WEBVTT 1 00:00:04.425 --> 00:00:08.975 Realistic Basics What is realistic content? 2 00:00:08.975 --> 00:00:11.625 GCC Miliatry Academy 3 00:00:11.825 --> 00:00:13.925 Study goals Can explain the necessity of realistic contents 4 00:00:13.925 --> 00:00:16.075 Can explain what a realistic content must show Can explain the realistic content field 5 00:00:16.075 --> 00:00:18.275 Learning content The necessity of realistic contents, research on realistic contents, areas of realistic contents 6 00:00:18.625 --> 00:00:20.175 Jiwon Jeong, representative's career ∙Current board member of T.OZ ∙Former board member of WYSIWYG Studios Co 7 00:00:20.175 --> 00:00:21.775 ∙General chief of Taekwon V VR for Lotte World theme park ∙General chief of Gyeonggi VR AR for Gyeonggi Contents Agency 8 00:00:21.775 --> 00:00:23.225 ∙General chief of realistic videography for Jeju National Museum ∙General chief of realistic content making for Sokcho Museum 9 00:00:23.875 --> 00:00:26.025 Hello this is Jiwon Jeong of T.OZ corporation 10 00:00:26.025 --> 00:00:28.775 that will be doing the realistic contents course 11 00:00:28.775 --> 00:00:30.975 This time we will learn 12 00:00:30.975 --> 00:00:33.375 about realistic contents 13 00:00:33.725 --> 00:00:38.425 The necessity of realistic contents First we will take a look at why realistic content is needed 14 00:00:38.425 --> 00:00:43.325 What realistic contents must show Then we will take a look at what realistic contents must show 15 00:00:43.325 --> 00:00:46.925 Areas of realistic contents Then taking a look at various areas and subjects of realistic contents 16 00:00:46.925 --> 00:00:49.425 we'll learn about it in the main course 17 00:00:49.425 --> 00:00:51.875 on how to show these things 18 00:00:51.875 --> 00:00:54.825 I've selected a few keywords for this course 19 00:00:54.825 --> 00:00:58.075 First is realistic and immersive experience 20 00:00:58.075 --> 00:01:00.775 Second is transmedia storytelling 21 00:01:00.775 --> 00:01:04.575 And the third is areas of realistic content applications 22 00:01:04.875 --> 00:01:08.675 Necessity of realistic contents 23 00:01:09.475 --> 00:01:15.325 When you hear 'realistic,' you might have heard a lot of it 24 00:01:15.325 --> 00:01:18.125 The definition of 'realistic' is 25 00:01:18.125 --> 00:01:21.225 the feeling of an actual experience 26 00:01:21.225 --> 00:01:23.825 Beyond simply seeing and listening 27 00:01:23.825 --> 00:01:28.625 Necessity of realistic contents 1 Desire for contents that satisfy all five senses 28 00:01:28.625 --> 00:01:33.575 When we think about it, there are a lot of visual experiences 29 00:01:33.575 --> 00:01:38.425 [Desire to consume sensually new things in physical space] Because the space we live in, the physical environment 30 00:01:38.425 --> 00:01:41.675 within that space, we have always had the desire to 31 00:01:41.675 --> 00:01:45.625 consume something new visually or auditory 32 00:01:45.625 --> 00:01:50.325 Hence as the generation goes by and technology develops 33 00:01:50.325 --> 00:01:53.175 the desire for these realistic contents 34 00:01:53.175 --> 00:01:55.725 have been growing constantly 35 00:01:55.725 --> 00:01:59.775 And the situation of realistic contents required in the current generation can be seen 36 00:01:59.775 --> 00:02:05.125 Necessity of realistic contents 2 As a result of the generation actively consuming new senses 37 00:02:05.125 --> 00:02:09.175 In online spaces as well as offline spaces 38 00:02:09.175 --> 00:02:18.575 Necessity of realistic technology that can express oneself's existence is highlighted 39 00:02:18.575 --> 00:02:23.825 The most important thing in realistic contents is 40 00:02:23.825 --> 00:02:25.725 the immersive experience 41 00:02:25.725 --> 00:02:29.025 In English it would be 'Immersive Experience' 42 00:02:29.025 --> 00:02:32.025 When we experience a content 43 00:02:32.025 --> 00:02:40.125 Visual and auditory experience, the basic elements of content experience 44 00:02:40.125 --> 00:02:45.725 When we experience all five senses when experiencing realistic contents 45 00:02:45.725 --> 00:02:49.075 The immersiveness of that experience can be enhanced due to the satisfaction of five senses 46 00:02:49.075 --> 00:02:52.325 So when we take a look at realistic contents 47 00:02:52.325 --> 00:02:56.625 like VR, AR, and media arts 48 00:02:56.625 --> 00:03:00.375 We will see what kinds of realistic contents there are 49 00:03:00.375 --> 00:03:03.125 First, the most important thing was immersive experience 50 00:03:03.125 --> 00:03:06.125 [Immersive experience and Wow experience, the most important in realistic contents] The next will be Wow experience 51 00:03:06.125 --> 00:03:11.625 So in VivaTech 2021, now Meta's Mark Zuckerberg said 52 00:03:11.975 --> 00:03:18.175 In the future, media, art, screen, and TV does not need to physically exist 53 00:03:18.175 --> 00:03:24.175 A project can be projected in just one app and glasses 54 00:03:24.175 --> 00:03:28.075 What Zuckerberg said is in fact being realized 55 00:03:28.075 --> 00:03:33.625 and those hardwares and contents are being created a lot 56 00:03:33.625 --> 00:03:37.125 Now we'll take a look at the technological aspects 57 00:03:37.125 --> 00:03:40.825 First in the 1960s, in the US national defense research institute's 58 00:03:40.825 --> 00:03:43.675 network for sharing research papers becoming the 59 00:03:43.675 --> 00:03:47.375 Internet could be viewed as the starting point of the technology 60 00:03:47.375 --> 00:03:50.875 Nowadays Internet is widely used 61 00:03:50.875 --> 00:03:56.175 As Internet developed, sharing information 62 00:03:56.175 --> 00:03:58.325 or mailing each other 63 00:03:58.325 --> 00:04:02.175 With the development of the Internet, sharing information across space became possible 64 00:04:02.175 --> 00:04:07.375 And many things that we did moving in the physical world before 65 00:04:07.375 --> 00:04:11.625 With just a click, service searching, purchasing, email, messenger, video