WEBVTT 1 00:00:04.644 --> 00:00:09.010 Realistic Basic Realistic Content Planning 2 00:00:09.010 --> 00:00:11.752 GCC Academy 3 00:00:11.752 --> 00:00:15.052 Learning Goals Can explain the development process of virtual reality and augmented reality through movies Can explain the background of the emergence of frame-expanded format through VR/AR history 4 00:00:15.052 --> 00:00:18.386 Can explain the planning process through examples of content Learning contents Movies that implemented virtual reality and augmented reality History of virtual reality and augmented reality Planning process through content examples 5 00:00:18.792 --> 00:00:21.392 CEO Jeong Jiwon Career Current director of T.OZ Former director of WYSIWYG STUDIOS General Manager of TaekwonV VR for Lotte World General Manager of GyeonggiVR AR for Gyeonggi Content Agency 6 00:00:21.392 --> 00:00:23.951 General Manager of Realistic Video for Jeju National Museum General Manager of Realistic Content Production for Sokcho City Museum 7 00:00:23.951 --> 00:00:27.740 I am Jeong Jiwon, here for the lecture of Realistic Contents 8 00:00:27.740 --> 00:00:34.299 The contents that we are going to talk about today are virtual and augmented reality of realistic contents 9 00:00:34.299 --> 00:00:36.776 When we talk about realistic contents, 10 00:00:36.776 --> 00:00:41.845 the most mentioned areas are virtual reality and augmented reality 11 00:00:41.845 --> 00:00:48.660 So we are going to explore the movies that implemented virtual reality and augmented reality 12 00:00:48.660 --> 00:00:52.972 Then we will explore how VR and AR has developed over time 13 00:00:52.972 --> 00:00:58.392 After that, there are contents that have been produced through virtual reality content 14 00:00:58.392 --> 00:01:03.224 We are going to take a look at the production process through this example 15 00:01:04.050 --> 00:01:09.743 Movies that implemented virtual reality and augmented reality 16 00:01:09.743 --> 00:01:12.296 You probably watch a lot of movies 17 00:01:12.296 --> 00:01:18.262 Especially when watching SF movies, there are various technical aspects implemented 18 00:01:18.262 --> 00:01:23.459 For example, there's Ready Player One, a movie produced in 2018 19 00:01:23.459 --> 00:01:28.112 I mentioned this before in my previous lecture 20 00:01:28.112 --> 00:01:31.890 This movie has been produced by Steven Spielberg 21 00:01:31.890 --> 00:01:35.339 The setting is in the year 2045 22 00:01:35.339 --> 00:01:41.454 Year 2045 is now approaching pretty fast 23 00:01:43.544 --> 00:01:47.198 2045 is depicted as very gloomy and depressing 24 00:01:47.198 --> 00:01:51.200 Many people use HMD 25 00:01:51.200 --> 00:01:55.739 and travel to an oasis of virtual reality 26 00:01:55.739 --> 00:02:00.579 In this oasis, everyone has their own character or avatar 27 00:02:00.579 --> 00:02:05.622 Using this avatar, they can go anywhere and do anything they want 28 00:02:05.622 --> 00:02:11.380 Things that are not possible in real life, 29 00:02:11.380 --> 00:02:14.239 the imaginations are made possible in this virtual space 30 00:02:14.239 --> 00:02:18.975 There's the main character here, and as for this main character, 31 00:02:18.975 --> 00:02:24.860 their only comfort is, well they're a well-known figure in this oasis 32 00:02:24.860 --> 00:02:29.852 This person does many various things in this virtual reality 33 00:02:29.852 --> 00:02:35.621 When the maker of this game died, they left a last will that 34 00:02:35.621 --> 00:02:39.300 someone who completes a mission will receive huge inheritance 35 00:02:39.300 --> 00:02:46.264 Following this will, many people participating in this oasis try to solve the mission 36 00:02:46.264 --> 00:02:51.979 When you look at this movie, they put on an HMD in order to access the oasis 37 00:02:51.979 --> 00:02:58.012 After putting on the HMD, in order to really feel like they're walking around in virtual reality, 38 00:02:58.012 --> 00:03:04.629 there's treadmill for VR contents, which is a rubber board that moves 39 00:03:04.629 --> 00:03:09.856 and when I walk on it, it really feels like I'm walking in the virtual space 40 00:03:09.856 --> 00:03:18.420 As for this movie, the current techniques weren't overused 41 00:03:18.420 --> 00:03:23.900 and were naturally implemented into the movie, and this is a big positive 42 00:03:23.900 --> 00:03:29.539 Especially, in this movie, the main character puts on the HMD and a haptic device 43 00:03:29.539 --> 00:03:36.092 The character can experience things with this haptic device that allows the body to feel a sense of touch 44 00:03:36.092 --> 00:03:41.380 This haptic device can also be created through techniques that exist today 45 00:03:41.380 --> 00:03:47.301 But in the movie, they're expressed in a much more detailed and intricate way 46 00:03:47.301 --> 00:03:53.419 So their devices are more dimensional and of a higher quality than the haptic devices we use today 47 00:03:53.419 --> 00:03:57.003 The important part when watching this movie is that 48 00:03:57.003 --> 00:04:01.253 in order to enter the virtual place, in terms of technical aspects, 49 00:04:01.253 --> 00:04:03.380 the wireless communication network is very important 50 00:04:03.380 --> 00:04:06.663 We have 5G and 6G right now 51 00:04:06.663 --> 00:04:11.772 But to be honest, in order to experience all these attractions in real-time, 52 00:04:11.772 --> 00:04:14.539 the wireless network is very important 53 00:04:14.539 --> 00:04:21.935 As you observe this movie, the main character puts on the HMD and wears the haptic device 54 00:04:21.935 --> 00:04:26.579 It shows how they walk around the virtual world while wearing this haptic device 55 00:04:26.579 --> 00:04:29.800 And the interesting scene is that 56 00:04:29.800 --> 00:04:33.140 there's a scene where the male main character and the female main character dance 57 