes a brave warrior in the journey to find the One Ring
In recent trends of contents
the complexity of the character would be a very important factor
What you must always have in mind when forming the storytelling of a content is
[Supposition of situations] thinking about 'what if'
It is also called 'magic if'
Making suppositions like 'what if'
Dramatic and creative creation can be done through suppositions
For example you could start from 'what if Romeo and Juliet was
on the Titanic'
Because the characters have clear class differences
So in Titanic
Under the supposition that 'what would have happened in Romeo and Juliet was on the Titanic?'
things might start from there
And when you look at the game Final Fantasy you'll see
here, as well
From the thought of 'what if the protagonist wasn't a real person but a fictional existence that another person's dream made up?'
these situation or supposition can make various characters
and the background for the plot could stem from these
When you see fictions or movies
very many characters and situations appear
and there are some connecting points
In novels and movies it is very important to enhance the inevitability of the causal relationships
So in novels and movies, storytelling of time that enhance the inevitability of causal relationships
In games, storytelling of space that enhance the contingency
When we play a game we complete many stages
within a space to finish the game
So from that we can see that games have stronger storytelling on space
and novels and movies have stronger storytelling on time
Recently storytelling of time and space have been mixing up
So when you create a story for a realistic content
you might start from a situation
It is good to put situations that go beyond the expectations of the audience when unfolding the story
And putting various characters in it
by coincidence, or things caused by casual situations could be incorporated into
the contents
Buzz from Toy Story
Buzz thinks he's a good astronaut
but from the perspective of the audience Buzz is just a toy
Like this, the situation that the audience see might be a very objective one
but the character within the story
has great pride that he is an astronaut
and thinks that he can experience going to outer space
Contradictory ambivalence makes the story richer
The experienced elements are enhanced
Star Wars is also mentioned a lot when talking about storytelling
Star Wars creates a fascinating reality through the combination of ancient mythology, legends, folktale
with futuristic SF images
George Lucas who made the Star Wars
said that he was influenced by two writers
Influenced by the book 'The Hero with a Thousand Faces(1949)' and the movie 'The Hidden Fortress(1958)'
Star Wars was born by the influence of these two writers
According to the critic Kindersley
Star Wars is an SF made from
[Adding mythological elements to various keywords makes the audience be immersed] its core around the legend of King Arthur
and using 22 mythological motifs
So in the case of Star Wars, it used mythological heroes or wise guide,
then a great master, ruthless father, these elements
goes with the mythological elements so that the general audience can be immersed
that's how the story was formed
Star Wars is a realistic movie made by mixing filmed videos and computer graphics technology together
It is very immersive visually
and also has to show the future world through audio as well
so it used a lot of audio effects
When I introduce various transmedia exhibitions or movies
about Star Wars
there is 'Star Wars Exhibition' where
the costumes or the character models are displayed in the space
Star Wars is also made into games a lot
and animations as well
It is possible for many people to watch through various media
and Star Wars especially has Star Wars zone in amusement parks
Amusement parks are the best examples of realistic content
Especially Harry Potter has hologram or 3D
and other fusion, complex technology based contents in amusement parks
These are good examples of realistic content
Fields of realistic contents
The fields that realistic contents are best realized are in fact
Realistic contents' field 1 Space where you want to or cannot reach
For example Haeundae, we cannot experience tsunami, things like that
Realistic contents' field 2 Situations that are hard or impossible to experience
Removing a bomb or such
would be a difficult situation
Realistic contents' field 3 Researching history and nature
And simulations for dangerous situations
Realistic contents' field 4 Situations that are dangerous or where the cost is big
can be most effective in making use of realistic content
I just told you about realistic contents very broadly
From movies, drama series and after that we'll also do VR and AR
But by telling you these
Movies like 〈Haeundae〉 is also a very good example of tsunami
It depicted a tsunami through movie
but you can also see how people react to it
and what would have happened if this was made into a realistic content
Like I told you before, 'magic if', 'what would I do if I were there'
Making realistic contents like this
will help you greatly
Realistic content is being used widely in medical, dangerous scenes, or national defense fields
In these cases of medical, national defense, or dangerous scenes
we cannot experience it ourselves
So by experiencing or educating through these virtual situations
Can be more effective when experiencing with the real subject in the physical space
The field where realistic content was most incorporated recently is
Realistic contents' field 5 Social innovation
You might have seen it a lot recently
There is a documentary called 'VR Human Documentary-Meeting You' on MBC
This was broadcast recently as well
In the documentary a 7 year old child suddenly dies from hematologic malignancy
So it has the plot of letting the mother meet her daughter in the virtual world
In this documentary, using artificial intelligence and virtual fusion technology
the face, facial expressions, and voice of the daughter is depicted virtually
The making of the documentary was also shown
and it also showed the scene where the mother meets her daughter and talks to her
It was very touching, so these things
could be an example where realistic content was well used in social innovation fields
And the second is, I think it is in the US