conference and etc. became possible 66 00:04:11.625 --> 00:04:14.625 Through these, searching for services 67 00:04:14.625 --> 00:04:17.275 purchasing things, or emailing people 68 00:04:17.275 --> 00:04:21.275 using messengers and doing video conference and more has become possible 69 00:04:21.275 --> 00:04:23.775 Like this, as the Internet developed 70 00:04:23.775 --> 00:04:26.825 there have been cases of existing market collapse 71 00:04:26.825 --> 00:04:32.725 [Collapse of existing markets and appearance of new technologies] The music market collapsing and mini homepages appearing, and game leagues appearing 72 00:04:32.725 --> 00:04:36.025 could be the changes in technology 73 00:04:36.025 --> 00:04:40.925 iPhone released in 2007 could indeed be a case of the appearance of a technology 74 00:04:40.925 --> 00:04:43.675 that lead to a generational change 75 00:04:43.675 --> 00:04:45.875 With the release of iPhone 76 00:04:45.875 --> 00:04:50.575 we started to have a 'moving life' 77 00:04:50.575 --> 00:04:54.975 and as the internet and iPhone acted as game changers 78 00:04:54.975 --> 00:04:59.125 all of our lives were made possible through smartphones 79 00:04:59.125 --> 00:05:03.925 Using smartphones, we also call them 'snack culture' 80 00:05:03.925 --> 00:05:06.675 It is also called 'short form' video these days 81 00:05:06.675 --> 00:05:15.025 Contents can be enjoyed without time or space limitation 82 00:05:15.025 --> 00:05:19.925 And the most important thing that came with the internet and iPhone is 83 00:05:19.925 --> 00:05:21.825 4C ecosystem 84 00:05:21.825 --> 00:05:23.875 4C ecosystem Community, where people gather 85 00:05:23.875 --> 00:05:27.625 Communication with information exchange is done naturally 86 00:05:27.625 --> 00:05:31.675 While these are naturally happens, Content is simultaneously created 87 00:05:31.675 --> 00:05:34.275 And an ecosystem with Commerce where these contents are 88 00:05:34.275 --> 00:05:37.875 sold and bought has been formed 89 00:05:37.875 --> 00:05:42.475 You will probably be able to see that these ecosystems are 90 00:05:42.475 --> 00:05:47.675 very generalized in the world that we live currently in 91 00:05:47.675 --> 00:05:50.625 Next thing we'll take a look at is MZ generation 92 00:05:50.625 --> 00:05:56.225 Millennials who are born between early 1980s to early 2000s 93 00:05:56.225 --> 00:06:02.575 And Generation Z are those born between the mid-late 1990s to early 2010s 94 00:06:02.575 --> 00:06:05.625 We call these two together as the MZ generation 95 00:06:05.625 --> 00:06:12.875 Characteristic of MZ generation is that they are familiar with using digital devices like PC or smartphones 96 00:06:12.875 --> 00:06:20.974 And MZ generation pursue recent trends and unique experiences 97 00:06:20.974 --> 00:06:24.924 Also they are active in community activity based on social media 98 00:06:24.924 --> 00:06:31.874 Active in information creation and consumption based on communities 99 00:06:31.874 --> 00:06:35.674 Another characteristic of MZ generation is 100 00:06:35.674 --> 00:06:38.474 they do consumption activity through networking 101 00:06:38.474 --> 00:06:42.124 and they have risen as a strong consumer in the distribution market 102 00:06:42.124 --> 00:06:46.824 They value flat culture and work-life balance 103 00:06:46.824 --> 00:06:53.224 They are a generation that pursue free thinking and fun elements a lot 104 00:06:53.224 --> 00:06:56.524 Next is generation Alpha 105 00:06:56.524 --> 00:06:59.724 Generation Alpha is a keyword coined by 106 00:06:59.724 --> 00:07:04.274 a Australian sociologist Mark McCrindle in 2018 107 00:07:04.274 --> 00:07:11.674 The keyword itself refers to the generation born between 2011 and 2025 108 00:07:11.674 --> 00:07:15.024 Generation Alpha uses the first letter of the 109 00:07:15.024 --> 00:07:17.624 ancient Greek alphabets, alpha 110 00:07:18.174 --> 00:07:22.174 MZ generation is the first generation affected by PC and smartphones 111 00:07:22.174 --> 00:07:26.074 who can make use of these very well 112 00:07:26.074 --> 00:07:31.024 Generation Alpha is the generation that is directly affected by smartphones and digital world 113 00:07:31.024 --> 00:07:35.124 who are very familiar with technologies and can use technology very well 114 00:07:35.124 --> 00:07:37.124 That would be Generation Alpha 115 00:07:37.424 --> 00:07:41.624 You might be aware of the keyword that has been famous recently 116 00:07:41.624 --> 00:07:43.674 Metaverse 117 00:07:43.674 --> 00:07:46.774 Famous metaverse games like 118 00:07:46.774 --> 00:07:49.824 Minecraft and Roblox 119 00:07:49.824 --> 00:07:53.774 generation alpha would be the ones enjoying these game videos 120 00:07:53.774 --> 00:07:58.724 Generation Alpha does not have reluctance to cross between the real world and the virtual world 121 00:07:58.724 --> 00:08:03.974 And they are more familiar with enjoying videos and pictures 122 00:08:03.974 --> 00:08:07.424 rather than through text 123 00:08:07.424 --> 00:08:12.774 They show excellent capability in learning and studying digital technology 124 00:08:12.774 --> 00:08:17.274 But the characteristic shortcoming of generation Alpha is that 125 00:08:17.274 --> 00:08:24.274 their attention span is very short and they prefer video or images 126 00:08:24.274 --> 00:08:28.774 They are familiar with figuring out problems in their fields of interest 127 00:08:28.774 --> 00:08:33.024 but have difficulties when analyzing texts 128 00:08:33.024 --> 00:08:35.724 You could understand them like that 129 00:08:36.274 --> 00:08:39.124 Another characteristic of generation Alpha is 130 00:08:39.124 --> 00:08:43.874 They can communicate with robots with familiarity 131 00:08:43.874 --> 00:08:48.024 Generation Alpha could be called the first generation to have experienced 132 00:08:48.024 --> 00:08:50.974 playing with robots that react to commands and can show emotions 133 00:08:50.974 --> 00:08:54.974 assembling