00:04:33.140 --> 00:04:36.985 There, the female character touches the male character 58 00:04:36.985 --> 00:04:39.779 and he feels it through the haptic device 59 00:04:39.779 --> 00:04:43.211 So this movie is very meaningful because 60 00:04:43.211 --> 00:04:51.100 the currently existed techniques aren't overused and implemented realistically 61 00:04:51.100 --> 00:04:57.698 And the areas that are more advanced than reality are 62 00:04:57.698 --> 00:04:59.899 the wireless communication network 63 00:04:59.899 --> 00:05:05.370 So through this wireless network, they wear the HMD and connect instantly 64 00:05:05.370 --> 00:05:11.059 Going into the virtual space, performing economic activities in there, 65 00:05:11.059 --> 00:05:16.509 as well as having social life are meaningful aspects of this movie 66 00:05:16.509 --> 00:05:21.859 The main character actually wanted the haptic suit very much 67 00:05:21.859 --> 00:05:28.070 So in the oasis, the main character collects coins as currency, 68 00:05:28.070 --> 00:05:32.540 and using these coins, they purchase the haptic suit in the virtual space 69 00:05:32.540 --> 00:05:38.220 Then they can actually receive the haptic suit in real life 70 00:05:38.220 --> 00:05:44.120 Things like these remove the sense of differences between reality and virtual reality 71 00:05:44.120 --> 00:05:50.088 and make it possible to feel like they're experiencing one world 72 00:05:50.088 --> 00:05:54.980 The next movie we are going to take a look at is Minority Report, a movie from 2002 73 00:05:54.980 --> 00:05:59.940 This movie has also been produced by Steven Spielberg 74 00:05:59.940 --> 00:06:03.619 The setting of this movie is 2054 75 00:06:03.619 --> 00:06:09.058 The plot is about predicting a murder and arresting the soon-to-be murderers 76 00:06:09.058 --> 00:06:16.339 through this newest safety system called Free Crime, in this SF action movie 77 00:06:16.339 --> 00:06:18.750 This movie is meaningful because 78 00:06:18.750 --> 00:06:25.625 when they were producing this movie, the things that will happen in the future of 2054 79 00:06:25.625 --> 00:06:29.330 were very well-depicted 80 00:06:29.330 --> 00:06:33.324 So when you see electric cars going about today, 81 00:06:33.324 --> 00:06:36.059 the electric cars don't make sound 82 00:06:36.059 --> 00:06:40.019 These things were depicted in the movie beforehand 83 00:06:40.019 --> 00:06:43.597 So when you look at this movie, 84 00:06:43.597 --> 00:06:50.739 there's a scene where Tom Cruise puts on gloves and arrests the murderers mid-air like this 85 00:06:50.739 --> 00:06:52.579 It's a very famous scene 86 00:06:52.579 --> 00:06:56.900 This scene presents holographic screen 87 00:06:56.900 --> 00:07:01.357 Also, when Tom Cruise is being chased and he gets off the subway, 88 00:07:01.357 --> 00:07:07.339 the scene shows that iris recognition is used to personally match advertisements to each person 89 00:07:07.339 --> 00:07:12.820 These are techniques that are on the buzz today that are well-implemented into the movie 90 00:07:12.820 --> 00:07:17.500 As I mentioned earlier, futurists participated in the production of this movie 91 00:07:17.500 --> 00:07:23.820 And the technical aspects are such naturally implemented in each and every scene of the movie 92 00:07:23.820 --> 00:07:27.889 So when you watch Minority Report once again, 93 00:07:27.889 --> 00:07:33.859 there's transparent display and interactions based on motion detection 94 00:07:33.859 --> 00:07:36.806 And the most important part of this movie is that 95 00:07:36.806 --> 00:07:41.140 when the main character thinks about their dead son, the hologram projector appears 96 00:07:41.140 --> 00:07:47.687 For this hologram projector, even in 2054, the hologram itself 97 00:07:47.687 --> 00:07:51.540 isn't very vibrant and is depicted as a rough screen 98 00:07:51.540 --> 00:07:54.464 But just the fact that it can be seen in the space 99 00:07:54.464 --> 00:08:00.220 made it seem very realistic, as presented in this scene 100 00:08:00.220 --> 00:08:04.359 Another thing to think about while watching this movie is that 101 00:08:04.359 --> 00:08:10.299 in Japan, they made this hologram product called gatebox 102 00:08:10.299 --> 00:08:12.987 There's a clear, cylindrical case 103 00:08:12.987 --> 00:08:15.860 In this case, the holographical character appears 104 00:08:15.860 --> 00:08:19.299 This character is the famous virtual idol in Japan 105 00:08:19.299 --> 00:08:23.758 This is a product that allows them to interact with the idol 106 00:08:23.758 --> 00:08:28.100 As for this product, they have a conversation through AI 107 00:08:28.100 --> 00:08:32.136 and there's also a sensor, so when communicating, 108 00:08:32.136 --> 00:08:35.419 there's no awkwardness at all 109 00:08:35.419 --> 00:08:38.792 You've probably seen the movie 110 00:08:38.792 --> 00:08:44.780 is also about a man who dates a virtual AI program 111 00:08:44.780 --> 00:08:50.997 Scenes that were only possible in movies are now seen in real life today 112 00:08:50.997 --> 00:08:54.539 which is a very interesting aspect 113 00:08:54.539 --> 00:08:59.360 The next movie to look at, and when I talk about virtual contents, 114 00:08:59.360 --> 00:09:02.380 I use this movie as an example very often 115 00:09:02.380 --> 00:09:08.940 This movie was made by a French Director Luc Besson, based on an original cartoon 116 00:09:08.940 --> 00:09:17.683 When you watch this movie, you may feel overwhelmed by the absurd setting and the excessive computer graphics 117 00:09:17.683 --> 00:09:21.020 But the important part of this movie is that 118 00:09:21.020 --> 00:09:27.074 there's a scene where the male and female character go off to find the crime scene 119 00:09:27.074 --> 00:09:29.900 They ride the bus and go to a desert 120 00:09:29.900 --> 00:09:32.953 There's nothing in this desert 121 