WEBVTT 1 00:00:04.564 --> 00:00:08.990 Realistic Basics Metaverse and digital human 2 00:00:08.990 --> 00:00:11.703 GCC Academy 3 00:00:11.703 --> 00:00:15.003 Learning Goals Can explain metaverse contents and materializing technology Can explain digital human contents and materializing technology 4 00:00:15.003 --> 00:00:18.347 Learning Content Metaverse contents and materializing technology Digital human contents and materializing technology 5 00:00:18.713 --> 00:00:21.113 CEO Jeong Jiwon Career Current board member of T.OZ corp. Former board member of Wysisyg Stutdios corp. General director of Lotte World theme park Taekwon V VR General director of Gyeonggi Contents Agency Gyeonggi VR AR 6 00:00:21.113 --> 00:00:23.545 General director of Jeju National Museum realistic videography General director of Sokcho Museum realistic content creating 7 00:00:23.545 --> 00:00:27.480 Hello, this is Jeong Jiwon in charge of realistic content lectures 8 00:00:27.480 --> 00:00:32.532 What we will learn today is about metaverse and digital human 9 00:00:32.532 --> 00:00:38.000 Recently the word 'metaverse' has been becoming more familiar 10 00:00:38.000 --> 00:00:43.806 but metaverse is seen to develop into a broader concept 11 00:00:43.806 --> 00:00:46.759 The interest recently is more about digital humans 12 00:00:46.759 --> 00:00:51.437 Taking a look into digital human and metaverse on this lecture 13 00:00:51.437 --> 00:00:55.759 I see these as different formats with extended frames 14 00:00:55.759 --> 00:00:58.340 We'll see how these are applied 15 00:00:58.340 --> 00:01:02.713 and the background of it 16 00:01:03.554 --> 00:01:07.337 Metaverse contents and materializing technology 17 00:01:07.337 --> 00:01:11.712 The thing that is most important when talking about metaverse and digital human is 18 00:01:11.712 --> 00:01:15.120 experience without friction 19 00:01:15.120 --> 00:01:22.621 An experience itself not having alien feeling is what metaverse and digital humans, 20 00:01:22.621 --> 00:01:26.056 and the feelings people get in day-to-day life 21 00:01:26.056 --> 00:01:30.440 will be a very important experience 22 00:01:30.440 --> 00:01:33.210 The concept metaverse 23 00:01:33.210 --> 00:01:39.116 I am sure that you might have heard it a lot 24 00:01:39.116 --> 00:01:45.456 Meta means transcendence, and more 25 00:01:45.456 --> 00:01:48.436 and universe means the world and the universe 26 00:01:48.436 --> 00:01:55.400 These two words together make the word metaverse 27 00:01:55.400 --> 00:02:00.423 There was a novel with the concept of metaverse 28 00:02:00.423 --> 00:02:04.965 There's a novel Neal Stephenson wrote in 1992 29 00:02:04.965 --> 00:02:08.000 It is the novel 'Snow Crash' 30 00:02:08.000 --> 00:02:14.100 Here, Neal Stephenson coins the term 'avatar' 31 00:02:14.100 --> 00:02:20.555 and calls the internet-based 3D world that avatars live in, equivalent to the real world's universe, 32 00:02:20.555 --> 00:02:24.525 the virtual world a 'metaverse' 33 00:02:24.525 --> 00:02:30.600 That way, with the word 'metaverse' the concept of metaverse is created in this novel 34 00:02:30.600 --> 00:02:33.673 The most important thing when talking about metaverse is 35 00:02:33.673 --> 00:02:37.256 there must be an avatar that represents me 36 00:02:37.256 --> 00:02:41.440 and there must be a virtual space where that avatar lives 37 00:02:41.440 --> 00:02:45.983 So in fact, the real metaverse world 38 00:02:45.983 --> 00:02:50.820 is when the physical environment that we live in and the virtual environment 39 00:02:50.820 --> 00:02:53.192 is experienced with no alien feeling 40 00:02:53.192 --> 00:02:57.891 That is seen as the process of going to the real metaverse world 41 00:02:57.891 --> 00:03:00.771 Actually, the metaverse until now are 42 00:03:00.771 --> 00:03:05.559 seen as the technological process of early metaverse 43 00:03:05.559 --> 00:03:08.640 And even though metaverse is taking a pause now 44 00:03:08.640 --> 00:03:13.062 I believe that metaverse will realize a more realistic world 45 00:03:13.062 --> 00:03:17.980 and go through the process of showing more realistic characters 46 00:03:17.980 --> 00:03:25.363 And if we say that within this virtual world, real economic actions take place 47 00:03:25.363 --> 00:03:29.116 you will be able to have experiences 48 00:03:29.116 --> 00:03:33.399 that are hard to differentiate the real world and the virtual world 49 00:03:33.399 --> 00:03:38.459 So when these physical real world augmented with virtuals 50 00:03:38.459 --> 00:03:45.479 and when the physical world perfectly aligns with the virtual 51 00:03:45.479 --> 00:03:52.520 I think the metaverse world that we feel will unfold 52 00:03:52.520 --> 00:03:58.066 In 2014, in IEEE, 53 00:03:58.066 --> 00:04:01.337 when talking about metaverse 54 00:04:01.337 --> 00:04:06.800 it was mentioned as a progressed internet that is connected between 55 00:04:06.800 --> 00:04:11.227 sensible virtual world and composed of perpetual 3rd dimension virtual spaces 56 00:04:11.227 --> 00:04:15.989 And in 2020, Jensen Huang of NVIDIA 57 00:04:15.989 --> 00:04:21.119 mentioned that metaverse is coming, which made 58 00:04:21.119 --> 00:04:24.405 metaverse a keyword that a lot of people paid attention to 59 00:04:24.405 --> 00:04:28.357 2022, as you will know 60 00:04:28.357 --> 00:04:33.957 is an era when COVID-19 was existent and also when metaverse 61 00:04:33.957 --> 00:04:36.303 was emphasized 