blocks that can move through codes, and 134 00:08:54.974 --> 00:08:57.124 used these to experience augmented reality 135 00:08:57.524 --> 00:09:00.874 So generation alpha is the first generation 136 00:09:00.874 --> 00:09:06.674 that grew up crossing the real world and the virtual world whenever and wherever 137 00:09:06.674 --> 00:09:13.424 and that are familiar with the internet, that is an extended space 138 00:09:13.424 --> 00:09:17.274 where they express themselves in interaction with the physical environments 139 00:09:17.274 --> 00:09:20.024 They also prefer directly engaging 140 00:09:20.024 --> 00:09:23.274 rather than just enjoying 141 00:09:23.274 --> 00:09:25.274 Called multi-modals 142 00:09:25.274 --> 00:09:29.024 While the older generation is very familiar with hearing and seeing 143 00:09:29.024 --> 00:09:33.374 this generation grows while consuming information through various modes 144 00:09:33.374 --> 00:09:38.724 like listening and speaking in addition to visual aspects 145 00:09:38.724 --> 00:09:44.874 They are very familiar with visual, global, mobile aspects and social media 146 00:09:45.174 --> 00:09:48.024 You might have seen before 147 00:09:48.024 --> 00:09:51.874 There was a drama series called 'Memories of the Alhambra' 148 00:09:51.874 --> 00:09:54.874 in 2018 which starred Hyun Bin and Park Shin-hye 149 00:09:54.874 --> 00:10:00.274 This series was a game fantasy series with the subject of a augmented reality game 150 00:10:00.274 --> 00:10:03.024 If you look at the technologies used there 151 00:10:03.024 --> 00:10:05.374 the protagonist wears a smart contact lens 152 00:10:05.374 --> 00:10:09.124 Once he puts on the contacts he is immediately logged in to the game 153 00:10:09.124 --> 00:10:11.874 and this space was Granada, Spain 154 00:10:11.874 --> 00:10:15.224 There is another world formed in the real world Granada 155 00:10:15.524 --> 00:10:19.024 Wearing things you might have seen like Meta Quest 3 or 156 00:10:19.024 --> 00:10:22.674 Apple Vision Pro 157 00:10:22.674 --> 00:10:25.624 a virtual object appears on the physical space 158 00:10:25.624 --> 00:10:29.174 and the world where we experience those things are being materialized 159 00:10:29.174 --> 00:10:38.474 A drama series that realistically depicted that augmented reality can be experienced in 2018 160 00:10:38.474 --> 00:10:41.724 So in 'Memories of the Alhambra' 161 00:10:41.724 --> 00:10:46.624 you can see that blood splashes on bodies and the geographical features falling down 162 00:10:46.624 --> 00:10:50.324 And once the game ends the space inside the augmented reality goes back to normal 163 00:10:50.324 --> 00:10:52.924 These well depict the way how 164 00:10:52.924 --> 00:10:56.024 virtual objects or impacts are produced 165 00:10:56.024 --> 00:11:00.274 in the physical space of reality 166 00:11:00.274 --> 00:11:03.974 The next is technology for immersive experience 167 00:11:03.974 --> 00:11:06.874 In fact, technology for immersive experience 168 00:11:06.874 --> 00:11:11.474 must reflect many elements that overcome the limitations of time and space 169 00:11:11.474 --> 00:11:14.474 It could be visual aspects 170 00:11:14.474 --> 00:11:16.524 or auditory aspects 171 00:11:16.524 --> 00:11:20.024 The intuitive aspects need to be mixed well 172 00:11:20.024 --> 00:11:25.324 First, the most important thing when living in the physical space of reality 173 00:11:25.324 --> 00:11:27.924 [Visual quality] would be the visual aspects we see with our eyes 174 00:11:27.924 --> 00:11:30.424 [Auditory quality] Then listening with ears 175 00:11:30.424 --> 00:11:32.774 [Intuitive interaction] And intuitive interaction would mean 176 00:11:32.774 --> 00:11:36.524 [Immersiveness] things like tactile aspects 177 00:11:36.524 --> 00:11:41.174 It would be ideal to reach taste as well, but as I created realistic contents 178 00:11:41.174 --> 00:11:45.224 what was best for people to experience was 179 00:11:45.224 --> 00:11:48.974 Visual, auditory, tactile senses Can maximize the new experience in virtual space 180 00:11:48.974 --> 00:11:54.124 Only these can maximize the experience 181 00:11:54.124 --> 00:11:58.374 when we experience content or new experiences 182 00:11:58.374 --> 00:12:01.974 in virtual space when well reflected 183 00:12:02.524 --> 00:12:06.274 What realistic content must show 184 00:12:06.474 --> 00:12:11.874 I first told you the technology and trends of realistic contents 185 00:12:11.874 --> 00:12:14.374 What I'll tell you from now on is 186 00:12:14.374 --> 00:12:17.274 what realistic contents must show 187 00:12:17.274 --> 00:12:19.424 It will be about that 188 00:12:19.924 --> 00:12:24.124 The images I'm showing you are three pictures that had the painter Suzanne Valadon 189 00:12:24.124 --> 00:12:27.174 as the model 190 00:12:27.174 --> 00:12:29.074 You will notice if you look at them 191 00:12:29.074 --> 00:12:36.174 The protagonist of these three pieces is the painter Suzanne Valadon who is the model of these 192 00:12:36.174 --> 00:12:39.724 The model is the same, but the painters who drew these are different 193 00:12:40.074 --> 00:12:44.324 The one on the far left is by Renoir 194 00:12:44.324 --> 00:12:46.474 The one in the middle is by Lautrec 195 00:12:46.474 --> 00:12:51.424 And the last piece is a self portrait by Valadon 196 00:12:51.424 --> 00:12:54.274 The reason why I'm showing these drawings is 197 00:12:54.274 --> 00:12:57.224 even if the subject is the same 198 00:12:57.224 --> 00:13:02.574 ways of expressing differs with the perspective viewing the subject 199 00:13:02.574 --> 00:13:05.224 I say this often 200 00:13:05.224 --> 00:13:08.224 You might like watching movies or drama series 201 00:13:08.224 --> 00:13:13.274 [When a writer writes a scenario and gives it to two directors] Let's say that the writer Kim Eun-hee writes something 202 00:13:13.274 --> 00:13:19.324 and gives it to Steven Spielberg and the director of Avatar 203 00:13:19.324 --> 00:13:22.774 Then