00:09:32.953 --> 00:09:38.580 You know how theme parks have an entrance? There's just a gate like that 122 00:09:38.580 --> 00:09:44.158 There's just a gate, and they put on the HMD on the people 123 00:09:44.158 --> 00:09:49.299 The HMD here is an HMD that allows them to see augmented reality 124 00:09:49.299 --> 00:09:52.685 For earlier, it was VR 125 00:09:52.685 --> 00:09:57.163 They used HMD that can experience virtual reality 126 00:09:57.163 --> 00:10:01.940 The HMD in is for experiencing augmented reality 127 00:10:01.940 --> 00:10:04.218 It's good to understand it as that 128 00:10:04.218 --> 00:10:09.178 In this movie, there's a market called Big Market 129 00:10:09.178 --> 00:10:12.129 It's a huge thing, and in the movie, 130 00:10:12.129 --> 00:10:17.449 it's the size of 5-6 soccer fields combined together 131 00:10:17.449 --> 00:10:25.214 When they use the augmented reality HMD, the foreign markets appear in this desert 132 00:10:25.214 --> 00:10:30.212 So they depict scenes where they actually buy things 133 00:10:30.212 --> 00:10:37.790 I think this part is the best example that shows augmented reality in movies 134 00:10:37.790 --> 00:10:41.620 When we talk about hologram, we often talk about Star Wars 135 00:10:41.620 --> 00:10:46.015 But when we talk about augmented reality, it's the Big Market in 136 00:10:46.015 --> 00:10:49.419 It's the Big Market in the desert, but there's nothing 137 00:10:49.419 --> 00:10:53.842 But once you put on the HMD, places appear 138 00:10:53.842 --> 00:10:58.639 And it's possible to actually purchase things 139 00:10:58.639 --> 00:11:02.820 When you watch this movie, you can probably 140 00:11:02.820 --> 00:11:09.267 imagine the things that can be made possible in the future 141 00:11:10.357 --> 00:11:14.427 [History of virtual reality and augmented reality] 142 00:11:14.427 --> 00:11:19.315 So far, we talked about examples of how VR and AR were applied in movies 143 00:11:19.315 --> 00:11:23.859 Now we are going to explore the history of virtual reality 144 00:11:23.859 --> 00:11:26.906 The person who first used the words virtual reality 145 00:11:26.906 --> 00:11:31.374 is Antonin Artaud, a French playwright/actor 146 00:11:31.374 --> 00:11:37.720 This person described theater in his "Theater of Cruelty" in 1938 147 00:11:37.720 --> 00:11:43.319 When describing the theater, he used the words "virtual reality" 148 00:11:43.319 --> 00:11:48.580 But this term itself is a little different from 149 00:11:48.580 --> 00:11:52.112 the digital-based virtual reality that we talk about today 150 00:11:52.112 --> 00:11:56.059 Probably, since they used it in stages of England, 151 00:11:56.059 --> 00:12:02.754 it's like a virtual world that contains artificial environment and a mix of reality 152 00:12:02.754 --> 00:12:06.460 And that's probably why he described it as "virtual reality" 153 00:12:06.460 --> 00:12:11.373 Also, what made the concept of virtual reality well-known to the public was 154 00:12:11.373 --> 00:12:14.876 a company called VPL Research 155 00:12:14.876 --> 00:12:22.731 In 1985, they brought out HMD and a glove-like device 156 00:12:22.731 --> 00:12:29.009 They showed the concept of virtual reality for the first time 157 00:12:29.009 --> 00:12:34.309 Next, you'll probably know when I talk about View-Master 158 00:12:34.309 --> 00:12:39.659 View-Master was made in 1939, and what this is, is that 159 00:12:39.659 --> 00:12:43.606 It's cylindrical at the side and there are films 160 00:12:43.606 --> 00:12:48.672 So when we move the lever on the side, 161 00:12:48.672 --> 00:12:51.524 we can flip through each image 162 00:12:51.524 --> 00:12:54.510 So back when we couldn't travel to other countries, 163 00:12:54.510 --> 00:12:58.700 it allowed us to see through these film cameras 164 00:12:58.700 --> 00:13:04.464 For this as well, it can also be described 165 00:13:04.464 --> 00:13:07.059 as the very first virtual reality 166 00:13:07.059 --> 00:13:16.219 In 1957, Morton Heilig carries out the first patent application of HMD devices 167 00:13:16.219 --> 00:13:23.149 For this HMD device, it's very similar to the HMD device we use today 168 00:13:23.149 --> 00:13:28.170 So when you take a look at this application image, 169 00:13:28.170 --> 00:13:32.436 You can't really tell the difference from the ones we use today 170 00:13:32.436 --> 00:13:35.859 You can find high levels of similarities 171 00:13:35.859 --> 00:13:42.125 Later, in 1961, the developer of Philco makes a system called telepresence 172 00:13:42.125 --> 00:13:45.700 The telepresence uses the HMD method 173 00:13:45.700 --> 00:13:48.668 to view videos in long distance 174 00:13:48.668 --> 00:13:52.745 Through the outer video camera that moves according to the head movement, 175 00:13:52.745 --> 00:13:56.112 they were able to watch the movie 176 00:13:56.112 --> 00:14:04.979 In 1962, Morton Heilig also creates a personal 3D stereoscopic theater 177 00:14:04.979 --> 00:14:07.300 The theater is called Sensorama 178 00:14:07.300 --> 00:14:11.204 This Sensorama is important for stereoscopy 179 00:14:11.204 --> 00:14:15.900 and a very important keyword when talking about virtual reality 180 00:14:15.900 --> 00:14:19.055 During this time, other than watching videos, 181 00:14:19.055 --> 00:14:25.428 it was also used for soldier training and teaching materials for teachers 182 00:14:25.428 --> 00:14:32.204 This Sensorama was called the "Cinema of the Future" 183 00:14:32.204 --> 00:14:38.607 The interesting fact is that this Sensorama is a viewing system for 1 person, 184 00:14:38.607 --> 00:14:41.273 where they can view stereoscopically but they can also experience motion as well 185 00:14:41.273 --> 00:14:45.020 There's motion such as the chair moving and shaking 186 00:14:45.020 --> 00:14:47.754 There's also scent, wind, and stereo sound 187 00:14:47.754 --> 00:14:56.001 It's the