WEBVTT 1 00:00:24.278 --> 00:00:26.120 Hello 2 00:00:26.120 --> 00:00:30.213 This lecture will focus on implementing immersive content 3 00:00:30.213 --> 00:00:32.326 in real-world scenarios 4 00:00:32.326 --> 00:00:35.806 In this lecture, the aim is to provide 5 00:00:35.806 --> 00:00:40.442 Some concepts and principles 6 00:00:40.442 --> 00:00:42.919 Regarding experiential-based immersive content and the content required for virtual reality 7 00:00:42.919 --> 00:00:46.451 Through this lecture 8 00:00:46.451 --> 00:00:49.456 We're exploring how aspects of virtual reality are represented in space 9 00:00:49.456 --> 00:00:52.605 and also the interaction with users and design aspects 10 00:00:52.605 --> 00:00:56.356 I'd also like to discuss elements that enhance immersion 11 00:00:56.356 --> 00:00:58.400 and how they contribute to increasing the level of immersion 12 00:00:58.400 --> 00:01:02.836 Through various examples from different fields 13 00:01:02.836 --> 00:01:07.938 I'd like to delve into the necessary technology knowledge 14 00:01:07.938 --> 00:01:09.756 for content creation, utilization, and technologies involved 15 00:01:09.756 --> 00:01:12.819 focusing on case studies to illustrate the points 16 00:01:13.092 --> 00:01:17.399 Experiential-based virtual reality 17 00:01:17.400 --> 00:01:23.723 I'll share about 18 00:01:23.723 --> 00:01:25.800 experiential-based virtual reality first 19 00:01:25.800 --> 00:01:29.019 Experiential content based on virtual reality is 20 00:01:29.019 --> 00:01:34.266 A technology that provides users with experiences similar to the real world 21 00:01:34.266 --> 00:01:39.360 through computer graphics and interaction techniques 22 00:01:39.360 --> 00:01:44.915 These aspects are expressed in various ways to cater to different aspects of the user 23 00:01:44.915 --> 00:01:50.040 A virtual reality dance program established at Noryangjin Elementary School Like what you're seeing now, it's about sports experiences in Dongjak-gu 24 00:01:50.040 --> 00:01:53.770 Virtual reality safety accident prevention education at Dangjin Safety Experience Hall Then various aspects such as safety experiences will be covered 25 00:01:53.770 --> 00:01:56.971 It's being expressed 26 00:01:56.971 --> 00:01:59.360 based on virtual reality and experiential content 27 00:01:59.360 --> 00:02:02.911 These aspects are being utilized in various fields such as education 28 00:02:02.911 --> 00:02:07.440 entertainment, healthcare, and society 29 00:02:07.440 --> 00:02:11.682 Since we've already discussed this aspect extensively before 30 00:02:11.682 --> 00:02:14.558 Let's briefly touch on it and 31 00:02:14.558 --> 00:02:17.039 Focus more on creating examples afterward 32 00:02:17.039 --> 00:02:20.407 Educational and experiential elements in virtual reality 33 00:02:20.407 --> 00:02:23.590 can indeed showcase a wide range of aspects 34 00:02:23.590 --> 00:02:26.199 Virtual Reality Use Case 1 Storytelling for historical experiences 35 00:02:26.199 --> 00:02:31.949 Using XR, participants wield virtual rifles 36 00:02:31.949 --> 00:02:37.720 to experience the Imjin War during the Japanese invasion of Korea 37 00:02:37.720 --> 00:02:42.839 XR immersive experience hall at the National Jinju Museum It incorporates storytelling elements like this to provide a realistic XR experience related to history 38 00:02:42.839 --> 00:02:47.929 Mokpo Natural History Museum Virtual Reality Online Exhibition It would be great to consider that there are also VR online exhibitions available through museums 39 00:02:47.929 --> 00:02:52.839 Tongyeong Nampo Elementary School XR science education And there are also contents about science training through XR 40 00:02:52.839 --> 00:02:56.444 These aspects also include elements of entertainment 41 00:02:56.444 --> 00:02:58.730 allowing you to explore virtual 42 00:02:58.730 --> 00:03:01.545 and augmented reality in various ways 43 00:03:01.545 --> 00:03:06.649 Elements not always feasible to cover all educational aspects within a school setting 44 00:03:06.649 --> 00:03:10.769 Contents that help facilitate understanding difficult concepts 45 00:03:10.769 --> 00:03:15.139 That may be challenging to grasp through books alone 46 00:03:15.139 --> 00:03:16.816 by utilizing virtual reality to provide a clearer understanding 47 00:03:16.816 --> 00:03:20.187 Next, let's talk about the educational experiences 48 00:03:20.187 --> 00:03:23.776 Virtual Reality Use Case 2: Hosting Virtual Space Exhibitions 49 00:03:23.776 --> 00:03:27.263 These aspects have actually increased significantly 50 