Hello
This lecture will focus on implementing immersive content
in real-world scenarios
In this lecture, the aim is to provide
Some concepts and principles
Regarding experiential-based immersive content and the content required for virtual reality
Through this lecture
We're exploring how aspects of virtual reality are represented in space
and also the interaction with users and design aspects
I'd also like to discuss elements that enhance immersion
and how they contribute to increasing the level of immersion
Through various examples from different fields
I'd like to delve into the necessary technology knowledge
for content creation, utilization, and technologies involved
focusing on case studies to illustrate the points
Experiential-based virtual reality
I'll share about
experiential-based virtual reality first
Experiential content based on virtual reality is
A technology that provides users with experiences similar to the real world
through computer graphics and interaction techniques
These aspects are expressed in various ways to cater to different aspects of the user
A virtual reality dance program established at Noryangjin Elementary School Like what you're seeing now, it's about sports experiences in Dongjak-gu
Virtual reality safety accident prevention education at Dangjin Safety Experience Hall Then various aspects such as safety experiences will be covered
It's being expressed
based on virtual reality and experiential content
These aspects are being utilized in various fields such as education
entertainment, healthcare, and society
Since we've already discussed this aspect extensively before
Let's briefly touch on it and
Focus more on creating examples afterward
Educational and experiential elements in virtual reality
can indeed showcase a wide range of aspects
Virtual Reality Use Case 1 Storytelling for historical experiences
Using XR, participants wield virtual rifles
to experience the Imjin War during the Japanese invasion of Korea
XR immersive experience hall at the National Jinju Museum It incorporates storytelling elements like this to provide a realistic XR experience related to history
Mokpo Natural History Museum Virtual Reality Online Exhibition It would be great to consider that there are also VR online exhibitions available through museums
Tongyeong Nampo Elementary School XR science education And there are also contents about science training through XR
These aspects also include elements of entertainment
allowing you to explore virtual
and augmented reality in various ways
Elements not always feasible to cover all educational aspects within a school setting
Contents that help facilitate understanding difficult concepts
That may be challenging to grasp through books alone
by utilizing virtual reality to provide a clearer understanding
Next, let's talk about the educational experiences
Virtual Reality Use Case 2: Hosting Virtual Space Exhibitions
These aspects have actually increased significantly
since the aftermath of COVID-19
A remarkable exhibition showcasing achievements in augmented reality from Chonnam National University
Seonggyungwan University hosting exhibitions on the metaverse platform Next, we can discuss events like graduation exhibitions held at Seonggyungwan University
Soonchunhyang University freshman orientation on the Metaverse platform Following that, we can explore freshman orientation events at Soonchunhyang University
Sookmyung Women's University hosting university festivals on their self-developed Metaverse campus And there's a lot of discussion about university festivals in the metaverse
such as those hosted by Sookmyung Women's University
One of my students, who I previously taught
got a job at Kakao
And told me how Kakao handled company dinners during the COVID times that
Each person used their individual dining card to order food with the corporate card
Then everyone gathered on Zoom to eat whatever they wanted
Examples like this demonstrate how virtual reality can be used
and real examples
You could joke about it
In fact, the world is getting closer to include all people around the world
If we conceptualize the metaverse as merging the world into one country,
It might sound like a joke at first
But it's becoming a reality that resonates with many people
As real content about experience-based virtuality
Virtual Reality Use Case 3: Medical Experiences Medical care cannot be left out
In XR, there are contents based on smart operating rooms
We're discussing aspects related to smart surgeries
Each doctor has a different specialty
These specialties are divided into various fields
such as radiology, urology
hematology-oncology, and many others
When considering that there is currently
A shortage of medical professionals in these specialties
Based on the concept of smart operating rooms
Bundang Seoul National University Hospital XR Smart Operating Room Fundamentally, now surgeons
and specialized doctors are divided according to their specialties
As medical practices become more specialized and divided
It can increase the success rates of surgeries
It could potentially address
the shortage of specialists in specific medical fields
Currently, applications in the medical field focusing on surgical procedures
or clinical trials and applications related to surgical procedures
Ethical and human rights considerations