very first system that provided 4D and 5D that we talk about today 188 00:14:56.001 --> 00:15:00.517 So when you go around and talk about virtual reality and 3D solids 189 00:15:00.517 --> 00:15:06.219 if you walk about Sensorama, you'll probably feel very smart 190 00:15:06.219 --> 00:15:11.567 In 1968, there was a scientist in the U.S. named Ivan Sutherland 191 00:15:11.567 --> 00:15:14.630 This scientist developed 3D display 192 00:15:14.630 --> 00:15:18.460 The alias for 3D display is very well-known 193 00:15:18.460 --> 00:15:26.820 3D display made by Ivan Sutherland, also called Sword of Damocles, is in the form of HMD 194 00:15:26.820 --> 00:15:30.470 But it's too heavy to be put on the head 195 00:15:30.470 --> 00:15:38.099 Instead, they set up the device on the ceiling and used a separate display device connected to it 196 00:15:38.099 --> 00:15:41.015 and they can watch it while standing 197 00:15:41.015 --> 00:15:45.219 They called this HMD the Sword of Damocles because 198 00:15:45.219 --> 00:15:51.312 the King of Sicily, Dionysius, saw that Damocles was envious of authority and wealth 199 00:15:51.312 --> 00:15:56.059 In order to show him the danger and anxiety of having authority, he invites Damocles to the banquet 200 00:15:56.059 --> 00:15:57.548 and seats him on his seat 201 00:15:57.548 --> 00:16:02.900 Above this seat, he hung a sword up high, and that's how the name came to be 202 00:16:02.900 --> 00:16:07.354 A characteristic of this HMD is that they used translucent display 203 00:16:07.354 --> 00:16:12.739 And on the user's eyes, they put on the AR glasses covered in cubed graphic 204 00:16:12.739 --> 00:16:15.721 They also used head tracking through the headset 205 00:16:15.721 --> 00:16:21.263 All the systems of virtual reality display were all involved 206 00:16:21.263 --> 00:16:25.140 and optimized in this device 207 00:16:25.140 --> 00:16:28.484 In 1979, Eric Howlett 208 00:16:28.484 --> 00:16:32.579 founded the company called Large Expanse Extra Perspective 209 00:16:32.579 --> 00:16:36.568 He filmed a stereoscopic picture with chromatic aberration 210 00:16:36.568 --> 00:16:40.380 and allowed this film to be viewed through its exclusive viewer 211 00:16:40.380 --> 00:16:43.697 And in the process of the lens altering this chromatic aberration, 212 00:16:43.697 --> 00:16:48.419 the system provided a very wide viewing angle 213 00:16:48.419 --> 00:16:54.520 In 1984, there's a lab in NASA called VIEW 214 00:16:54.520 --> 00:16:57.670 They developed an HMD here 215 00:16:57.670 --> 00:17:02.885 In 1986, they also invented an HMD that 216 00:17:02.885 --> 00:17:05.186 performs virtual visual environment display 217 00:17:05.186 --> 00:17:12.900 In the 1990s, the lens-based HMD made by LEEP, the globe made by VPL, 218 00:17:12.900 --> 00:17:17.887 and the remote camera made by Fakespace Lab all worked together 219 00:17:17.887 --> 00:17:22.219 to create a new form of HMD 220 00:17:22.219 --> 00:17:29.300 In July 1989, a virtual reality system called RB 2 was also released 221 00:17:29.300 --> 00:17:35.613 At this time, the weight of this HMD was 2.4kg and the resolution was 320x240 222 00:17:35.613 --> 00:17:40.540 And the price was 9,400 dollars 223 00:17:40.540 --> 00:17:45.389 When we talk about virtual reality hardware today, we can't forget the Oculus-Rift 224 00:17:45.389 --> 00:17:50.058 The person who made Oculus-Rift was 225 00:17:50.058 --> 00:17:55.209 the CEO Palmer Luckey and the game developer John Carmack 226 00:17:55.209 --> 00:17:58.266 These two used the gyro sensor of smartphones 227 00:17:58.266 --> 00:18:00.579 and allowed them to view the video by turning their heads 228 00:18:00.579 --> 00:18:04.734 So they can view the movie in 360 degrees 229 00:18:04.734 --> 00:18:10.931 Also, in order to distort the screen caused by lenses magnifying the video, 230 00:18:10.931 --> 00:18:15.029 they additionally produced rendering that distorts this distortion again 231 00:18:15.029 --> 00:18:19.472 In 2014, as Facebook takes over Oculus, 232 00:18:19.472 --> 00:18:23.714 VR content and techniques 233 00:18:23.714 --> 00:18:28.225 started to fully reveal itself to the world 234 00:18:28.225 --> 00:18:31.591 The next thing to explore is the history of augmented reality 235 00:18:31.591 --> 00:18:36.113 There's a book that Frank Baum published in 1901 236 00:18:36.113 --> 00:18:44.496 The title is THE MASTER KEY, and in this book, there are these glasses called Character Marker 237 00:18:44.496 --> 00:18:47.812 When they wear these glasses and meet people, 238 00:18:47.812 --> 00:18:52.219 characters that describe their personalities show on their foreheads 239 00:18:52.219 --> 00:18:58.439 So if they're a good person, the character G appears, and for evil people, E appears 240 00:18:58.439 --> 00:19:02.848 Wise people get W, foolish people get F 241 00:19:02.848 --> 00:19:06.771 For kind people, K appears 242 00:19:06.771 --> 00:19:13.033 It's very innovative that this concept appeared in a book published in 1901 243 00:19:13.033 --> 00:19:18.555 When we talk about augmented reality depiction through glasses, we can't leave out Google Glass 244 00:19:18.555 --> 00:19:24.874 Google Glass, an example of recognizing a person's face and showing information about them, 245 00:19:24.874 --> 00:19:29.813 is an example very similar to the character marker 246 00:19:29.813 --> 00:19:34.361 described by Frank Baum 247 00:19:34.361 --> 00:19:38.450 When we talk about augmented reality, we can't leave out Boeing 248 00:19:38.450 --> 00:19:41.299 As for Boeing, in 1990, 249 00:19:41.299 --> 00:19:46.040 they carry out many research activities to improve the plane production process 250 00:19:46.040 --> 00:19:52.188 The result was the wearable AR device, a concept of AR device 251 00:19:52.188 --> 00:19:55.979 Plane production especially requires high cost 252 00:19:55.979 --> 00:20:01.137 When they use actual, physical parts, they each require money 253 00:20:01.137 --> 00:20:03.900 When it fails, the cost increases even more 254 00:20:03.900 --> 00:20:10.600 In order to cut down on these expenses, they use virtual forms 255 00:20:10.600 --> 00:20:13.420 and think about things they can do by using augmented reality 256 00:20:13.420 --> 00:20:16.918 So back then, for plane production, 257 00:20:16.918 --> 00:20:22.020 they made a wiring diagram according to each section on a giant plywood 258 00:20:22.020 --> 00:20:28.035 They produced a particular plywood that contains information based on each inside area of the plane 259 00:20:28.035 --> 00:20:31.020 The cost was very expensive 260 00:20:31.020 --> 00:20:34.096 But when they used HMD glasses, 261 00:20:34.096 --> 00:20:38.459 the wiring diagram of the inner plane shows on the plywood 262 00:20:38.459 --> 00:20:43.659 So plywood re-use and grasping the location of plane work became very easy 263 00:20:43.659 --> 00:20:48.859 If design changes were needed, the computer would edit the wiring diagram 264 00:20:48.859 --> 00:20:53.123 and show then on the diagram 265 00:20:53.123 --> 00:21:00.180 In 1992, Virtual Fixture was developed in the U.S. air force 266 00:21:00.180 --> 00:21:06.748 For this, 3D graphics were placed to increase efficiency in their work 267 00:21:06.748 --> 00:21:12.849 When the user moves their hand to control, the accuracy increases 268 00:21:12.849 --> 00:21:15.852 Also, the guiding mode for movement was developed 269 00:21:15.852 --> 00:21:19.380 which allowed precise work 270 00:21:19.380 --> 00:21:23.305 So things like these, like the AR produced by Boeing, 271 00:21:23.305 --> 00:21:26.216 as well as similar examples continuing to develop, 272 00:21:26.216 --> 00:21:30.140 the techniques were upgraded 273 00:21:30.140 --> 00:21:33.121 Especially, for this technique, 274 00:21:33.121 --> 00:21:38.380 they not only mark the range and information of the surgery area, 275 00:21:38.380 --> 00:21:43.161 but also how the surgical tools move 276 00:21:43.161 --> 00:21:48.225 And in 1994, Professor Paul Milgram 277 00:21:48.225 --> 00:21:52.397 defined the concept of Mixed Reality, or MR 278 00:21:52.397 --> 00:21:55.712 This itself combined everything in the virtual and real world 279 00:21:55.712 --> 00:22:00.269 into one term, mixed reality 280 00:22:00.269 --> 00:22:07.262 In 1997, Ronald Azuma presented A Survey of Augmented Reality 281 00:22:07.262 --> 00:22:12.979 Here, they provided a clear definition of AR and device structure 282 00:22:12.979 --> 00:22:19.028 First, AR has to be a combination of reality and virtuality 283 00:22:19.028 --> 00:22:22.739 Second, it has to interact in real-time 284 00:22:22.739 --> 00:22:27.234 Third, it has to exist in a 3-dimensional space 285 00:22:27.234 --> 00:22:31.651 All the things related to augmented reality that we're experiencing now 286 00:22:31.651 --> 00:22:35.300 perfectly match with these definitions 287 00:22:35.300 --> 00:22:42.699 The main buzz topic of augmented reality was probably Pokemon Go of 2016 288 00:22:42.699 --> 00:22:47.081 As the game Pokemon Go was released, the concept of augmented reality also emerged 289 00:22:47.081 --> 00:22:51.859 Many people would carry their smartphones to many areas 290 00:22:51.859 --> 00:22:55.996 to collect items and gather points 291 00:22:55.996 --> 00:22:59.490 Many other games were released after that 292 00:22:59.490 --> 00:23:04.378 But when you look at Pokemon Go, 293 00:23:04.378 --> 00:23:08.772 the virtual object of Pokemon were very well-mixed into the real world 294 00:23:08.772 --> 00:23:12.540 As many items are involved in the physical space, 295 00:23:12.540 --> 00:23:19.064 if you imagine a system where you can interact in order to obtain points, 296 00:23:19.064 --> 00:23:24.339 you can probably understand that this concept is very well-implemented 297 00:23:24.339 --> 00:23:29.098 When we talk about augmented reality, Colombia University in 1997 298 00:23:29.098 --> 00:23:35.619 released an AR device and experiencing content called Touring Machine 299 00:23:35.619 --> 00:23:38.071 Back then, the device was very heavy 300 00:23:38.071 --> 00:23:42.382 Recently, backpack computers were made 301 00:23:42.382 --> 00:23:48.346 but backpack computers back then were almost like actually carrying a computer on their backs 302 00:23:48.346 --> 00:23:52.132 They had to carry very heavy devices on their backs 303 00:23:52.132 --> 00:23:55.820 And many cables were connected additionally 304 00:23:55.820 --> 00:24:00.440 In the beginning, when presenting augmented reality outside, 305 00:24:00.440 --> 00:24:07.219 things like these negatively affected the cost and efficiency 306 00:24:07.219 --> 00:24:13.964 But afterwards, based on these techniques, many more techniques were developed 307 00:24:13.964 --> 00:24:17.699 Later, smartphones and glasses were used 308 00:24:17.699 --> 00:24:23.783 for the production of many augmented reality devices 309 00:24:23.783 --> 00:24:29.798 Recently, augmented reality were not only implemented in glasses 310 00:24:29.798 --> 00:24:32.340 but in car displays as well 311 00:24:32.340 --> 00:24:37.645 So you can see that they were closely involved in our daily lives 312 00:24:38.467 --> 00:24:42.665 [Planning processes through content examples] 313 00:24:42.665 --> 00:24:50.235 The next thing I'm going to mention is that, my previous company was VFX company 314 00:24:50.235 --> 00:24:57.087 I produced VR contents there, which was Robot TaekwonV VR 315 00:24:57.087 --> 00:25:02.420 Some of you may know, some of you may not, but Robot TaekwonV was 316 00:25:02.420 --> 00:25:09.906 Korea's representative mechanic animation made in 1976 317 00:25:09.906 --> 00:25:16.619 It's the very first domestic IP that used the concept of robots 318 00:25:16.619 --> 00:25:23.213 As you can tell by the name Robot TaekwonV, they do Taekwondo in this animation 319 00:25:23.213 --> 00:25:26.540 They fight off the enemy through Taekwondo 320 00:25:26.540 --> 00:25:32.015 A major weapon is the robot's arm shooting out 321 00:25:32.015 --> 00:25:38.420 Most of the time, the character does Taekwondo to fight the enemy 322 00:25:38.420 --> 00:25:41.934 So using this Robot TaekwonV as the material, 323 00:25:41.934 --> 00:25:46.300 I will talk about how I produced the VR content 324 00:25:46.300 --> 00:25:50.688 Actually, although Robot TaekwonV was made in 1976, 325 00:25:50.688 --> 00:25:54.579 many animations of it were produced afterwards 326 00:25:54.579 --> 00:25:59.341 Especially in 2009, they carried out a real-life version of it 327 00:25:59.341 --> 00:26:06.619 So top-class domestic VFX companies for movies and dramas gathered 328 00:26:06.619 --> 00:26:09.349 to carry out this real-life project 329 00:26:09.349 --> 00:26:11.798 Back then, you know the movie Transformer, right? 330 00:26:11.798 --> 00:26:16.060 The concept designer of Transformer also participated 331 00:26:16.060 --> 00:26:20.710 to change and modernize the design of Robot TaekwonV itself 332 00:26:20.710 --> 00:26:25.270 If you look at it in a certain way, it was very similar to Transformer 333 00:26:25.270 --> 00:26:33.859 Back then when we were planning Robot TaekwonV, we set the format to interactive walking VR 334 00:26:33.859 --> 00:26:36.351 We set the experience time to 6 minutes 335 00:26:36.351 --> 00:26:40.633 The hardware composition back then was HCC VIVE 336 00:26:40.633 --> 00:26:45.219 We used HMD connected to computer 337 00:26:45.219 --> 00:26:48.749 And just like the treadmill used in , 338 00:26:48.749 --> 00:26:52.231 we used walking simulators like those treadmills 339 00:26:52.231 --> 00:26:56.180 and allowed them to wear the HMD and walk on the walking simulator 340 00:26:56.180 --> 00:27:00.595 Then, we put on haptic devices on the wrists 341 00:27:00.595 --> 00:27:06.099 and produced it to feel vibration when they hit with their fists 342 00:27:06.099 --> 00:27:10.196 We set the experience time to 6 minutes because 343 00:27:10.196 --> 00:27:17.579 VR contents back then were usually 5 minutes or less than 10 minutes 344 00:27:17.579 --> 00:27:23.359 So the most common VR attraction was riding a roller coaster 345 00:27:23.359 --> 00:27:28.179 as well as producing horror contents 346 00:27:28.179 --> 00:27:31.060 VR was used very often 347 00:27:31.060 --> 00:27:38.020 We set the focus on being able to experience the Robot TaekwonV VR within 6 minutes 348 00:27:38.020 --> 00:27:41.311 And as for this content, 349 00:27:41.311 --> 00:27:48.780 it's meaningful that it was the very first character match/fight VR that used authentic content IP 350 00:27:48.780 --> 00:27:53.889 When producing this Robot TaekwonV VR attraction, 351 00:27:53.889 --> 00:27:56.818 setting the concept of the character was very important 352 00:27:56.818 --> 00:28:01.282 When producing VR contents or realistic contents, 353 00:28:01.282 --> 00:28:06.882 people of all areas communicate in an organized way 354 00:28:06.882 --> 00:28:12.459 It was very important that there were upgrades in every step 355 00:28:12.459 --> 00:28:17.099 So the character concept was very important 356 00:28:17.099 --> 00:28:23.273 When designing characters and converting them to 3D, 357 00:28:23.273 --> 00:28:28.260 it doesn't just end by handing over the designed character to the 3D team 358 00:28:28.260 --> 00:28:35.627 Since the characters are robots and there are enemy characters as well, 359 00:28:35.627 --> 00:28:40.380 it's very important to think about how their movements can be more natural 360 00:28:40.380 --> 00:28:46.681 So the character designer should not only focus on producing an exceptional 2D character, 361 00:28:46.681 --> 00:28:49.584 but also think about the movements 362 00:28:49.584 --> 00:28:55.219 and how they're going to carry it out mechanically, is very important 363 00:28:55.219 --> 00:29:01.875 If they communicate with the 3D worker beforehand and carry it out, 364 00:29:01.875 --> 00:29:05.859 a dense content can be produced 365 00:29:05.859 --> 00:29:11.137 Especially for VR, the abilities of the developers are very important 366 00:29:11.137 --> 00:29:17.939 For this Robot TaekwonV VR, unreal engine was used 367 00:29:17.939 --> 00:29:23.859 Unreal engine and unity engine are most commonly used in VR content production 368 00:29:23.859 --> 00:29:32.124 Recently, techniques of unreal and unity engine were highly upgraded 369 00:29:32.124 --> 00:29:37.339 And they're used not only in games, but also widely in movies and dramas 370 00:29:37.339 --> 00:29:43.960 When using unreal back then, when enhancing the video quality of VFX, 371 00:29:43.960 --> 00:29:48.780 we felt that unreal was best optimized, so we made well-use of it 372 00:29:48.780 --> 00:29:52.793 Back then, unity was more specialized for games 373 00:29:52.793 --> 00:29:57.339 Unreal was specialized for video work such as VFX 374 00:29:57.339 --> 00:30:00.856 We used unreal back then, 375 00:30:00.856 --> 00:30:05.819 but our recent work uses a lot of unity as well 376 00:30:05.819 --> 00:30:10.693 So when you produce realistic contents, 377 00:30:10.693 --> 00:30:14.300 there are various 3D and development tools, 378 00:30:14.300 --> 00:30:19.291 but these days, they usually mixed and used together 379 00:30:19.291 --> 00:30:26.380 So for those in the 3D area especially, knowing about the game engines 380 00:30:26.380 --> 00:30:28.068 will be very helpful 381 00:30:28.068 --> 00:30:31.499 Especially when you're planning it as a career, 382 00:30:31.499 --> 00:30:35.260 it will be very helpful for your portfolio work 383 00:30:35.260 --> 00:30:42.074 As for Robot TaekwonV, you put on the HMD and use the