62 00:04:36.303 --> 00:04:42.766 So in a metaverse world, the real and the virtual must interact 63 00:04:42.766 --> 00:04:49.096 and as they evolve, within them, social, economic, cultural actions take place 64 00:04:49.096 --> 00:04:53.209 and through these some kind of value is produced 65 00:04:53.209 --> 00:04:57.920 This would be the real metaverse 66 00:04:57.920 --> 00:05:03.666 When defining metaverse, we can categorize them into 4 types 67 00:05:03.666 --> 00:05:06.559 First is Augmented Reality 68 00:05:06.559 --> 00:05:10.896 Within the physical environment that the user senses in everyday life 69 00:05:10.896 --> 00:05:12.934 a virtual object within it 70 00:05:12.934 --> 00:05:18.559 It would be the augmented reality with the interface between it 71 00:05:18.559 --> 00:05:22.209 Where this augmented reality's characteristic shows is 72 00:05:22.209 --> 00:05:25.880 virtual fitting 73 00:05:25.880 --> 00:05:30.664 Virtual fitting is, using a vertical screen 74 00:05:30.664 --> 00:05:36.239 When you put your body in front of it, scanning your body, you can try clothes on 75 00:05:36.239 --> 00:05:38.291 or others, these would be it 76 00:05:38.291 --> 00:05:41.441 And these days there are also ones for makeup 77 00:05:41.441 --> 00:05:46.789 So using a smartphone, when putting makeup on and choosing which lipstick to put on 78 00:05:46.789 --> 00:05:51.544 Fitting in on the avatar or my face 79 00:05:51.544 --> 00:05:55.160 or see it will also be one 80 00:05:55.160 --> 00:05:59.893 The second type is life logging 81 00:05:59.893 --> 00:06:07.794 Life logging is logging information about a human's body, emotion, experience, and movement 82 00:06:07.794 --> 00:06:11.644 by oneself or on a device 83 00:06:11.644 --> 00:06:15.480 and realizing these on a virtual space 84 00:06:15.480 --> 00:06:20.440 An example would be smart watches 85 00:06:20.440 --> 00:06:25.909 Smart watches log daily life information like steps, 86 00:06:25.909 --> 00:06:30.764 heart rates, or pulse 87 00:06:30.764 --> 00:06:34.894 and checks on my health through these 88 00:06:34.894 --> 00:06:41.119 This life logging type is another type of metaverse 89 00:06:41.119 --> 00:06:43.746 The third type is virtual worlds 90 00:06:43.746 --> 00:06:47.658 Virtual world is, using digital technology 91 00:06:47.658 --> 00:06:51.799 expanding real life's economy, society, and political world, 92 00:06:51.799 --> 00:06:56.137 worlds formed similarly or alternatively 93 00:06:56.137 --> 00:06:58.967 A good example would be Second Life 94 00:06:58.967 --> 00:07:02.216 Second Life is where in a virtual world 95 00:07:02.216 --> 00:07:05.325 avatars interact 96 00:07:05.325 --> 00:07:10.200 and make costumes and sell them 97 00:07:10.200 --> 00:07:14.304 This virtual world best realized is 98 00:07:14.304 --> 00:07:21.160 the movie 'Ready Player One' that I keep mentioning 99 00:07:21.160 --> 00:07:26.387 There, one's character shows up in an avatar form 100 00:07:26.387 --> 00:07:31.000 They can see the avatar character living in there 101 00:07:31.000 --> 00:07:33.097 If you watch this movie once more 102 00:07:33.097 --> 00:07:38.480 you will be able to understand how this virtual world is formed 103 00:07:38.480 --> 00:07:41.230 The fourth type is mirror world 104 00:07:41.230 --> 00:07:43.730 Mirror world is, in a way 105 00:07:43.730 --> 00:07:48.079 similar to the concept of digital twin 106 00:07:48.079 --> 00:07:54.660 So it is realistically recreating the physical world we live in 107 00:07:54.660 --> 00:07:57.381 Recently, in the case of digital twin, 108 00:07:57.381 --> 00:08:03.104 digital twinning a city, or especially a factory 109 00:08:03.104 --> 00:08:09.559 forming an information-wise expanded world by creating more specific virtual information 110 00:08:09.559 --> 00:08:12.601 on top of the physical world 111 00:08:12.601 --> 00:08:17.959 To give an easy example, Google Earth would be one 112 00:08:17.959 --> 00:08:23.526 In recent cases, you can think of digital twin integrated with industries 113 00:08:23.526 --> 00:08:30.559 to understand this type of metaverse 114 00:08:30.559 --> 00:08:38.963 The next we'll take a look is from the book 'What is the Metaverse' 115 00:08:38.963 --> 00:08:42.489 Yi In-hwa wrote this book 116 00:08:42.489 --> 00:08:46.186 Here, he defines what metaverse is 117 00:08:46.186 --> 00:08:50.944 First, there was PC internet era, then there is smartphone era 118 00:08:50.944 --> 00:08:53.766 and he says that there will be a metaverse era 119 00:08:53.766 --> 00:09:00.003 So PC internet era is defined as an era where information is sent 120 00:09:00.003 --> 00:09:05.403 Smartphone era is defined as when information is shared 121 00:09:05.403 --> 00:09:10.840 And metaverse era is defined as virtual residence era 122 00:09:10.840 --> 00:09:17.991 The keywords of information sending era are logging, searching, and contacting 123 00:09:17.991 --> 00:09:24.598 and the keywords of information sharing era are participation, cooperation, and open source 124 00:09:24.598 --> 00:09:28.249 And the keywords of metaverse's virtual residence era 125 00:09:28.249 --> 00:09:36.000 are digital asset, creation, and informationization of intelligence 126 00:09:36.000 --> 00:09:40.855 When first seeing metaverse, we said this a lot 127 00:09:40.855 --> 00:09:45.927 Isn't metaverse a game, an online game or something like that 128 00:09:45.927 --> 00:09:52.259 It in fact was