the scenario is the same 204 00:13:22.774 --> 00:13:31.374 but the genre, how the plot unfolds, and the Mise-en-Scène will be produced in different ways by each directors 205 00:13:31.374 --> 00:13:37.424 Why this is important is when you create realistic content 206 00:13:37.424 --> 00:13:41.924 the most important thing is discovering the subject, what to show 207 00:13:41.924 --> 00:13:45.824 The most important part when it comes to creating realistic content would be 208 00:13:45.824 --> 00:13:48.174 visual aspects 209 00:13:48.174 --> 00:13:52.674 We'll take a look at the first case of realizing visual aspects 210 00:13:52.674 --> 00:13:55.824 You might have heard of the Lumière brothers a lot 211 00:13:55.824 --> 00:13:59.924 The first movie by Lumière brothers 〈The Arrival of a Train〉 212 00:13:59.924 --> 00:14:02.374 〈The Arrival of a Train〉 doesn't have much scene 213 00:14:02.374 --> 00:14:05.374 The scene where a train arrives at a station 214 00:14:05.374 --> 00:14:09.124 and people getting off, it is a short video 215 00:14:09.124 --> 00:14:12.024 Before, such as drawings or pictures 216 00:14:12.024 --> 00:14:20.374 people were familiar to these static images, and this is the first content that showed them a dynamic image 217 00:14:20.374 --> 00:14:23.274 The amazement that this technology itself shows 218 00:14:23.274 --> 00:14:27.874 came as a meaningful experience to the people of that time 219 00:14:27.874 --> 00:14:35.474 and became the opportunity for various contents developing with the development of technology 220 00:14:35.474 --> 00:14:39.824 So 〈The Arrival of a Train〉, even though it was very short 221 00:14:39.824 --> 00:14:42.824 achieved a development in technology 222 00:14:42.824 --> 00:14:47.224 and what follows is the storytelling of what content will appear 223 00:14:47.224 --> 00:14:49.474 with this development of technology 224 00:14:49.474 --> 00:14:53.824 There's someone called Henry Jenkins and 225 00:14:53.824 --> 00:14:58.574 he is the one that proposed the notion of transmedia storytelling where 226 00:14:58.574 --> 00:15:01.824 stories that share one world is delivered through plural media 227 00:15:01.824 --> 00:15:05.024 These days there are many transmedia 228 00:15:05.024 --> 00:15:07.624 but at that time transmedia was 229 00:15:07.624 --> 00:15:10.874 a very ground breaking notion 230 00:15:11.324 --> 00:15:15.924 What realizes the notion of transmedia the best would be 231 00:15:15.924 --> 00:15:17.424 the Marvel series 232 00:15:17.424 --> 00:15:20.724 Marvel series is one of the ones you watch the most 233 00:15:20.724 --> 00:15:24.624 It was first a cartoon 234 00:15:24.624 --> 00:15:33.274 and was expanded from cartoon to movies, drama series and other various contents 235 00:15:33.274 --> 00:15:36.324 The best examples of transmedia application would be 236 00:15:36.324 --> 00:15:38.324 Marvel and Harry Potter series 237 00:15:38.324 --> 00:15:40.674 So when you look at these two series 238 00:15:40.674 --> 00:15:43.174 there are always new characters 239 00:15:43.174 --> 00:15:47.374 And with that character, the story and space is formed 240 00:15:47.374 --> 00:15:50.524 and expanding these in time and space 241 00:15:50.524 --> 00:15:54.474 a storytelling that covers reality and virtual world is created 242 00:15:54.474 --> 00:15:58.224 and these are unfolded through many media 243 00:15:58.224 --> 00:16:00.574 forming a single solidarity 244 00:16:00.574 --> 00:16:05.024 unfolding with a unity 245 00:16:05.024 --> 00:16:09.974 If I were to tell you the characteristics of digital media and a few words 246 00:16:10.224 --> 00:16:15.174 it would be interactiveness, networkness, and compositeness 247 00:16:15.174 --> 00:16:20.024 Aristotle has mentioned storytelling in Poetics 248 00:16:20.024 --> 00:16:24.874 He said that storytelling can be divided into showing and telling 249 00:16:24.874 --> 00:16:27.624 So storytelling is 250 00:16:27.624 --> 00:16:31.474 humanity refusing to take existing rules as the only reality 251 00:16:31.474 --> 00:16:35.224 and the product of hard work for the new area of freedom 252 00:16:35.224 --> 00:16:37.324 through story arts 253 00:16:37.324 --> 00:16:47.274 Storytelling creating a fictional space interacting with visual media 254 00:16:47.274 --> 00:16:51.274 would be the characteristic of digital media 255 00:16:51.774 --> 00:16:56.624 When digital storytelling and ICT technology is well integrated 256 00:16:56.624 --> 00:16:59.124 interactiveness can be well realized 257 00:16:59.124 --> 00:17:11.274 Through interactiveness, what is intended to be seen by the audience or readers are unfolded two-way 258 00:17:11.274 --> 00:17:14.124 MZ generation or generation Alpha 259 00:17:14.974 --> 00:17:17.674 are more familiar with two-way information delivering 260 00:17:17.674 --> 00:17:23.374 compared to linear or one-way information delivering 261 00:17:23.374 --> 00:17:29.474 So this interactiveness is a very important element 262 00:17:30.124 --> 00:17:32.874 And in terms of visual aspects 263 00:17:32.874 --> 00:17:36.024 recently computer graphics technology has developed 264 00:17:36.024 --> 00:17:43.374 and artificial intelligence technology has integrated with computer graphics technology 265 00:17:43.374 --> 00:17:49.774 Ornate videos that are hard to differentiate the virtual and real world are made possible 266 00:17:49.774 --> 00:17:52.674 And through these visuals 267 00:17:52.674 --> 00:17:56.524 the character's identity is also well defined 268 00:17:56.524 --> 00:18:00.074 those examples are made possible 269 00:18:00.524 --> 00:18:03.474 When you study digital storytelling 270 00:18:03.474 --> 00:18:08.424 the most important textbook would be The Lord of the Rings 271 00:18:08.424 --> 00:18:13.324 In The Lord of the Rings, there are leading idea, contrasting idea 272 00:18:13.324 --> 00:18:14.724 and story value 273 00:18:14.724 --> 00:18:19.674 Leading idea: the general story of the