Make-A-Wish Foundation that helps patients of hard-to-cure diseases' wishes
The foundation received a story
of a child wanting to go to the outer space on a spaceship
Researchers, air force, content creators cooperated to form a realistic VR of the space environment
This boy had made the spaceship he would take
how many stars he would see in the space
he had these planned out himself
and these were realized through VR
So this boy went to NASA and put on the equipment for VR
and experienced traveling to outer space
These are the most positive effect that realistic content
can have in the social innovation field
and if these are well implemented very good effects will be
delivered to the society
Another thing to let you know is
a content called 〈Traveling While Black〉
This one, there is this things called Green Book
A content where you experience Black people's traveling on the first-person perspective
Able to understand the prejudices and inequality they face by being in the environments Black people are in
So even if the news or news articles talk about racism
people don't feel much from it
But one VR content and experiencing it oneself
lets people see the social prejudices from a Black person's perspective
through the content
And where it's used a lot is
to treat posttraumatic stress disorder
Especially the US was in the Iraq War
Many war veterans that were in the Iraq war
suffer from posttraumatic stress
So the war veterans wear the VR
and re-experience the Iraq war scenes and exposed to it for a long time
[Re-experiencing the Iraq war scenes through VR] Using the principle of dull the stimuli by forming habits to anxiety
Cooperating with International Committee of the Red Cross, Fortnite and released 'life run mode'
This is a game option where inside the shooting game, life treatment and
international aid is the mission
What the International Committee of the Red Cross does is
shown as keywords
and the keywords are 'save lives, win the Fortnite' in the life run mode
[Saving and treating civilians, rebuilding infrastructure, aid etc.] Players accomplish International Committee of the Red Cross' key activities different from the usual Fortnite
In the social field, providing experiences that we didn't have before
through realistic contents
they can have various effects like treatment, education
or virtual experiences
The one that is recently being discussed is digital human
In the case of digital human
there are digital human made from generative AI
It is also now possible to materialize voices perfectly
In the case of New Zealand where digital human was first used
[Digital human police officer Ella] Part of a digital kiosk designed to decrease the waiting line in police stations
Ella comes out on the kiosk and asks people on the waiting line
Why they are here, and then tells they can go where for what service
It is a very simple information service
Provides convenience to users by providing service 24 hours
It is a good example of a digital human
Realistic contents' field 6 Performance
These days, many technological elements of realistic contents are being used in
the performances field
To give you an example
There was a performance called 'Taepyeongseongsi'
and the subtitle of this performance was 'Dreaming of a new Utopia'
It was a performance made by works displayed in the National Museum of Korea
I enjoyed it a lot and the stage itself moves
The stage itself moves and using projection mapping
many space movements were depicted
This performance itself showed what society the people of that time dreamed of
Using the 'Taepyeongseongsido' displayed in the museum as the subject
Planned a interactive based nonverbal performance by adding video technology to performance
'Taepyeonseongsido' itself was recreated like a place that actually exists through 3D projection mapping
When we go to places like amusement parks
there are free show areas and main show areas
We walk around various places
'Taepyeongseongsido' makes various spaces on the stage itself showing diverse places
It is important that this was through video
Especially, this performance creates a sense of space without sense of difference by projecting 13 moving panels onto the stage set
This would be an example where the space is well realized without awkwardness
as projection mapping was well done
And there is a scene where the protagonist
controls the media server through a smartphone in real time
Each instruments' sound and pitch is harmonized into the video content
Those interactiveness being incorporated into the performance
would be a good example
within the realistic content performance field in my opinion
I told you that there are three characters in digital media
Lastly I would like to wrap up today's lecture by
looking into the three characteristics of digital media
Recently the most important thing when defining digital media is
[Interactiveness] Interaction must be possible
[Networkness] Networking must be possible
You interact but not just you
These days, multiplayer is also needed
So that interactiveness is needed
[Complexity] Lastly complexity
It could be fusion, complex of technology and it could also be story or space depiction
mixed together
When you plan a realistic content
or create one and go on many different fields
Interaction, network, complexity
Remembering these three keywords and combining them
will help you a lot to create good content
I will end off today's lecture here, thank you
◆ Necessity of realistic content □ Desire for content that satisfies all five senses
□ Generation that actively consumes new senses
◆ Research on realistic content □ Ways of expression and production vary depending on the perspective from which the object is viewed
□ Discovering a subject to show is necessary
□ Transmedia storytelling - Delivering stories that share one world through plural media
- A solidarity that encompasses the virtual and real world in the transmedia storytelling world is necessary
□ Characteristics of digital media - Interactiveness, networkness, compositeness
- As interactiveness using ICT technology is integrated the audience and the story has a two-way progress
◆ Field of realistic content □Realistic content application fields - Space where one wants to go but can't - Situations that are hard or impossible to experience
- History and nature study - Dangerous situations or situations with great cost - Social innovation - Performance