online games that were most mentioned when explaining metaverse 129 00:09:52.259 --> 00:10:00.901 MMORPG were mentioned, but metaverse isn't exactly games 130 00:10:00.901 --> 00:10:05.646 It isn't games, it isn't web business either 131 00:10:05.646 --> 00:10:11.320 Rather, it would be better to understand it as a mixed media where 132 00:10:11.320 --> 00:10:17.658 games' information connection and society's connection is strengthened 133 00:10:17.658 --> 00:10:26.797 So in this book the author says that these artificial intelligence, online games, social softwares 134 00:10:26.797 --> 00:10:33.222 expanding and converging is what creates metaverse 135 00:10:33.222 --> 00:10:38.212 In a way, there are many contents created using generative artificial intelligence 136 00:10:38.212 --> 00:10:41.239 that are based on text or images 137 00:10:41.239 --> 00:10:45.609 or videos 138 00:10:45.609 --> 00:10:52.359 And in media terms there are virtual reality, augmented reality, and mixed reality 139 00:10:52.359 --> 00:10:57.536 Then in terms of social software, there are cloud computing and unstructured data 140 00:10:57.536 --> 00:11:00.044 and use of data and so on 141 00:11:00.044 --> 00:11:05.584 So these all mixed creates 142 00:11:05.584 --> 00:11:09.954 the metaverse world 143 00:11:09.954 --> 00:11:13.740 Now we'll talk about the characteristics of metaverse 144 00:11:13.740 --> 00:11:16.719 When talking about this 145 00:11:16.719 --> 00:11:19.927 a lot of experts have said various stuff 146 00:11:19.927 --> 00:11:26.679 From those, I took that of David Baszucki 147 00:11:26.679 --> 00:11:29.939 What he mentions about the metaverse's characteristics are 148 00:11:29.939 --> 00:11:33.239 first, identity 149 00:11:33.239 --> 00:11:40.739 Identity is, in the metaverse world, the user appears in the form of an avatar 150 00:11:40.739 --> 00:11:46.320 This avatar has its identity and also makes friends with others' avatars 151 00:11:46.320 --> 00:11:49.732 This is what identity is 152 00:11:49.732 --> 00:11:55.480 These days, there's multi- or second-persona that we talk about a lot 153 00:11:55.480 --> 00:12:01.156 Before, if we talked about this concept it might have been weird 154 00:12:01.156 --> 00:12:06.000 but now, the concept of avatar or multi-persona has been familiarized 155 00:12:06.000 --> 00:12:11.469 becoming a concept that does not feel alien 156 00:12:11.479 --> 00:12:14.850 And the second is immersiveness 157 00:12:14.850 --> 00:12:16.806 Immersive 158 00:12:16.806 --> 00:12:23.960 What I consider to me important when talking about metaverse is this immersiveness 159 00:12:23.960 --> 00:12:30.023 The reason why the existing metaverse was turned down by people is 160 00:12:30.023 --> 00:12:34.799 because it was lacking immersiveness in the experience 161 00:12:34.799 --> 00:12:41.199 That is, the experience in the metaverse must have a similar feeling to that in the real world 162 00:12:41.199 --> 00:12:44.944 but that people couldn't feel that similarity 163 00:12:44.944 --> 00:12:49.105 was the limit of the existing metaverses 164 00:12:49.105 --> 00:12:55.633 So since the concept of metaverse and technology is growing now 165 00:12:55.633 --> 00:13:00.016 I think that the immersiveness similar to the real world 166 00:13:00.016 --> 00:13:03.737 will be better created in the future 167 00:13:03.737 --> 00:13:10.017 And the third is Anywhere, being able to move anywhere 168 00:13:10.017 --> 00:13:15.520 instantly would be a characteristic of the metaverse 169 00:13:15.520 --> 00:13:22.037 Fourth characteristic is Economy 170 00:13:22.037 --> 00:13:28.000 A lot of people mention economy when talking about the metaverse 171 00:13:28.000 --> 00:13:35.666 They think that in the metaverse, there must be a currency that is shared in the vitual world 172 00:13:35.666 --> 00:13:39.510 to have no difference from the life 173 00:13:39.510 --> 00:13:42.367 lived in the real life 174 00:13:42.367 --> 00:13:47.067 So the same thing must happen 175 00:13:47.067 --> 00:13:51.719 Economic activities and such must happen in the metaverse as well 176 00:13:51.719 --> 00:13:58.584 to have better immersiveness like in the real life 177 00:13:58.584 --> 00:14:00.940 Next is safety 178 00:14:00.940 --> 00:14:02.520 Safety is 179 00:14:02.520 --> 00:14:06.104 In the idea of the world of metaverse 180 00:14:06.104 --> 00:14:08.558 there will be some space and some environment 181 00:14:08.558 --> 00:14:11.962 And in there, various avatars 182 00:14:11.962 --> 00:14:16.119 avatars representing me lives in that environment 183 00:14:16.119 --> 00:14:21.092 When these things are created, they must not harm each other 184 00:14:21.092 --> 00:14:26.599 This harm could be economic harm, the most important 185 00:14:26.599 --> 00:14:30.562 and there will also be that of personal aspects 186 00:14:30.562 --> 00:14:35.200 It will be very important to have safety gears for these things 187 00:14:35.200 --> 00:14:41.562 The most important thing when explaining metaverse is frictionless experience 188 00:14:41.562 --> 00:14:44.061 It's a concept of low-friction 189 00:14:44.061 --> 00:14:50.400 The reason why I consider this frictionless experience as important after economy and safety is 190 00:14:50.400 --> 00:14:55.248 what you know well among metaverse platforms are 191 00:14:55.248 --> 00:14:57.599 Zepeto and Roblox 192 00:14:57.599 --> 00:15:00.554 The one's who have tried will know but 193 