protagonist 274 00:18:19.674 --> 00:18:23.974 In The Lord of the Rings there is Frodo in the peaceful Hobbit village 275 00:18:23.974 --> 00:18:28.274 It depicts the journey Frodo goes on to find the One Ring 276 00:18:28.274 --> 00:18:32.724 [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 277 00:18:32.724 --> 00:18:36.674 Frodo and his friends, on their way to find The One Ring 278 00:18:36.674 --> 00:18:40.024 fight against Sauron facing various ordeals 279 00:18:40.024 --> 00:18:42.524 After the hardship, what completes the character 280 00:18:42.524 --> 00:18:45.824 would be the leading idea 281 00:18:45.824 --> 00:18:51.974 [Contrasting idea : A character opposite to the protagonist] And Sauron seeking unlimited power would be an example of a contrasting idea 282 00:18:51.974 --> 00:18:56.423 And the most important keyword of unfolding storytelling 283 00:18:56.423 --> 00:19:00.773 [Story value: the value the protagonist aims to earn] and the story value would be power 284 00:19:00.773 --> 00:19:03.673 The most important thing of The Lord of the Rings' storytelling is 285 00:19:03.673 --> 00:19:06.173 the character designs on the six characters 286 00:19:06.173 --> 00:19:10.823 Character design is a very important element when it comes to 287 00:19:10.823 --> 00:19:14.423 creating or directing realistic contents 288 00:19:14.423 --> 00:19:18.573 Character design element 1 Who is the protagonist? 289 00:19:18.573 --> 00:19:20.623 And who are secondary characters 290 00:19:20.623 --> 00:19:24.473 In The Lord of the Rings it would be Frodo, Sam, and Pippin 291 00:19:24.473 --> 00:19:28.473 Character design element 2 What do each characters want? 292 00:19:28.473 --> 00:19:31.623 They want peace and friendship 293 00:19:31.623 --> 00:19:36.923 Character design element 3 Why do they want it? 294 00:19:36.923 --> 00:19:40.473 So you can see that Frodo is trying to get The One Ring 295 00:19:40.473 --> 00:19:46.823 and fights against the evil that tries to take The One RIng 296 00:19:46.823 --> 00:19:51.773 Character design element 4 How do they go about getting it? 297 00:19:51.773 --> 00:19:56.823 It would be the many processes of the journey 298 00:19:56.823 --> 00:20:01.673 Character design element 5 What stops them? 299 00:20:01.673 --> 00:20:06.373 This is the character that contrasts with the main character 300 00:20:06.373 --> 00:20:09.373 It would be Sauron, Orcs and demons 301 00:20:09.373 --> 00:20:13.923 Character design element 6 What are the consequences? 302 00:20:13.923 --> 00:20:19.423 At the end it is a happy ending where they go back to their hometowns 303 00:20:19.423 --> 00:20:25.723 When you see The Lord of the Rings or Marvel movies 304 00:20:25.723 --> 00:20:28.173 the most important thing is lively characters 305 00:20:28.173 --> 00:20:31.023 So how we design the character is very important 306 00:20:31.023 --> 00:20:36.323 When what power the antagonist has 307 00:20:36.323 --> 00:20:40.373 and how the story's value will be depicted is well determined 308 00:20:40.373 --> 00:20:43.123 this becomes the factor of conflict 309 00:20:43.123 --> 00:20:49.223 The story becomes more rich if there is a story value that becomes the factor of conflict between characters 310 00:20:49.223 --> 00:20:52.423 If the character itself has a lot of problems 311 00:20:52.423 --> 00:20:56.423 significant change in that and metaphorical complexity added to that 312 00:20:56.723 --> 00:21:01.323 [Three-dimensoinal setting in which the timid main character] For example like Frodo that was timid when first starting the journey 313 00:21:01.323 --> 00:21:06.223 [gradually becomes braver on the journey] becomes a brave warrior in the journey to find the One Ring 314 00:21:06.223 --> 00:21:09.323 In recent trends of contents 315 00:21:09.323 --> 00:21:15.023 the complexity of the character would be a very important factor 316 00:21:15.023 --> 00:21:20.323 What you must always have in mind when forming the storytelling of a content is 317 00:21:20.323 --> 00:21:26.023 [Supposition of situations] thinking about 'what if' 318 00:21:26.023 --> 00:21:28.173 It is also called 'magic if' 319 00:21:28.173 --> 00:21:31.873 Making suppositions like 'what if' 320 00:21:31.873 --> 00:21:38.973 Dramatic and creative creation can be done through suppositions 321 00:21:38.973 --> 00:21:42.423 For example you could start from 'what if Romeo and Juliet was 322 00:21:42.423 --> 00:21:44.373 on the Titanic' 323 00:21:44.373 --> 00:21:48.773 Because the characters have clear class differences 324 00:21:48.773 --> 00:21:51.623 So in Titanic 325 00:21:51.623 --> 00:21:57.523 Under the supposition that 'what would have happened in Romeo and Juliet was on the Titanic?' 326 00:21:57.523 --> 00:21:59.923 things might start from there 327 00:21:59.923 --> 00:22:04.173 And when you look at the game Final Fantasy you'll see 328 00:22:04.173 --> 00:22:05.623 here, as well 329 00:22:05.823 --> 00:22:12.123 From the thought of 'what if the protagonist wasn't a real person but a fictional existence that another person's dream made up?' 330 00:22:12.123 --> 00:22:18.173 these situation or supposition can make various characters 331 00:22:18.173 --> 00:22:22.523 and the background for the plot could stem from these 332 00:22:22.523 --> 00:22:27.123 When you see fictions or movies 333 00:22:27.123 --> 00:22:30.323 very many characters and situations appear 334 00:22:30.323 --> 00:22:33.223 and there are some connecting points 335 00:22:33.223 --> 00:22:37.973 In novels and movies it is very important to enhance the inevitability of the causal relationships 336 00:22:37.973 --> 00:22:45.073 So in novels and movies, storytelling of time that enhance the inevitability of causal relationships 337 00:22:45.073 --> 00:22:50.723 In games, storytelling of space that enhance the contingency 338 00:22:50.723 --> 00:22:54.373 When we play a game we complete many stages 339 00:22:54.373 --> 00:22:58.123 within a space to finish the game 340 