00:03:27.263 --> 00:03:30.567 since the aftermath of COVID-19 51 00:03:30.567 --> 00:03:36.679 A remarkable exhibition showcasing achievements in augmented reality from Chonnam National University 52 00:03:36.679 --> 00:03:41.119 Seonggyungwan University hosting exhibitions on the metaverse platform Next, we can discuss events like graduation exhibitions held at Seonggyungwan University 53 00:03:41.119 --> 00:03:43.800 Soonchunhyang University freshman orientation on the Metaverse platform Following that, we can explore freshman orientation events at Soonchunhyang University 54 00:03:43.800 --> 00:03:48.235 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 55 00:03:48.235 --> 00:03:50.438 such as those hosted by Sookmyung Women's University 56 00:03:50.438 --> 00:03:54.836 One of my students, who I previously taught 57 00:03:54.836 --> 00:03:56.839 got a job at Kakao 58 00:03:56.839 --> 00:04:01.320 And told me how Kakao handled company dinners during the COVID times that 59 00:04:01.320 --> 00:04:05.628 Each person used their individual dining card to order food with the corporate card 60 00:04:06.153 --> 00:04:09.559 Then everyone gathered on Zoom to eat whatever they wanted 61 00:04:09.559 --> 00:04:13.240 Examples like this demonstrate how virtual reality can be used 62 00:04:13.240 --> 00:04:15.177 and real examples 63 00:04:15.177 --> 00:04:18.480 You could joke about it 64 00:04:18.480 --> 00:04:24.720 In fact, the world is getting closer to include all people around the world 65 00:04:24.720 --> 00:04:29.920 If we conceptualize the metaverse as merging the world into one country, 66 00:04:29.920 --> 00:04:34.592 It might sound like a joke at first 67 00:04:34.592 --> 00:04:37.600 But it's becoming a reality that resonates with many people 68 00:04:37.600 --> 00:04:41.295 As real content about experience-based virtuality 69 00:04:41.295 --> 00:04:44.000 Virtual Reality Use Case 3: Medical Experiences Medical care cannot be left out 70 00:04:44.000 --> 00:04:49.259 In XR, there are contents based on smart operating rooms 71 00:04:49.259 --> 00:04:52.679 We're discussing aspects related to smart surgeries 72 00:04:52.679 --> 00:04:56.839 Each doctor has a different specialty 73 00:04:56.839 --> 00:05:01.985 These specialties are divided into various fields 74 00:05:01.985 --> 00:05:06.239 such as radiology, urology 75 00:05:06.239 --> 00:05:10.119 hematology-oncology, and many others 76 00:05:10.119 --> 00:05:12.023 When considering that there is currently 77 00:05:12.023 --> 00:05:16.503 A shortage of medical professionals in these specialties 78 00:05:17.027 --> 00:05:19.608 Based on the concept of smart operating rooms 79 00:05:19.608 --> 00:05:22.244 Bundang Seoul National University Hospital XR Smart Operating Room Fundamentally, now surgeons 80 00:05:22.244 --> 00:05:26.249 and specialized doctors are divided according to their specialties 81 00:05:26.249 --> 00:05:30.481 As medical practices become more specialized and divided 82 00:05:30.481 --> 00:05:33.119 It can increase the success rates of surgeries 83 00:05:33.119 --> 00:05:37.981 It could potentially address 84 00:05:37.981 --> 00:05:41.320 the shortage of specialists in specific medical fields 85 00:05:41.320 --> 00:05:46.454 Currently, applications in the medical field focusing on surgical procedures 86 00:05:46.454 --> 00:05:50.320 or clinical trials and applications related to surgical procedures 87 00:05:50.320 --> 00:05:52.232 Ethical and human rights considerations 88 00:05:52.232 --> 00:05:54.640 have been continuously brought up in these discussions 89 00:05:54.640 --> 00:05:58.859 Such aspects are being addressed through virtual experiences 90 00:05:58.859 --> 00:06:01.780 I think there's a hope that such issues, including those related to human rights and ethics 91 00:06:01.780 --> 00:06:04.959 could be addressed through these means 92 00:06:04.959 --> 00:06:08.920 Virtual Reality Use Case 4 Entertainment 93 00:06:08.920 --> 00:06:14.600 Virtual, augmented, and mixed reality for K-pop concerts, including holographic musicals SM Entertainment actually holds concerts using virtual elements 94 00:06:14.600 --> 00:06:17.880 They've also conducted events featuring Super Junior 95 00:06:17.880 --> 00:06:23.519 BTS released their music video in a metaverse space 96 00:06:23.519 --> 00:06:26.598 Which led global audiences to watch it 97 00:06:26.598 --> 00:06:31.559 within the metaverse for the first time 98 00:06:31.559 --> 00:06:37.760 Entertainment spaces are now transitioning from one-dimensional to multi-dimensional experiences 