00:15:00.554 --> 00:15:05.941 in Zepeto or Roblox, every time you visit that platform 194 00:15:05.941 --> 00:15:08.559 you had to make new avatars 195 00:15:08.559 --> 00:15:16.672 In the user perspective, having new characters in each platforms might have been fun 196 00:15:16.672 --> 00:15:21.878 but doing these simultaneously had a limit 197 00:15:21.878 --> 00:15:25.306 So the concept of frictionless experience is 198 00:15:25.306 --> 00:15:30.280 in many metaverses there are many avatars created 199 00:15:30.280 --> 00:15:36.063 and that when these are freely connected and moved around, that the effect will be greater 200 00:15:36.063 --> 00:15:40.440 So to give an example, especially economic activities 201 00:15:40.440 --> 00:15:45.437 So in Zepeto or in Roblox, when you are doing economic activity 202 00:15:45.437 --> 00:15:48.310 if these are freely circulated 203 00:15:48.310 --> 00:15:51.880 it is much more useful in the user perpective 204 00:15:51.880 --> 00:15:57.244 and also many people can use if, creating an influx 205 00:15:57.244 --> 00:16:00.136 Next is content 206 00:16:00.136 --> 00:16:05.845 When a new platform or a new concept is created 207 00:16:05.845 --> 00:16:10.172 it is always attempted to keep the interest and develop the technology 208 00:16:10.172 --> 00:16:12.828 making it go forward with continuity 209 00:16:12.828 --> 00:16:16.662 and content is a very important element in doing this 210 00:16:16.662 --> 00:16:20.417 We saw a 3D TV in the previous lecture 211 00:16:20.417 --> 00:16:24.871 3D TV is very important in terms of technology 212 00:16:24.871 --> 00:16:29.631 and it was a technology that has high applicability 213 00:16:29.631 --> 00:16:32.595 but it did not have much content 214 00:16:32.595 --> 00:16:37.240 so it was made for about 10 years but vanished after that 215 00:16:37.240 --> 00:16:44.695 So always, with the development of technology, new media appears 216 00:16:44.695 --> 00:16:49.290 and then what develops this media is the contents 217 00:16:49.290 --> 00:16:57.102 So what contents we can supply becomes an important factor 218 00:16:57.102 --> 00:17:02.884 In metaverse as well, what's most important is these contents 219 00:17:02.884 --> 00:17:09.985 What's also important in metaverse is connection, mobility 220 00:17:09.985 --> 00:17:13.239 These are related to the internet 221 00:17:13.239 --> 00:17:17.302 So now we have 5G, 6G but 222 00:17:17.302 --> 00:17:22.167 especially when experiencing the metaverse, the immersiveness 223 00:17:22.167 --> 00:17:24.713 and doing economic activities and such 224 00:17:24.713 --> 00:17:28.893 the internet needs to be connected very quickly 225 00:17:28.893 --> 00:17:35.119 And especially now, we use AHMD to experience these 226 00:17:35.119 --> 00:17:39.769 but the device itself still is quite heavy 227 00:17:39.769 --> 00:17:44.782 These days with technological development, it has become smaller and ligher 228 00:17:44.782 --> 00:17:46.489 but it still is pretty bulky 229 00:17:46.489 --> 00:17:51.178 So the devices necessary to experience the metaverse, 230 00:17:51.178 --> 00:17:56.168 AHMD or glass or such's downsizing 231 00:17:56.168 --> 00:17:59.205 Reducing the bulkiness will be very important 232 00:17:59.205 --> 00:18:02.539 And interactiveness 233 00:18:02.539 --> 00:18:07.581 It is very important to consider how interactiveness will be assured in the experience of the metaverse 234 00:18:07.581 --> 00:18:13.211 So in a way, there's a method called hand tracking 235 00:18:13.211 --> 00:18:15.939 and then there's eye tracking 236 00:18:15.939 --> 00:18:22.190 Currently when experiencing through AHMD we usually use a controller 237 00:18:22.190 --> 00:18:27.838 In fact, this also diminishes the the convenience in terms of interactiveness 238 00:18:27.838 --> 00:18:31.360 So when these aspects are developed in time 239 00:18:31.360 --> 00:18:38.378 putting on a single pair of very light glasses will be enough to experience new things 240 00:18:38.378 --> 00:18:43.841 and the most important thing is how big and vivid the screen is 241 00:18:43.841 --> 00:18:48.801 Because the existing ones like HoloLens, 242 00:18:48.801 --> 00:18:52.254 augmented reality was best for depicting XR 243 00:18:52.254 --> 00:18:57.319 HoloLens itself also did not have that high of a resolution 244 00:18:57.319 --> 00:19:01.279 So it was cool, but it was a one-time experience 245 00:19:01.279 --> 00:19:03.060 and was not suitable for using it continually 246 00:19:03.060 --> 00:19:10.190 So HoloLens might have came in handy in industry field or education field 247 00:19:10.190 --> 00:19:16.359 but there were limits for normal people to experience 248 00:19:16.359 --> 00:19:23.793 If the concept of metaverse itself were to go towards a more meaningful one 249 00:19:23.793 --> 00:19:28.523 it has to be expanded into a service or experience concept from a production concept 250 00:19:28.523 --> 00:19:36.223 but this will only be possible when new experiences where one can transcend time and space is designed 251 00:19:36.223 --> 00:19:39.727 The most popular among metaverses were including 252 00:19:39.727 --> 00:19:43.959 Roblox, Minecraft, Fortnite, Zepeto, etc., 253 00:19:43.959 --> 00:19:49.247 there were very many platforms and games 254 00:19:49.247 --> 00:19:52.862 There were games and social media as well 255 00:19:52.862 --> 00:19:58.785 So this metaverse grasps the largest meaning