00:22:58.123 --> 00:23:02.773 So from that we can see that games have stronger storytelling on space 341 00:23:02.773 --> 00:23:07.223 and novels and movies have stronger storytelling on time 342 00:23:07.223 --> 00:23:16.973 Recently storytelling of time and space have been mixing up 343 00:23:16.973 --> 00:23:21.773 So when you create a story for a realistic content 344 00:23:21.773 --> 00:23:24.623 you might start from a situation 345 00:23:24.623 --> 00:23:34.173 It is good to put situations that go beyond the expectations of the audience when unfolding the story 346 00:23:34.173 --> 00:23:37.373 And putting various characters in it 347 00:23:37.373 --> 00:23:43.273 by coincidence, or things caused by casual situations could be incorporated into 348 00:23:43.273 --> 00:23:45.073 the contents 349 00:23:45.473 --> 00:23:48.723 Buzz from Toy Story 350 00:23:48.723 --> 00:23:52.173 Buzz thinks he's a good astronaut 351 00:23:52.173 --> 00:23:56.173 but from the perspective of the audience Buzz is just a toy 352 00:23:56.173 --> 00:24:01.823 Like this, the situation that the audience see might be a very objective one 353 00:24:01.823 --> 00:24:03.923 but the character within the story 354 00:24:03.923 --> 00:24:06.373 has great pride that he is an astronaut 355 00:24:06.373 --> 00:24:10.223 and thinks that he can experience going to outer space 356 00:24:10.223 --> 00:24:14.723 Contradictory ambivalence makes the story richer 357 00:24:14.723 --> 00:24:18.173 The experienced elements are enhanced 358 00:24:18.173 --> 00:24:22.473 Star Wars is also mentioned a lot when talking about storytelling 359 00:24:22.723 --> 00:24:33.023 Star Wars creates a fascinating reality through the combination of ancient mythology, legends, folktale 360 00:24:33.023 --> 00:24:36.123 with futuristic SF images 361 00:24:36.123 --> 00:24:39.123 George Lucas who made the Star Wars 362 00:24:39.123 --> 00:24:43.773 said that he was influenced by two writers 363 00:24:43.773 --> 00:24:54.623 Influenced by the book 'The Hero with a Thousand Faces(1949)' and the movie 'The Hidden Fortress(1958)' 364 00:24:54.623 --> 00:25:00.173 Star Wars was born by the influence of these two writers 365 00:25:00.173 --> 00:25:03.573 According to the critic Kindersley 366 00:25:03.573 --> 00:25:06.523 Star Wars is an SF made from 367 00:25:06.523 --> 00:25:10.323 [Adding mythological elements to various keywords makes the audience be immersed] its core around the legend of King Arthur 368 00:25:10.323 --> 00:25:13.323 and using 22 mythological motifs 369 00:25:13.323 --> 00:25:17.423 So in the case of Star Wars, it used mythological heroes or wise guide, 370 00:25:17.423 --> 00:25:22.023 then a great master, ruthless father, these elements 371 00:25:22.023 --> 00:25:28.223 goes with the mythological elements so that the general audience can be immersed 372 00:25:28.223 --> 00:25:31.523 that's how the story was formed 373 00:25:31.523 --> 00:25:41.423 Star Wars is a realistic movie made by mixing filmed videos and computer graphics technology together 374 00:25:41.423 --> 00:25:44.223 It is very immersive visually 375 00:25:44.223 --> 00:25:47.923 and also has to show the future world through audio as well 376 00:25:47.923 --> 00:25:50.723 so it used a lot of audio effects 377 00:25:50.723 --> 00:25:55.223 When I introduce various transmedia exhibitions or movies 378 00:25:55.223 --> 00:25:58.173 about Star Wars 379 00:25:58.173 --> 00:26:02.273 there is 'Star Wars Exhibition' where 380 00:26:02.273 --> 00:26:07.823 the costumes or the character models are displayed in the space 381 00:26:07.823 --> 00:26:11.423 Star Wars is also made into games a lot 382 00:26:11.423 --> 00:26:14.373 and animations as well 383 00:26:14.373 --> 00:26:19.723 It is possible for many people to watch through various media 384 00:26:19.723 --> 00:26:24.823 and Star Wars especially has Star Wars zone in amusement parks 385 00:26:24.823 --> 00:26:30.523 Amusement parks are the best examples of realistic content 386 00:26:30.523 --> 00:26:34.723 Especially Harry Potter has hologram or 3D 387 00:26:34.723 --> 00:26:39.273 and other fusion, complex technology based contents in amusement parks 388 00:26:39.273 --> 00:26:43.723 These are good examples of realistic content 389 00:26:43.923 --> 00:26:47.773 Fields of realistic contents 390 00:26:48.073 --> 00:26:53.073 The fields that realistic contents are best realized are in fact 391 00:26:53.073 --> 00:26:56.373 Realistic contents' field 1 Space where you want to or cannot reach 392 00:26:56.373 --> 00:27:01.723 For example Haeundae, we cannot experience tsunami, things like that 393 00:27:01.723 --> 00:27:06.423 Realistic contents' field 2 Situations that are hard or impossible to experience 394 00:27:06.423 --> 00:27:08.773 Removing a bomb or such 395 00:27:08.773 --> 00:27:12.173 would be a difficult situation 396 00:27:12.173 --> 00:27:14.923 Realistic contents' field 3 Researching history and nature 397 00:27:14.923 --> 00:27:17.573 And simulations for dangerous situations 398 00:27:17.573 --> 00:27:22.173 Realistic contents' field 4 Situations that are dangerous or where the cost is big 399 00:27:22.173 --> 00:27:26.323 can be most effective in making use of realistic content 400 00:27:27.723 --> 00:27:31.123 I just told you about realistic contents very broadly 401 00:27:31.123 --> 00:27:35.673 From movies, drama series and after that we'll also do VR and AR 402 00:27:35.673 --> 00:27:37.873 But by telling you these 403 00:27:37.873 --> 00:27:42.523 Movies like 〈Haeundae〉 is also a very good example of tsunami 404 00:27:42.523 --> 00:27:45.423 It depicted a tsunami through movie 405 00:27:45.423 --> 00:27:48.373 but you can also see how people react to it 406 00:27:48.373 --> 00:27:52.673 and what would have happened if this was made into a realistic content 407 00:27:52.673 --> 00:27:56.773 Like I told you before, 'magic if', 'what would I do if I were there' 408 00:27:56.773 --> 00:28:00.323 Making realistic