have been continuously brought up in these discussions
Such aspects are being addressed through virtual experiences
I think there's a hope that such issues, including those related to human rights and ethics
could be addressed through these means
Virtual Reality Use Case 4 Entertainment
Virtual, augmented, and mixed reality for K-pop concerts, including holographic musicals SM Entertainment actually holds concerts using virtual elements
They've also conducted events featuring Super Junior
BTS released their music video in a metaverse space
Which led global audiences to watch it
within the metaverse for the first time
Entertainment spaces are now transitioning from one-dimensional to multi-dimensional experiences
Based on XR, incorporating VR
Now, it's not just about a single perspective but about multi-faceted experiences
Combining experiences, entertainment, and adventure, Korea's first indoor nature park Based on diverse perspectives
the spatial elements of entertainment
and experiential elements integrated into the space
are often included
Virtual Reality Use Case 5 Social Interaction
These aspects are often expressed
through rehabilitation training content
Something that's easy to understand
It's like what you might see with Nintendo Wii
Describing it as rehabilitation might seem a bit forced, but
actually, the fields of gaming and rehabilitation aren't that dissimilar
And there are some overlapping elements between them
I'd say
Treatment for addiction, such as smoking cessation
There are many other cases that haven't been mentioned here
but could still be significant
Cave VR experiences are are a form of XR
that involve virtual reality
Virtual Reality Use Case 6 Cave VR Experience
It's like a space designed for VIPs to have unique experiences
In the case of South Korea
When the president visits, they can't simply put on an HMD
So they created cave spaces to show VR experiences in the past
Because they wanted to showcase the VR experience
But there have been cases where the president's schedule changed
and they didn't end up visiting
Actually, the Echo Delta City you're seeing now is a new city in Busan
Describing it as a virtual model
after a new city in Busan
They wore VR headsets and VR backpacks
They used the backpack to experience VR
immersing themselves in the concept of a smart city within the new urban development area
which was presented in a cave-like environment
Research on such caves was conducted from the early 2000s to the 2010s
through various studies
Research on such caves has seen a resurgence in the 2020s
with a focus on XR technologies
And they're becoming more prominent once again
You'll find that nowadays, most digital exhibitions, including many art and science museums
incorporate some form of cave-like structure
It seems that moving forward, we'll see more developments
in spatially-based immersive experiences
such as cave-like structures
Virtual Reality Use Case 7 XR SPACE DESIGN
We'll watch a representative video example first
When you enter the immersive media art hall of 12 meters, the established Seun District begins to sway like particles
It is designed and developed to respond in real-time to the movements of the audience detected by sensors installed in the space, while also allowing them to experience various productions
As soon as you enter the circular space surrounded by rounded walls, the future vision of Seun District is implemented as immersive content on the walls and floor
Upon entering the circular space and following the arrows, visitors are led to the center where they can simultaneously view the future visions of Seoul and Seun District expressed through XR
The walls surrounding the central focal point are designed to display videos tailored to the viewer's gaze and perspective, allowing for situational content projection in a 360-degree format
Furthermore, the floor features an overall layout of Seun Earth, allowing visitors to grasp the entirety of Seun Earth's structure at a glance
Did you watch it well?
The video you just watched is a prime example of commercialization
using XR to depict the future architecture of Seoul
This example demonstrates
how XR technology is utilized
to represent Seoul's urban redevelopment efforts
Virtual Reality Use Case 8: Experience-based XR SPACE DESIGN Next, let's explore examples of experience-based space design
where various spaces are created in XR for immersive experiences
Immersive XR studio with projection mapping for realistic experiences
White World In the middle of a snowy mountain landscape
Forest Dreams (2D) Meet mythical creatures nestled in a luminous forest
Forest Dreams (3D) Meet mythical creatures nestled in a luminous forest
The Church Praying in my heart in a space where light pours in
Oceanary Staring at the water in the quiet and peaceful sea
Winter Cabin Embracing the romance of a snow-covered mountain
Space Surf A tour beyond the infinite world, passing through countless stars, the sun, and the Milky Way
Peach valley The breathtaking view of waves of clouds and towering mountains
A-1384 A giant cat living in the laboratory
Space based-content about XR (Extended Reality) spaces
is continuously increasing
It's about experiences through 5-sided mapping content
allowing participants to feel as if they've entered virtual reality
You logged into a metaverse space in the past, right?