when reality and 256 00:19:58.785 --> 00:20:01.816 virtual disappears 257 00:20:02.464 --> 00:20:06.276 Digital human contents and materializing technology 258 00:20:06.280 --> 00:20:09.618 The next we'll learn about is digital human 259 00:20:09.618 --> 00:20:14.787 Digital human will be very important when metaverse become materialized 260 00:20:14.787 --> 00:20:21.325 in the aspects or creating very realistic avatars for users 261 00:20:21.325 --> 00:20:24.741 and recently, there were also many images or videos 262 00:20:24.741 --> 00:20:27.400 made with generative artificial intelligence 263 00:20:27.400 --> 00:20:33.131 And the most important basis for these being possible 264 00:20:33.131 --> 00:20:35.000 will be the movie 'Jurassic Park' 265 00:20:35.000 --> 00:20:38.800 When in 1993 Jurassic Park was out 266 00:20:38.800 --> 00:20:42.599 I remember everyone being so surprised while watching it 267 00:20:42.599 --> 00:20:49.879 The dinosaurs moving itself wasn't awkward like the ones that computer graphics showed before 268 00:20:49.879 --> 00:20:53.239 and they were very realistic 269 00:20:53.239 --> 00:20:57.670 so it was a content that was simply unable to not be immersed in it 270 00:20:57.670 --> 00:21:01.495 So actually, just one well made movie 271 00:21:01.495 --> 00:21:08.359 can maximize the value of realistic content greatly 272 00:21:08.359 --> 00:21:11.436 When we talk about digital human 273 00:21:11.436 --> 00:21:16.528 you often think of computer graphic technologies abroad first 274 00:21:16.528 --> 00:21:19.959 but there were digital humans in Korea as well 275 00:21:19.959 --> 00:21:24.023 In 1998, Cyberstar Adam 276 00:21:24.023 --> 00:21:25.889 was the first digital human 277 00:21:25.889 --> 00:21:30.959 So about 200 thousand copies of the album 'Genesis' 278 00:21:30.959 --> 00:21:34.747 and in a way he can be thought of as the 279 00:21:34.747 --> 00:21:40.119 content that became the beginning of virtual influencers 280 00:21:40.119 --> 00:21:45.035 The debut of Cyberstar Adam was very sensational 281 00:21:45.035 --> 00:21:49.758 but hundreds of millions of production cost was needed for a 30 second appearance on shows 282 00:21:49.758 --> 00:21:53.160 and that 30 second appearance would require two months of production 283 00:21:53.160 --> 00:21:56.773 causing an ironic situation 284 00:21:56.773 --> 00:22:00.082 Because at that time, for computer graphic technology to be used, 285 00:22:00.082 --> 00:22:07.079 huge amounts of people and computer graphic devices were needed and expensinve 286 00:22:07.079 --> 00:22:09.420 Also cost of rendering was very high as well 287 00:22:09.420 --> 00:22:15.880 Even so, Cyberstar Adam would be the first instance of a Korean digital human 288 00:22:15.880 --> 00:22:23.310 And then in 2001, there was an animation based on the game 289 00:22:23.310 --> 00:22:26.719 Final Fantasy 290 00:22:26.719 --> 00:22:33.573 and this caught a lot of attention since it was promoted as a movie made using photo reality method 291 00:22:33.573 --> 00:22:41.339 So people watched it hoping it will show different of a graphic from Jurassic Park or ones after that 292 00:22:41.339 --> 00:22:48.639 but were disappointed as the photo reality production was not as good 293 00:22:48.639 --> 00:22:52.012 When I was the audience of that movie 294 00:22:52.012 --> 00:22:55.920 I think that was kind of upsetting 295 00:22:55.920 --> 00:23:00.063 For digital humans, there must be that humans' 296 00:23:00.063 --> 00:23:04.761 language and body language that can be depicted 297 00:23:04.761 --> 00:23:11.296 Before generative artificial intelligence was created 298 00:23:11.296 --> 00:23:17.680 the focus was more on the natural production with human technology and various 299 00:23:17.680 --> 00:23:21.046 computer hardware and computer software 300 00:23:21.046 --> 00:23:27.600 but now with generative artificial intelligence I think that the production will be much better 301 00:23:27.600 --> 00:23:32.406 and even the digital human made with generative artificial intelligence now 302 00:23:32.406 --> 00:23:38.029 do sometimes have some crooked or awkward parts 303 00:23:38.029 --> 00:23:40.439 but from a non-expert's perspective 304 00:23:40.439 --> 00:23:45.371 they are very naturally created these days 305 00:23:45.371 --> 00:23:52.640 So digital human's field has been diversifying recently 306 00:23:52.640 --> 00:23:55.762 if it was limited to games and movies before 307 00:23:55.762 --> 00:24:00.849 now it is used in areas like advertisement, distribution, health care, and production industry 308 00:24:00.849 --> 00:24:03.359 Especially characters like 309 00:24:03.359 --> 00:24:09.111 virtual Youtubers or virtual influencers appearing 310 00:24:09.111 --> 00:24:12.489 with the appearance of Youtubers, digital human has been 311 00:24:12.489 --> 00:24:15.359 being popularized and generalized 312 00:24:15.359 --> 00:24:19.225 And the people who experience this 313 00:24:19.225 --> 00:24:22.487 felt the awkwardness of even the tiniest error with a larger impact before 314 00:24:22.487 --> 00:24:26.239 but now people seem to understand those things more naturally 315 00:24:26.239 --> 00:24:30.183 So what comes up most often when talking about digital human is 316 00:24:30.183 --> 00:24:35.523 the uncanny valley, and this is 317 00:24:35.523 --> 00:24:40.529 a concept that when a fake human's similarity with a real human increases 318 