left and right controllers 384 00:30:42.074 --> 00:30:45.619 It allows you to punch with the fist 385 00:30:45.619 --> 00:30:51.164 Next, since Robot TaekwonV walks around the city, 386 00:30:51.164 --> 00:30:53.619 there's walking simulator like the treadmill 387 00:30:53.619 --> 00:30:57.080 You can hold onto the sides and walk 388 00:30:57.080 --> 00:31:00.859 But since you need to use the controllers, 389 00:31:00.859 --> 00:31:04.799 the guides on either sides 390 00:31:04.799 --> 00:31:08.619 are there to make sure that you don't fall over to the sides 391 00:31:08.619 --> 00:31:13.893 We also made the story line of Robot TaekwonV experience 392 00:31:13.893 --> 00:31:18.020 Before the actual experience begins, 393 00:31:18.020 --> 00:31:20.637 there's content called cinematic 394 00:31:20.637 --> 00:31:28.619 Through cinematics, they can take a quick overview of how what the content is composed of 395 00:31:28.619 --> 00:31:33.795 Then after learning how to play the game using the controller, 396 00:31:33.795 --> 00:31:40.219 they go on to play the actual interactive game 397 00:31:40.219 --> 00:31:43.859 To tell you about the overall production process once again, 398 00:31:43.859 --> 00:31:47.669 the planning team creates the scenario 399 00:31:47.669 --> 00:31:49.500 They produce the scenario, then 400 00:31:49.500 --> 00:31:54.369 using this scenario, the concept or design team 401 00:31:54.369 --> 00:32:00.979 designs the character, the background, and various object designs 402 00:32:00.979 --> 00:32:07.795 Using these, they create the storyboard simultaneously 403 00:32:07.795 --> 00:32:11.780 Along with the storyboard, they produce the continuity 404 00:32:11.780 --> 00:32:15.155 Using this continuity storyboard, 405 00:32:15.155 --> 00:32:21.459 the 3D team produces the modeling, mapping, and animation 406 00:32:21.459 --> 00:32:25.404 At the same time, the development team carries it on to HMD 407 00:32:25.404 --> 00:32:30.339 so that they can actually be experienced 408 00:32:30.339 --> 00:32:35.388 To organize the steps of Robot TaekwonV attraction once again, 409 00:32:35.388 --> 00:32:37.341 The cinematics come out first 410 00:32:37.341 --> 00:32:40.099 The cinematics introduce TaekwonV first 411 00:32:40.099 --> 00:32:45.561 After the cinematic film ends, they can experience the first engagement game 412 00:32:45.561 --> 00:32:51.500 After the first engagement game ends, a cinematic film plays that introduces the middle boss 413 00:32:51.500 --> 00:32:56.971 After this cinematic film, the second engagement game can be experienced 414 00:32:56.971 --> 00:33:02.579 Lastly, after watching the cinematic film that introduces the final boss, 415 00:33:02.579 --> 00:33:09.970 the content is composed of battling the final boss as the last step 416 00:33:09.970 --> 00:33:15.579 So in the first stage, TaekwonV first appears from a hangar 417 00:33:15.579 --> 00:33:17.782 as one of the presented processes 418 00:33:17.782 --> 00:33:23.618 And in stage 1, it comes up from the hangar and dispatches to ground floor 419 00:33:23.618 --> 00:33:26.579 When it dispatches on ground floor, various 420 00:33:26.579 --> 00:33:31.139 enemy characters fly towards it, and when they do, 421 00:33:31.139 --> 00:33:37.819 I can lift the controller and fight them off with my fists 422 00:33:37.819 --> 00:33:43.019 The good part when experiencing this, was that 423 00:33:43.019 --> 00:33:47.717 I'm actually walking and performing action with my fists, 424 00:33:47.717 --> 00:33:50.842 many experiencers felt catharsis 425 00:33:50.842 --> 00:33:53.857 through these parts of the experience 426 00:33:53.857 --> 00:34:00.055 In stages 2 and 3, there are moments of fighting with the enemies 427 00:34:00.055 --> 00:34:04.999 They fight with the middle boss and the final boss 428 00:34:04.999 --> 00:34:09.437 Back when we were producing this, the most important part was that 429 00:34:09.437 --> 00:34:15.540 when we use HMD, we need to experience it while looking around 360 degrees 430 00:34:15.540 --> 00:34:21.981 Therefore, the UI telling the user where to look was very important 431 00:34:21.981 --> 00:34:25.894 So especially when the enemies were appearing, 432 00:34:25.894 --> 00:34:28.540 well, when aircrafts fly towards them, 433 00:34:28.540 --> 00:34:33.329 they can just hit them with their fists and get rid of them, 434 00:34:33.329 --> 00:34:39.979 but when the mid- and final enemy characters appear, the move sideways 435 00:34:39.979 --> 00:34:44.031 So when they don't know where to look, 436 00:34:44.031 --> 00:34:49.102 the sound system is used to tell them the location 437 00:34:49.102 --> 00:34:52.459 to lead them naturally into the correct experience 438 00:34:52.459 --> 00:34:59.869 This is important because when we present on a rectangular frame, 439 00:34:59.869 --> 00:35:03.300 there's a certain area that we have to present inside of 440 00:35:03.300 --> 00:35:08.628 But as for VR, the full 360 degree view is shown 441 00:35:08.628 --> 00:35:12.257 so it's very important to present where to look 442 00:35:12.257 --> 00:35:15.620 So if you look at recent VR contents, 443 00:35:15.620 --> 00:35:18.556 you can tell that they put a lot of attention on the UI 444 00:35:18.556 --> 00:35:22.497 Before, for VR contents, 445 00:35:22.497 --> 00:35:26.699 they didn't really consider people's viewing angle while producing the content 446 00:35:26.699 --> 00:35:32.133 But recent VR contents put a lot of consideration into UI and UX 447 00:35:32.133 --> 00:35:35.559 As soon as they put on the device, they can tell 448 00:35:35.559 --> 00:35:38.260 where to look and what to experience 449 00:35:38.260 --> 00:35:44.221 So when we made this content, in terms of UI and UX, 450 00:35:44.221 --> 00:35:50.379 the text, images, and sounds were carefully placed 451 00:35:50.379 --> 00:35:55.676 so that