It's like logging into a computer, but instead, you're entering the metaverse
Now, the trend might be shifting towards a form where
people can physically walk into the metaverse, like stepping into its content
Mapping on five surfaces breaks down the boundaries between reality and virtuality, enabling the implementation of augmented reality and providing creative experiences
Based on these aspects, content relying on lively animations could be developed
and there's potential to diversify and create various types of content
Elements of interactive and immersive content creation using space
These spaces allows us to experience seasons
And they can be created even in non-existent spaces
It might be seen as a concept slightly different from a digital twin
And here, it involves aspects related to people
where my drawing could be applied to the space
Then, aspects related to another space
not this space, but a specific different Telegram
It would be like envisioning a development where
people entering a metaverse space in the United States
and others entering Gwangju
could simultaneously interact and experience together
These aspects are interwoven
with virtual production
based on utilizing space
for interaction and immersive content
XR content like this wasn't entirely absent in the past
These contents are essentially rooted in past forms
practically evolving into virtual production concepts
These aspects of virtual production are now expanding into
immersive content broadcast, videos
and movies within new XR studios
shaping new content paradigms
The concept of using chroma key in virtual production
which was previously based on green screens
has now evolved into LED-based setups
It would be apt to see these developments as extending into real-time
broadcasting and visualizing virtual environments
These XR studios are essentially based on LED screens
integrating with cameras and vision cameras for synchronization
Hence, the LED screen itself is practically smaller
compared to the content displayed on the screen you're seeing right now
The concept involves expanding the small LED screens using computers
In XR, the concept of expansion involves
using IR cameras, vision cameras, and regular cameras
That connects the real world and the computer
serving as a mediator between them
Created in Unreal Engine 5 Implement and reproduce spaces that do not exist in reality with Unreal Engine 5 A variety of productions are possible in one space
Using camera tracking technology allows for seamless green screen compositing
XR shooting and compositing XR production involves set creation, remote location replacement effects, and minimizing post-production, resulting in cost and time savings
There's a widespread adoption of media content integrating XR technology due to its advantages like enhanced realism, expanded reproduction, and increased immersion for actors
These XR spaces don't require set creation
Also, there's no need for remote shooting
It can be developed in a way that eliminates the need for location shooting as well
And since all content is captured in real-time
You can also see a significant simplification in post-production editing processes
These virtual studios
are being implemented in various forms in Korea
with examples like Vibe Studio, VA Corporation, and Giant Step Studio
The VX Studio at GCC
where you're currently receiving education
is being utilized
as the largest studio in this regard
While domestic studios are progressing in large numbers
forming a formidable lineup
content based on studios emerging from government agencies
As the editing capabilities of content production improve, there are many examples of content being created
and there will be increasingly more examples of XR use cases
Overseas, there are various studios like NantStudio, Pixomondo, and Stage 50
which align with this trend
From what I've seen of studios both abroad and domestically
many people still adopt
the approach of constructing sets on the floor
So far, there are still many studios that primarily rely on constructing sets rather than utilizing XR-based approaches
When it comes to studios capable of simultaneously accommodating both floor and ceiling projections
As well as accommodating over 10 performers for choreographed performances
they are not very common globally
I believe you're considering
the pros and cons of the GCC Studio in Gwangju
that you're currently discussing
Furthermore, when it comes to utilizing the space for interaction
Various interactions can be triggered through touch screens
buttons, 3D, special effects, and touch-sensitive elements
These aspects suggest that
interactive exhibitions and various content based on spatial interactions
can be developed diversely
Based on various content utilized through kiosks
typing in Korean on a kiosk
can instantly translate into
three different languages simultaneously
These aspects can be seen as a form of media art
that delivers and encapsulates user-centric meanings
through interactive content
These elements could serve as representative examples of content
that can interact with users in various ways, blurring the lines between content and tangible experiences
Moreover, considering the elements on the floor simplified into kiosk-like forms
There's potential for scalability in terms of content
that can represent interactions in floor-based forms
We can also explore new dimensions of artistic expression and engagement
By exhibiting the works of Cho HeeRyong, a historical painter
through a media art XR
could evolve into forms of interaction based on audience movement recognition and touch
allowing for interactive experiences
A red plum blossom at Imjado Woobong Cho Hee-ryong - XR media art exhibition -
This work was produced with the support of the Jeollanam-do Province and Shinan County, as part of the '2020 Convergence Content Development' support project from the Jeollanam Information & Culture Industry Promotion Agency
As you enter the exhibition hall, waves rush towards you
You are now embarking from Imjado to the brilliant world of Cho Hee-ryong's paintings on Woobong Island
This piece is a media art that metaphorically reinterprets his world of work and exile life in Imja island
It's an audience-participatory video content
Woobong Cho Heeryong braves the stormy waves, following the sea's turmoil until he reaches Imjado Island
As the sun sets, he arrives at Imjado Island, marking the beginning of the audience's media art experience
As you approach the wall, lights flicker in response to your movements
What if you touch the plum blossoms? Flowers shimmer with light
Bamboo shoots up
As you walk along the bamboo, lights twinkle to guide you
Plum trees grow just for you
What if you move? The trees follow you
What if you stop? The tree blossoms!