contents like this 409 00:28:00.323 --> 00:28:03.923 will help you greatly 410 00:28:04.373 --> 00:28:10.923 Realistic content is being used widely in medical, dangerous scenes, or national defense fields 411 00:28:10.923 --> 00:28:16.573 In these cases of medical, national defense, or dangerous scenes 412 00:28:16.573 --> 00:28:18.823 we cannot experience it ourselves 413 00:28:18.823 --> 00:28:23.773 So by experiencing or educating through these virtual situations 414 00:28:23.773 --> 00:28:31.223 Can be more effective when experiencing with the real subject in the physical space 415 00:28:31.223 --> 00:28:35.073 The field where realistic content was most incorporated recently is 416 00:28:35.073 --> 00:28:37.473 Realistic contents' field 5 Social innovation 417 00:28:37.473 --> 00:28:40.273 You might have seen it a lot recently 418 00:28:40.273 --> 00:28:44.123 There is a documentary called 'VR Human Documentary-Meeting You' on MBC 419 00:28:44.123 --> 00:28:48.423 This was broadcast recently as well 420 00:28:48.623 --> 00:28:53.473 In the documentary a 7 year old child suddenly dies from hematologic malignancy 421 00:28:53.473 --> 00:28:58.473 So it has the plot of letting the mother meet her daughter in the virtual world 422 00:28:58.473 --> 00:29:02.773 In this documentary, using artificial intelligence and virtual fusion technology 423 00:29:02.773 --> 00:29:06.573 the face, facial expressions, and voice of the daughter is depicted virtually 424 00:29:06.573 --> 00:29:10.123 The making of the documentary was also shown 425 00:29:10.123 --> 00:29:14.773 and it also showed the scene where the mother meets her daughter and talks to her 426 00:29:14.773 --> 00:29:19.373 It was very touching, so these things 427 00:29:19.373 --> 00:29:24.423 could be an example where realistic content was well used in social innovation fields 428 00:29:24.423 --> 00:29:29.023 And the second is, I think it is in the US 429 00:29:29.023 --> 00:29:34.473 Make-A-Wish Foundation that helps patients of hard-to-cure diseases' wishes 430 00:29:34.473 --> 00:29:37.973 The foundation received a story 431 00:29:37.973 --> 00:29:44.173 of a child wanting to go to the outer space on a spaceship 432 00:29:44.173 --> 00:29:49.773 Researchers, air force, content creators cooperated to form a realistic VR of the space environment 433 00:29:49.773 --> 00:29:53.173 This boy had made the spaceship he would take 434 00:29:53.173 --> 00:29:56.073 how many stars he would see in the space 435 00:29:56.073 --> 00:30:00.123 he had these planned out himself 436 00:30:00.123 --> 00:30:03.523 and these were realized through VR 437 00:30:03.523 --> 00:30:10.973 So this boy went to NASA and put on the equipment for VR 438 00:30:10.973 --> 00:30:13.823 and experienced traveling to outer space 439 00:30:13.823 --> 00:30:18.673 These are the most positive effect that realistic content 440 00:30:18.673 --> 00:30:21.373 can have in the social innovation field 441 00:30:21.373 --> 00:30:26.573 and if these are well implemented very good effects will be 442 00:30:26.573 --> 00:30:28.273 delivered to the society 443 00:30:28.273 --> 00:30:30.623 Another thing to let you know is 444 00:30:30.623 --> 00:30:33.573 a content called 〈Traveling While Black〉 445 00:30:33.573 --> 00:30:36.723 This one, there is this things called Green Book 446 00:30:36.723 --> 00:30:44.273 A content where you experience Black people's traveling on the first-person perspective 447 00:30:44.273 --> 00:30:54.273 Able to understand the prejudices and inequality they face by being in the environments Black people are in 448 00:30:54.273 --> 00:30:59.923 So even if the news or news articles talk about racism 449 00:30:59.923 --> 00:31:02.473 people don't feel much from it 450 00:31:02.473 --> 00:31:07.473 But one VR content and experiencing it oneself 451 00:31:07.473 --> 00:31:11.223 lets people see the social prejudices from a Black person's perspective 452 00:31:11.223 --> 00:31:14.923 through the content 453 00:31:15.623 --> 00:31:18.923 And where it's used a lot is 454 00:31:18.923 --> 00:31:22.723 to treat posttraumatic stress disorder 455 00:31:22.723 --> 00:31:28.023 Especially the US was in the Iraq War 456 00:31:28.023 --> 00:31:31.323 Many war veterans that were in the Iraq war 457 00:31:31.323 --> 00:31:33.672 suffer from posttraumatic stress 458 00:31:33.672 --> 00:31:37.222 So the war veterans wear the VR 459 00:31:37.822 --> 00:31:42.422 and re-experience the Iraq war scenes and exposed to it for a long time 460 00:31:42.422 --> 00:31:54.122 [Re-experiencing the Iraq war scenes through VR] Using the principle of dull the stimuli by forming habits to anxiety 461 00:31:54.122 --> 00:32:01.822 Cooperating with International Committee of the Red Cross, Fortnite and released 'life run mode' 462 00:32:02.422 --> 00:32:07.572 This is a game option where inside the shooting game, life treatment and 463 00:32:07.572 --> 00:32:09.822 international aid is the mission 464 00:32:09.822 --> 00:32:13.822 What the International Committee of the Red Cross does is 465 00:32:13.822 --> 00:32:15.372 shown as keywords 466 00:32:15.372 --> 00:32:21.422 and the keywords are 'save lives, win the Fortnite' in the life run mode 467 00:32:21.422 --> 00:32:35.472 [Saving and treating civilians, rebuilding infrastructure, aid etc.] Players accomplish International Committee of the Red Cross' key activities different from the usual Fortnite 468 00:32:35.472 --> 00:32:40.022 In the social field, providing experiences that we didn't have before 469 00:32:40.022 --> 00:32:42.072 through realistic contents 470 00:32:42.072 --> 00:32:45.672 they can have various effects like treatment, education 471 00:32:45.672 --> 00:32:47.772 or virtual experiences 472 00:32:47.772 --> 00:32:50.472 The one that is recently being discussed is digital human 473 00:32:50.472 --> 00:32:53.022 In the case of digital human 474 00:32:53.022 --> 00:32:57.072 there are digital human made from generative AI 475 