the experiencer can adjust their view accordingly 452 00:35:55.676 --> 00:36:00.419 The unfortunate part about producing this VR content was that 453 00:36:00.419 --> 00:36:02.485 as I have mentioned, it involves Taekwondo 454 00:36:02.485 --> 00:36:07.908 Taekwondo basically requires fist punching as well as kicking, 455 00:36:07.908 --> 00:36:09.820 but back then, kicking was not possible 456 00:36:09.820 --> 00:36:16.380 Many people back then also said that they wanted kicking to be involved as well 457 00:36:16.380 --> 00:36:20.939 It was a bummer that it couldn't be utilized 458 00:36:20.939 --> 00:36:26.557 But basically, through fighting actions using the fist, 459 00:36:26.557 --> 00:36:31.820 this content was pretty effective in inducing a feeling of catharsis 460 00:36:31.820 --> 00:36:37.200 Also, the interaction part was probably the gaming aspect 461 00:36:37.200 --> 00:36:42.620 Because if I just simply crush that, 462 00:36:42.620 --> 00:36:44.730 I can't really understand the full situation 463 00:36:44.730 --> 00:36:49.751 So in general, we set the target 464 00:36:49.751 --> 00:36:52.939 and give points if they hit the bullseye 465 00:36:52.939 --> 00:36:56.305 And when the content experience finally ends, 466 00:36:56.305 --> 00:37:00.496 it has been set so that users can tell their final score 467 00:37:00.496 --> 00:37:04.325 When we first created the VR attraction, 468 00:37:04.325 --> 00:37:06.860 there was no point system 469 00:37:06.860 --> 00:37:10.046 But as users experienced it, 470 00:37:10.046 --> 00:37:16.112 they suggested that point systems would be nice, so that's why we added it 471 00:37:16.112 --> 00:37:21.260 And when we added it, the reactions were much better 472 00:37:21.260 --> 00:37:26.941 We explored a lot about VR and AR contents today 473 00:37:26.941 --> 00:37:30.860 As for the VR contents, 474 00:37:30.860 --> 00:37:34.597 I told you about the keyword, sensorama 475 00:37:34.597 --> 00:37:37.909 For this sensorama, it not only implemented stereoscopy, 476 00:37:37.909 --> 00:37:41.758 but also sound, vibration, and smell 477 00:37:41.758 --> 00:37:47.952 Then, as the HMD called Oculus-Rift was released, the publicization of VR began 478 00:37:47.952 --> 00:37:52.899 Afterwards, the camera-based 3D space allowed them to 479 00:37:52.899 --> 00:37:56.182 track their own location and the users' locations 480 00:37:56.182 --> 00:37:58.875 And nowadays, even without connecting to the computer, 481 00:37:58.875 --> 00:38:04.100 the HMD itself contains all the needed sensors 482 00:38:04.100 --> 00:38:09.947 So it recognizes the space, and within the space, the interaction of the objects 483 00:38:09.947 --> 00:38:13.219 were carried out in this way 484 00:38:13.219 --> 00:38:19.671 One thing I wanted to emphasize once again about VR contents is that 485 00:38:19.671 --> 00:38:22.659 when you produce VR contents, 486 00:38:22.659 --> 00:38:26.322 the location of the audience becomes the location of the camera 487 00:38:26.322 --> 00:38:29.680 Therefore, the camera has to move in the audience's perspective 488 00:38:29.680 --> 00:38:32.620 So unlike the existing video presentations, 489 00:38:32.620 --> 00:38:36.887 the direction of the camera has to be decided, and how the character appears 490 00:38:36.887 --> 00:38:39.817 Things like these have new presentation methods 491 00:38:39.817 --> 00:38:42.620 Think about these carefully 492 00:38:42.620 --> 00:38:48.716 and use them well when producing VR contents in the future 493 00:38:50.003 --> 00:38:50.753 Summary Movies that implemented virtual reality and augmented reality Ready Player One (2018) Oasis: virtual space that makes impossible things possible 494 00:38:50.753 --> 00:38:51.508 Makes it possible to experience real and virtual world as one space 495 00:38:51.508 --> 00:38:52.784 Minority Report (2002) SF action movie that involves a free crime that arrests soon-to-be murderers Depicts the future of 2054 496 00:38:52.784 --> 00:38:53.874 Valerian (2017) Movie for imagining what will be made possible in the future 497 00:38:53.874 --> 00:38:55.270 History of virtual reality and augmented reality History of virtual reality Founder of the word, Virtual Reality: Antonin Artaud, the French playwright/actor 1939: Viewmaster emerges 1957: HMD structure patent application 498 00:38:55.270 --> 00:38:56.686 1961: Telepresence development 1962: Personal 3D theater, sensorama development 1968: 3D display development 1979: LEEP company founded 499 00:38:56.686 --> 00:38:57.286 1984: NASA's VIEW lab develops HMD 1989: Virtual reality system RB 2 released 500 00:38:57.286 --> 00:38:57.914 1990: LEEP, VPL, and Fakespace Lab works together to create a new form of HMD 2012: Oculus-Rift production 501 00:38:57.914 --> 00:38:59.914 History of virtual reality and augmented reality History of augmented reality 1901: Character Marker appears in the book The Master Key 502 00:38:59.914 --> 00:39:00.914 1990: Boeing develops wearable AR device for plane production process improvement 1992: U.S. Air Force develops Virtual Fixture 1994: MR is defined 503 00:39:00.914 --> 00:39:01.954 1997: Definition of AR and device structure is presented 2016: The concept of augmented reality is known through the Pokemon Go game 504 00:39:01.954 --> 00:39:03.260 Planning process through content examples Robot TaekwonV VR Format: Interactive Walking VR Experience time: within 6 minutes 505 00:39:03.260 --> 00:39:04.558 Composition: VIVE Walking Simulator Controller Unreal engine 4 Character match/fight VR using authentic content IP 506 00:39:04.558 --> 00:39:05.258 Aspects to consider in the production process Natural depiction of the characters' movements Need to shift the audience's viewing angle 507 00:39:05.258 --> 00:39:05.993 Character designer and the 3D worker needs to communicate well in order to produce dense content