Just like the brilliant world of Cho Heerong's paintings during his exile on Imjado Island
A red plum blossom at Imjado Woobong Cho Hee-ryong - XR media art exhibition -
An immersive experience that feels like entering a virtual space
And elements of simple videos
within Cho Hee-ryong's storytelling
You can also see touch-sensitive images and videos
that will allow you to interact and contribute to the creation of Cho Hee-ryong's paintings
Parts designed for the audience might include features
where their movements illuminate the content with lights
or interactions where
movements create particles or other effects
We could talk about how diverse forms of content
can be created in this way
And there are numerous examples of XR applications
in defense that I've mentioned extensively
This is a video we've created
Let's take a look at it first, and then we can discuss further
Innovative communication training
XR shooting simulator
For military personnel, mastering weapon technology is paramount above all else
However, such training carries risks such as misfires, injuries, hearing loss, stress, psychological trauma, and lead exposure
Other augmented or virtual military training tools require
wearing bulky HMDs that can induce motion sickness
The XR shooting simulator is equipped with state-of-the-art training firearms
Additionally, the XR shooting simulator features a modular design
allowing for assembly and expansion without location constraints, enabling shooting training anywhere
The RDW technology of the XR shooting simulator allows users
to experience real military training without the burden of wearing an HMD
The portable XR envrionment of the NEWJAK ensures both portability and versatility
Guaranteeing accurate and effective training
XR shooting simulator
The best military and police XR that provides ROI
Experience it right now!
That was the video for XR shooting simulator
So far, many military training systems
for defense
have been based on VR technology
But, what is the military supposed to be like?
You have to be able to move freely
You can't train properly wearing those bulky goggles
Training effectiveness can be significantly reduced
in such circumstances
I believe
expressing these aspects through XR
could potentially address all these issues
Actually, such systems are already in use by the US military
So, I inquired about
the training system of the US military
However, the U.S. military is currently
not selling the training system
They only rent it
The South Korean Special Forces have rented and
are using the training system that the US military uses
I asked, and they said the annual rental fee is 7 million US dollars
which is an enormous amount of money
Sustainably selling 10 billion won worth of rentals from the content?
Raising the rental fee?
It's unimaginable and absurd
isn't it?
These kinds of possibilities are actually feasible with XR technology
And as I've been mentioning
These applications for defense can be expanded into various simulators
for firefighting, shooting, and medical training, not just limited to defense
Therefore, I would like to discuss some ideas
the integration of XR with other industries
in terms of realism
I'd also like to introduce a simple technical overview
as part of our considerations on these matters
It's called RDW
about Redirect Walking
Redirected Walking (RDW) is a technology
designed to prevent people from walking into walls
while wearing VR headsets
and walking in a straight line
However, this technology was primarily utilized in VR applications
So, we thought about incorporating this technology into a CAVE system
and that's how we developed it
Although I'm giving this lecture
I'm not the original developer of the core technology
And I'm not a scientist
However, by applying existing scientific and technological knowledge
one can develop applied technologies
and I think people like you and me
As content technologists and creators of integrated content
could definitely take steps forward as technologists and creators
I believe these concepts could also be expanded
into the sports domain in the future
Reach the shining circle within 3 seconds!