00:32:57.072 --> 00:33:01.922 It is also now possible to materialize voices perfectly 476 00:33:01.922 --> 00:33:06.522 In the case of New Zealand where digital human was first used 477 00:33:06.522 --> 00:33:13.572 [Digital human police officer Ella] Part of a digital kiosk designed to decrease the waiting line in police stations 478 00:33:13.572 --> 00:33:18.072 Ella comes out on the kiosk and asks people on the waiting line 479 00:33:18.072 --> 00:33:21.672 Why they are here, and then tells they can go where for what service 480 00:33:21.672 --> 00:33:24.272 It is a very simple information service 481 00:33:24.272 --> 00:33:29.972 Provides convenience to users by providing service 24 hours 482 00:33:29.972 --> 00:33:33.622 It is a good example of a digital human 483 00:33:33.622 --> 00:33:36.622 Realistic contents' field 6 Performance 484 00:33:36.622 --> 00:33:42.422 These days, many technological elements of realistic contents are being used in 485 00:33:42.422 --> 00:33:44.172 the performances field 486 00:33:44.172 --> 00:33:46.622 To give you an example 487 00:33:46.622 --> 00:33:48.722 There was a performance called 'Taepyeongseongsi' 488 00:33:48.722 --> 00:33:51.922 and the subtitle of this performance was 'Dreaming of a new Utopia' 489 00:33:52.622 --> 00:34:00.172 It was a performance made by works displayed in the National Museum of Korea 490 00:34:00.172 --> 00:34:04.122 I enjoyed it a lot and the stage itself moves 491 00:34:04.122 --> 00:34:07.222 The stage itself moves and using projection mapping 492 00:34:07.222 --> 00:34:10.922 many space movements were depicted 493 00:34:10.922 --> 00:34:15.522 This performance itself showed what society the people of that time dreamed of 494 00:34:15.522 --> 00:34:19.872 Using the 'Taepyeongseongsido' displayed in the museum as the subject 495 00:34:19.872 --> 00:34:29.072 Planned a interactive based nonverbal performance by adding video technology to performance 496 00:34:29.072 --> 00:34:36.272 'Taepyeonseongsido' itself was recreated like a place that actually exists through 3D projection mapping 497 00:34:36.272 --> 00:34:39.422 When we go to places like amusement parks 498 00:34:39.422 --> 00:34:41.722 there are free show areas and main show areas 499 00:34:41.722 --> 00:34:43.622 We walk around various places 500 00:34:43.622 --> 00:34:52.672 'Taepyeongseongsido' makes various spaces on the stage itself showing diverse places 501 00:34:52.672 --> 00:34:56.372 It is important that this was through video 502 00:34:56.372 --> 00:35:06.572 Especially, this performance creates a sense of space without sense of difference by projecting 13 moving panels onto the stage set 503 00:35:06.572 --> 00:35:10.322 This would be an example where the space is well realized without awkwardness 504 00:35:10.322 --> 00:35:15.922 as projection mapping was well done 505 00:35:15.922 --> 00:35:19.672 And there is a scene where the protagonist 506 00:35:19.672 --> 00:35:23.072 controls the media server through a smartphone in real time 507 00:35:23.072 --> 00:35:28.472 Each instruments' sound and pitch is harmonized into the video content 508 00:35:28.472 --> 00:35:33.172 Those interactiveness being incorporated into the performance 509 00:35:33.172 --> 00:35:35.772 would be a good example 510 00:35:35.772 --> 00:35:39.572 within the realistic content performance field in my opinion 511 00:35:40.072 --> 00:35:44.522 I told you that there are three characters in digital media 512 00:35:44.522 --> 00:35:46.872 Lastly I would like to wrap up today's lecture by 513 00:35:46.872 --> 00:35:48.822 looking into the three characteristics of digital media 514 00:35:48.822 --> 00:35:52.672 Recently the most important thing when defining digital media is 515 00:35:52.672 --> 00:35:55.472 [Interactiveness] Interaction must be possible 516 00:35:55.472 --> 00:35:57.122 [Networkness] Networking must be possible 517 00:35:57.122 --> 00:35:59.872 You interact but not just you 518 00:35:59.872 --> 00:36:02.022 These days, multiplayer is also needed 519 00:36:02.022 --> 00:36:04.072 So that interactiveness is needed 520 00:36:04.072 --> 00:36:07.172 [Complexity] Lastly complexity 521 00:36:07.172 --> 00:36:11.722 It could be fusion, complex of technology and it could also be story or space depiction 522 00:36:11.722 --> 00:36:14.872 mixed together 523 00:36:14.872 --> 00:36:20.272 When you plan a realistic content 524 00:36:20.272 --> 00:36:22.322 or create one and go on many different fields 525 00:36:22.322 --> 00:36:24.472 Interaction, network, complexity 526 00:36:24.472 --> 00:36:28.322 Remembering these three keywords and combining them 527 00:36:28.322 --> 00:36:32.372 will help you a lot to create good content 528 00:36:32.372 --> 00:36:35.672 I will end off today's lecture here, thank you 529 00:36:36.072 --> 00:36:36.872 ◆ Necessity of realistic content □ Desire for content that satisfies all five senses 530 00:36:36.872 --> 00:36:37.672 □ Generation that actively consumes new senses 531 00:36:37.672 --> 00:36:38.572 ◆ Research on realistic content □ Ways of expression and production vary depending on the perspective from which the object is viewed 532 00:36:38.572 --> 00:36:39.472 □ Discovering a subject to show is necessary 533 00:36:39.472 --> 00:36:40.372 □ Transmedia storytelling - Delivering stories that share one world through plural media 534 00:36:40.372 --> 00:36:41.272 - A solidarity that encompasses the virtual and real world in the transmedia storytelling world is necessary 535 00:36:41.272 --> 00:36:42.172 □ Characteristics of digital media - Interactiveness, networkness, compositeness 536 00:36:42.172 --> 00:36:43.072 - As interactiveness using ICT technology is integrated the audience and the story has a two-way progress 537 00:36:43.072 --> 00:36:47.022 ◆ 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 538 00:36:47.022 --> 00:36:50.972 - History and nature study - Dangerous situations or situations with great cost - Social innovation - Performance