00:24:40.529 --> 00:24:44.839 people feel rapidly increasing uncomfortability 319 00:24:44.839 --> 00:24:51.197 So before, when creating digital human, that was a big issue 320 00:24:51.197 --> 00:24:53.761 but these days that has improved 321 00:24:53.761 --> 00:25:01.867 and the details have been improving to the extend that it has become hard to differentiate real human 322 00:25:01.867 --> 00:25:05.119 and digital human 323 00:25:05.119 --> 00:25:08.296 So what made this possible are 324 00:25:08.296 --> 00:25:12.597 the development of CGI technology and of the equipment for it 325 00:25:12.597 --> 00:25:17.767 Also especially entertainment labels or game production companies 326 00:25:17.767 --> 00:25:22.959 are trying to produce various things with digital human 327 00:25:22.959 --> 00:25:27.751 And what made the production of digital human is also 328 00:25:27.751 --> 00:25:31.183 the appearance of real-time rendering technology 329 00:25:31.183 --> 00:25:35.419 that made possible creating high quality 3D humans 330 00:25:35.419 --> 00:25:38.959 in real time 331 00:25:38.959 --> 00:25:43.056 Also 3D scanning devices also developed a lot 332 00:25:43.056 --> 00:25:47.082 so before, to to 3D scanning, the device itself was very expensive 333 00:25:47.082 --> 00:25:51.525 but now 3D scan is 334 00:25:51.525 --> 00:25:56.479 for example SK Telecom's Jump Studio put 335 00:25:56.479 --> 00:26:02.007 106 cameras in a circle and filmed 60 frames per second 336 00:26:02.007 --> 00:26:09.775 So it has developed to the extend of using volumetric video capture technology 337 00:26:09.775 --> 00:26:12.385 to 3D capture the movement itself 338 00:26:12.385 --> 00:26:15.388 and you can consider that these things became possible 339 00:26:15.388 --> 00:26:21.119 with the development of real-time rendering and hardware technology 340 00:26:21.119 --> 00:26:27.621 And motion capture also developed when creating these movements 341 00:26:27.621 --> 00:26:34.479 Motion capture, before, they used markers on a black suit 342 00:26:34.479 --> 00:26:39.980 and recently with the markerless method, it has developed a lot that now the movement can be 343 00:26:39.980 --> 00:26:44.978 suggested through the images obtained with cameras only 344 00:26:44.978 --> 00:26:48.890 So not only just the appearance of the digital human 345 00:26:48.890 --> 00:26:53.139 but also the movements are very naturally produced 346 00:26:53.139 --> 00:26:59.359 minimizing the uncanny valley 347 00:26:59.359 --> 00:27:04.435 And recently with AI developing through deep learning 348 00:27:04.435 --> 00:27:10.782 the movements also became more natural with image learning 349 00:27:10.782 --> 00:27:15.303 and through deep learning, with the data 350 00:27:15.303 --> 00:27:20.595 faces and movements 351 00:27:20.595 --> 00:27:26.199 were made much more natural through rigging like 352 00:27:26.199 --> 00:27:27.622 face rigging 353 00:27:27.622 --> 00:27:32.672 So these days, the production through generative artificial intelligence 354 00:27:32.672 --> 00:27:38.749 plays a crucial role in creating digital human 355 00:27:38.749 --> 00:27:42.948 There are many platforms for creating digital human as well 356 00:27:42.948 --> 00:27:50.156 Especially this thing called meta human creator is put in an unreal engine 357 00:27:50.156 --> 00:27:56.410 so that everyone can make a digital human called meta human 358 00:27:56.410 --> 00:28:02.558 And Soul Machine made a digital DNA studio 359 00:28:02.558 --> 00:28:05.723 so the users can make digital human themselves 360 00:28:05.723 --> 00:28:08.832 And Deep Brain AI 361 00:28:08.832 --> 00:28:13.829 made an AI studio for companies and creators to quickly produce 362 00:28:13.829 --> 00:28:16.366 digital human videos 363 00:28:16.366 --> 00:28:21.495 So there are various cloud-based digital human creating platforms 364 00:28:21.495 --> 00:28:26.319 making it possible for any non-experts to make digital human 365 00:28:26.319 --> 00:28:32.694 when it was accessible for only few experts before with the advancement of technology 366 00:28:32.694 --> 00:28:39.129 This digital human is being used in influencer marketing or shows as I mentioned before 367 00:28:39.129 --> 00:28:44.079 and ESTsoft also showed an AI anchor 368 00:28:44.079 --> 00:28:49.040 in 2021 369 00:28:49.040 --> 00:28:54.251 And a New Zealander energy company Vector made 370 00:28:54.251 --> 00:28:57.690 a digital human 'Will' for elementary school students 371 00:28:57.690 --> 00:29:01.895 for energy education and consultation 372 00:29:01.895 --> 00:29:06.030 In 2021, Shinhan Bank put a digital bank staff 373 00:29:06.030 --> 00:29:12.289 in an unmanned bank and performed customer service with it 374 00:29:12.289 --> 00:29:16.764 Digital human is also used in production simulation 375 00:29:16.764 --> 00:29:22.359 It is much more effective to have a character explain something to us 376 00:29:22.359 --> 00:29:28.315 compared to when we just watch a video that explains it to us 377 00:29:28.315 --> 00:29:30.726 in learning information 378 00:29:30.726 --> 00:29:34.637 so digital human is used in such simulations 379 00:29:34.637 --> 00:29:40.987 And NVIDIA made a platform called Omniverse 380 00:29:40.987 --> 00:29:43.547 this, in a way, is a metaverse platform 381 00:29:43.547 --> 00:29:46.201 and also a digital twin platform 382 00:29:46.201 --> 00:29:51.680 So this Omniverse platform of NVIDIA makes a virtual factory 