XR Step Training It's a speed training program that combines XR technology with reactive interaction technology
Players navigate a virtual environment and step on platforms within a designated time to improve speed, agility, and reaction time
XR Laser Training It's an immersive dynamic training program that utilizes XR technology to enhance agility and reflexes. The player must navigate the virtual environment by jumping, dodging
and maneuvering to simulate training in avoiding lasers This training enhances mental focus and concentration while developing rapid reflexes, spatial awareness, and agility
XR Quickness Training This immersive and dynamic training program utilizes XR technology to enhance agility and dexterity
Players navigate through a virtual environment, swiftly moving through constantly changing safety zones This training program develops agility, adaptability, and reflexes
Joined with NEWJAK FEST4, the runner-up team at the Carropl Grand Prix in 2023
These sports-related areas
are not just about
broadcasting computer games for e-sports
Indeed, the realm of e-sports is expanding to include experiential content
based on digitally created experiences
rather than just broadcasting computer games
The International Olympic Committee (IOC) is feeling a sense of urgency
due to the decreasing viewership of the Olympics among younger audiences, particularly those in their 20s
Because the Olympics are being transformed
into a digital content-driven event to viewers
this shift is underway
It's also worth noting the significant potential
for expanding training content
that utilizes physical activity
Another example is
how the concepts applied in model houses
as you see here, can be extrapolated into spatial formats
ART: SPACE Media art to enhance brand image and hybrid space services to meet actual customer needs, thus creating a win-win situation for both
Tailored space content planning We create optimal spaces tailored to the size and scale of your needs
XR Showroom The application of XR simulations that surpass the limitations of VR, allowing for experiences of various spatial dimensions based on a sense of reality, creates a hybrid space
Through customized space design tailored to the needs of customers, one can experience various spaces
One can experience various spatial structure options and floor changes most intuitively Providing customers with immersive and intuitive experiences
Bringing diverse styles and interior experiences to life in XR spaces, offering a higher level of satisfaction through customizable options
Breaking away from the traditional concept of home exhibitions, transforming into a multifaceted cultural space filled with diverse content
The home exhibition gallery, reminiscent of a high-end gallery, guides visitors and effectively showcases upscale living spaces
You can create high-quality virtual spaces using Unreal Engine 5, which can be utilized on official websites, mobile platforms, and more
Promotional video We produce customized videos using high-quality 3D virtual spaces
Have you visited our model house by any chance?
If you visit our model house
You'll see that not all model houses are built for every unit size
If we create such XR showrooms for all types of units
including 20-square-meter, 30-square-meter
A type, B type, and C type, then
If we define it
in terms of people entering our metaverse space
which we previously coined
Then
That encompasses various aspects
including the amount of sunlight in different areas where I can enter
and it could even extend to industrial sectors
Indeed
These aspects suggest that we shouldn't just view content utilizing past virtual spaces as
merely computer graphics
Now, it's important to consider virtual reality
as part of
a spatial content ecosystem
So, I want to define XR
as the integration of virtual spaces into physical environments
and I'd like to express this as
part of the broader definition of immersive content
These aspects encompass the possibilities that can be created
The conventional methods you've been using for 2D and 3D modeling
Then the base for the game engine
Augmented Reality and Virtual Reality development toolkits Furthermore, there are programs available for both Augmented Reality and Virtual Reality
Tools for creating Virtual Reality headsets (HMDs) Content is generated based on engine tools
which contribute to
creating Virtual Reality experiences
These authoring tools
are broadly divided
into two categories
The content based on video for constructing virtual spaces
as well as interactive and responsive spaces,
often falls into the category of engine-based content
that implements multi-display setups
Indeed, it's challenging to implement all aspects of content within a single framework
However, I highly recommend experiencing
almost all these types of content at least once
And then, focusing intensively on the engines and authoring tools
that suits you best
would be a good idea
I think we can create new and diverse platforms
based on these kinds of contents
and aspects
XR virtual space authoring tools 3D modeling and animation software/game engine So, regarding 2D, 3D, and programming
there are so many diverse things we can create
But I think it would be great
If everyone could come together and create something as one
Even 20 years ago,
I was studying video-based content one step at a time
I can say that I've come this far
As a creator of immersive and interactive content
It would be great
if you could all collaborate and form partnerships
receiving education together
and making the most
of the content you learn
Lastly, what I want to say is that
the things you've learned so far
shouldn't just end with learning
I think it would make a significant difference
if you could create your own works
using the knowledge you've gained
Then
I will conclude the lecture here
Thank you
Experience-based virtual reality Immersive experiential content based on virtual reality The technology that provides users with environments similar to the real world through computer graphics and interactive techniques
Designed around user experience, it offers experiences that are impossible in reality
Virtual Reality Use Cases Storytelling for Historical Experiences Hosting Virtual Space Exhibitions Medical Simulations
Entertainment Social Interaction Cave VR Experiences XR SPACE DESIGN
Elements of Interactive and Immersive Content Creation Utilizing Space Interaction Utilizing Virtual Spaces
Provides users with new experiences that transcend the boundaries between reality and virtuality Types of interaction: touchscreen, hardware control, voice recognition, gesture motion, etc.
Examples of Immersive Content Utilization 'Interactive Exhibitions' where artworks respond to audience actions or where audiences become part of the artwork to display diverse content
'Shooting Simulator' for Immersive Marksmanship Training in XR Environment Training content utilizing physical activity Type-specific model houses created in XR Showroom format