383 00:29:51.680 --> 00:29:55.447 They created one that is almost identical to a real factory 384 00:29:55.447 --> 00:30:00.256 and put digital humans in there and watch the workers' workflow 385 00:30:00.256 --> 00:30:06.749 It is used to the extend to see the productivity or efficiency 386 00:30:06.749 --> 00:30:12.026 Where the metaverse and digital human are best used are 387 00:30:12.026 --> 00:30:17.300 simulations using digital twin spaces as their backgrounds 388 00:30:17.300 --> 00:30:21.400 and this is currently actively being used 389 00:30:21.400 --> 00:30:23.590 And using digital human 390 00:30:23.590 --> 00:30:29.800 product design for ergonomic improvement is also actively done 391 00:30:29.800 --> 00:30:34.600 In the case of Mazda, they motion captured a human opening the door and getting off a car 392 00:30:34.600 --> 00:30:37.650 And turning this into a digital human 393 00:30:37.650 --> 00:30:40.677 they did tests in various angles 394 00:30:40.677 --> 00:30:46.713 That way, they used digital human to improve the experience of 395 00:30:46.713 --> 00:30:49.880 using the car door, and getting on and off the car 396 00:30:49.880 --> 00:30:52.312 And when talking about digital human 397 00:30:52.312 --> 00:30:57.079 affective computing and RPA can also be mentioned 398 00:30:57.079 --> 00:31:01.682 Affective computing is, being based on AI system, 399 00:31:01.682 --> 00:31:07.000 where digital human is well incorporated for the interaction of 400 00:31:07.000 --> 00:31:13.400 human and computers 401 00:31:13.400 --> 00:31:18.516 Hyperscale AI is now very general 402 00:31:18.516 --> 00:31:24.839 Those are also used in making digital human a lot 403 00:31:24.839 --> 00:31:30.776 Samsung and LG also used digital human and robots 404 00:31:30.776 --> 00:31:38.119 to provide custom mobility or future home 405 00:31:38.119 --> 00:31:44.479 What I often give as an example of a metaverse is Cyworld 406 00:31:44.479 --> 00:31:48.920 Cyworld can be considered as the beginning of Korean social media 407 00:31:48.920 --> 00:31:51.770 that was out in 1999 to 2019 408 00:31:51.770 --> 00:31:57.447 There was avatars and mini homepages, avatar in a virtual world 409 00:31:57.447 --> 00:32:00.599 So there's avatar that represents me 410 00:32:00.599 --> 00:32:03.802 and through this avatar, 411 00:32:03.802 --> 00:32:07.599 multi-persona started 412 00:32:07.599 --> 00:32:10.716 At the time, there were 32 million users 413 00:32:10.716 --> 00:32:19.199 and Cyworld can be considered the best case of a metaverse because 414 00:32:19.199 --> 00:32:24.649 in the online world, you gift your avatar clothes and other things 415 00:32:24.649 --> 00:32:28.199 and there is also a virtual currency 'Dotori(acorns)' 416 00:32:28.199 --> 00:32:32.014 Saving these, you could buy houses or clothes 417 00:32:32.014 --> 00:32:36.839 and these were created online 418 00:32:36.839 --> 00:32:44.439 So I heard that Cyworld is coming back to service 419 00:32:44.439 --> 00:32:47.756 So if the concept of Cyworld is well connected 420 00:32:47.756 --> 00:32:52.439 I think a better metaverse content will be created 421 00:32:52.439 --> 00:32:55.554 Cyworld, in 2022, 422 00:32:55.554 --> 00:33:01.719 starts to work together with a metaverse platform of Hancom, Psytown 423 00:33:01.719 --> 00:33:05.306 So various services on Cyworld 424 00:33:05.306 --> 00:33:10.142 was made into 3D from the existing 2D Cyworld 425 00:33:10.142 --> 00:33:15.070 and 3D avatar 'Minime' would log into Psyworld 426 00:33:15.070 --> 00:33:18.760 and that is how it is expanding 427 00:33:18.760 --> 00:33:23.602 This is also another most mentioned platform when it comes to metaverse 428 00:33:23.602 --> 00:33:30.107 An Avatar creating application Zepeto of Naver's affiliated company 429 00:33:30.107 --> 00:33:35.588 In Zepeto, a virtual character is created 430 00:33:35.588 --> 00:33:39.359 and the appearance was also customizable 431 00:33:39.359 --> 00:33:43.662 Especially in Zepeto, 432 00:33:43.662 --> 00:33:47.973 many luxury brands made spaces 433 00:33:47.973 --> 00:33:50.688 where people could visit 434 00:33:50.688 --> 00:33:54.577 and have new experiences in there 435 00:33:54.577 --> 00:34:02.319 that enabled them to get closer to Gen Z 436 00:34:02.319 --> 00:34:09.075 Especially, famous singers also performed in this world 437 00:34:09.075 --> 00:34:15.159 For example, the music video of Blackpink and Selena Gomez's collaboration 438 00:34:15.159 --> 00:34:19.071 was released in Zepeto and hit 100 million views 439 00:34:19.071 --> 00:34:23.360 That way, a lot of people entered the Zepeto world 440 00:34:23.360 --> 00:34:28.743 What Zepeto did great was that it worked as a fan platform 441 00:34:28.743 --> 00:34:33.996 and it worked well as a social media where 442 00:34:33.996 --> 00:34:37.966 avatars with various identities could communicate in a virtual world 443 00:34:37.966 --> 00:34:40.530 making it worth calling it a successful metaverse 444 00:34:40.530 --> 00:34:43.840 The second successful metaverse would be Roblox 445 00:34:43.840 --> 00:34:48.497 Roblox is famous among elementary school students 446 00:34:48.497 --> 00:34:54.026 In fact, Roblox's graphic quality is not that high 447 00:34:54.026 --> 00:34:56.874 But although it looks like Lego pieces, 448 00:34:56.874 --> 00:35:00.944 what immerses people into Roblox is 449 00:35:00.944 --> 00:35:06.991 the game itself 450 00:35:06.991 --> 00:35:09.009 The story and the characters, 451 00:35:09.009 --> 00:35:14.560 and the fact that it is possible to make a new world where you can share things with other people 452 00:35:14.560 --> 00:35:20.814 is the differentiating factor of a meta platform and 453 00:35:20.814 --> 00:35:23.176 the existing games that everyone had 454 00:35:23.176 --> 00:35:27.840 It is possible to make games without coding knowledge 455 00:35:27.840 --> 00:35:31.523 and through this, people can also profit off of it 456 00:35:31.523 --> 00:35:37.870 Since it is said that there are about 50 million games made inside the Roblox studio 457 00:35:37.870 --> 00:35:43.112 it can be considered that Roblox was well used as a space for 458 00:35:43.112 --> 00:35:48.800 economic, social, and communicative purposes 459 00:35:48.800 --> 00:35:53.371 Roblox was widely used not only in the US 460 00:35:53.371 --> 00:35:57.771 but also all over the world 461 00:35:57.771 --> 00:36:02.159 and a lot of people are still using it now 462 00:36:02.159 --> 00:36:05.662 When explaining metaverse we talk about economical efficiency 463 00:36:05.662 --> 00:36:09.800 And when mentioning economical efficiency, what is common is NFT 464 00:36:09.800 --> 00:36:14.670 It is a virtual currency using the blockchain technology 465 00:36:14.670 --> 00:36:19.600 When the concept of metaverse was introduced, NFT gained a lot of attention 466 00:36:19.600 --> 00:36:23.686 Now it is less popular but 467 00:36:23.686 --> 00:36:27.000 I am sure that NFT will make its comeback 468 00:36:27.000 --> 00:36:32.927 And famous brands make limited editions using NFT 469 00:36:32.927 --> 00:36:36.239 and making them digital assets 470 00:36:36.239 --> 00:36:44.040 Especially Nike used NFT very well 471 00:36:44.040 --> 00:36:49.271 Areas where digital human was used the most is 472 00:36:49.271 --> 00:36:54.760 Recently the most popular one was one made by SIDUS studios 473 00:36:54.760 --> 00:36:57.040 It was a digital human called Rozy 474 00:36:57.040 --> 00:37:03.360 Rozy also appeared in the advertisement market and gained a lot of popularity 475 00:37:03.360 --> 00:37:06.163 After that, Han Yuah of Smilegate 476 00:37:06.163 --> 00:37:11.639 or Ana of Battleground's Krafton 477 00:37:11.639 --> 00:37:17.097 and Netmarble FNC's affiliated company Metaverse Entertainment's Mave 478 00:37:17.097 --> 00:37:22.159 Many digital human contents were created in the name of 479 00:37:22.159 --> 00:37:28.703 digital human, virtual human, meta human, and virtual influence 480 00:37:28.703 --> 00:37:34.040 There used to be huge amounts of production costs and work force required for making digital human 481 00:37:34.040 --> 00:37:41.399 but with the emergence of generative artificial intelligence, it has become very easy for non-experts to make AI avatar as well 482 00:37:41.399 --> 00:37:47.047 Using ChatGPT, Midjourney, Naver CLOVA Voice, or Studio DID 483 00:37:47.047 --> 00:37:51.726 it is generalized to make generative AI avatars with 484 00:37:51.726 --> 00:37:57.787 faces, scripts, voices, and movements that anyone can create 485 00:37:57.787 --> 00:38:02.704 Expecially with OpenAI releasing Sora, a generative artificial intelligence, 486 00:38:02.704 --> 00:38:07.439 I think that the field of use will expand even further 487 00:38:07.439 --> 00:38:12.261 Today we learned about the metaverse and digital human 488 00:38:12.261 --> 00:38:19.399 We saw that there are four types of metaverse which are augmented reality, life logging, virtual world, and mirror world 489 00:38:19.399 --> 00:38:26.080 Then we talked about digital human and the creating technologies 490 00:38:26.080 --> 00:38:34.311 You can see through these lectures on realistic contents that there are many technologies 491 00:38:34.311 --> 00:38:40.639 I think it will be good to look up the common technologies when going to the field 492 00:38:40.639 --> 00:38:46.572 and especially taking a look into the keywords when acquiring information 493 00:38:46.572 --> 00:38:49.347 Good job on taking this lecture 494 00:38:50.681 --> 00:38:53.160 Summary Metaverse contents and materializing technology Metaverse A world where the virtual and the real interact and evolve and where value is produced with social, economic, and cultural actions taking place 495 00:38:53.160 --> 00:38:55.414 Types of metaverse Augmented reality, life logging, virtual world, mirror world Characteristics of metaverse Identity, immersiveness, anywhere, economy, safety, frictionless experience, contents 496 00:38:55.414 --> 00:38:57.404 Important elements of the metaverse Quick connection to the internet, reduction in volume of devices, interactiveness, expansion of the screen space 497 00:38:57.404 --> 00:38:59.154 Digital human contents and materializing technology Developing factors of digital human Development of CGI technology and special equipment, expert work force Early digital human production and application based on 498 00:38:59.154 --> 00:39:00.904 entertainment labels, movie studios, game studios with enough budget Real-time Rendering 3D Scan Cyworld Avatar that represents me, the start of multi-persona 499 00:39:00.904 --> 00:39:02.654 Able to decorate the virtual space using a virtual currency 'Dotori' Zepeto Naver's affiliated company SNOW's 3D avatar creating application 500 00:39:02.654 --> 00:39:04.384 Roblox A platform where one can enjoy various games using a Lego-like avatar in a 3D virtual world