99 00:06:37.760 --> 00:06:41.561 Based on XR, incorporating VR 100 00:06:41.561 --> 00:06:45.679 Now, it's not just about a single perspective but about multi-faceted experiences 101 00:06:45.679 --> 00:06:49.493 Combining experiences, entertainment, and adventure, Korea's first indoor nature park Based on diverse perspectives 102 00:06:49.493 --> 00:06:52.079 the spatial elements of entertainment 103 00:06:52.079 --> 00:06:56.685 and experiential elements integrated into the space 104 00:06:56.685 --> 00:07:00.530 are often included 105 00:07:00.530 --> 00:07:05.519 Virtual Reality Use Case 5 Social Interaction 106 00:07:05.519 --> 00:07:09.749 These aspects are often expressed 107 00:07:09.749 --> 00:07:11.959 through rehabilitation training content 108 00:07:11.959 --> 00:07:17.119 Something that's easy to understand 109 00:07:17.119 --> 00:07:20.839 It's like what you might see with Nintendo Wii 110 00:07:20.839 --> 00:07:25.760 Describing it as rehabilitation might seem a bit forced, but 111 00:07:25.760 --> 00:07:29.880 actually, the fields of gaming and rehabilitation aren't that dissimilar 112 00:07:29.880 --> 00:07:32.615 And there are some overlapping elements between them 113 00:07:32.615 --> 00:07:34.279 I'd say 114 00:07:34.279 --> 00:07:36.899 Treatment for addiction, such as smoking cessation 115 00:07:36.899 --> 00:07:40.733 There are many other cases that haven't been mentioned here 116 00:07:40.733 --> 00:07:45.440 but could still be significant 117 00:07:45.440 --> 00:07:49.359 Cave VR experiences are are a form of XR 118 00:07:49.359 --> 00:07:52.320 that involve virtual reality 119 00:07:52.320 --> 00:07:55.400 Virtual Reality Use Case 6 Cave VR Experience 120 00:07:55.400 --> 00:08:00.440 It's like a space designed for VIPs to have unique experiences 121 00:08:00.440 --> 00:08:02.335 In the case of South Korea 122 00:08:02.335 --> 00:08:07.160 When the president visits, they can't simply put on an HMD 123 00:08:07.160 --> 00:08:10.703 So they created cave spaces to show VR experiences in the past 124 00:08:10.703 --> 00:08:12.799 Because they wanted to showcase the VR experience 125 00:08:12.799 --> 00:08:16.345 But there have been cases where the president's schedule changed 126 00:08:16.345 --> 00:08:19.040 and they didn't end up visiting 127 00:08:19.040 --> 00:08:24.760 Actually, the Echo Delta City you're seeing now is a new city in Busan 128 00:08:24.760 --> 00:08:27.417 Describing it as a virtual model 129 00:08:27.417 --> 00:08:29.559 after a new city in Busan 130 00:08:29.559 --> 00:08:33.359 They wore VR headsets and VR backpacks 131 00:08:33.359 --> 00:08:37.679 They used the backpack to experience VR 132 00:08:37.679 --> 00:08:43.051 immersing themselves in the concept of a smart city within the new urban development area 133 00:08:43.051 --> 00:08:44.919 which was presented in a cave-like environment 134 00:08:44.919 --> 00:08:51.638 Research on such caves was conducted from the early 2000s to the 2010s 135 00:08:51.638 --> 00:08:54.200 through various studies 136 00:08:54.200 --> 00:08:57.767 Research on such caves has seen a resurgence in the 2020s 137 00:08:57.767 --> 00:09:01.959 with a focus on XR technologies 138 00:09:01.959 --> 00:09:04.679 And they're becoming more prominent once again 139 00:09:04.679 --> 00:09:08.291 You'll find that nowadays, most digital exhibitions, including many art and science museums 140 00:09:08.291 --> 00:09:12.269 incorporate some form of cave-like structure 141 00:09:12.269 --> 00:09:17.372 It seems that moving forward, we'll see more developments 142 00:09:17.372 --> 00:09:19.964 in spatially-based immersive experiences 143 00:09:19.964 --> 00:09:23.080 such as cave-like structures 144 00:09:23.080 --> 00:09:27.598 Virtual Reality Use Case 7 XR SPACE DESIGN 145 00:09:27.598 --> 00:09:31.630 We'll watch a representative video example first 146 00:09:37.234 --> 00:09:43.134 When you enter the immersive media art hall of 12 meters, the established Seun District begins to sway like particles 147 00:09:43.134 --> 00:09:48.984 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 148 00:09:53.806 --> 00:09:58.156 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 149 00:09:58.156 --> 00:10:02.556 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 150 00:10:16.639 --> 00:10:21.689 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 151 00:10:21.689 --> 00:10:26.689 Furthermore, the floor features an overall layout of Seun Earth, allowing visitors to grasp the entirety of Seun Earth's structure at a glance 152 00:10:35.919 --> 00:10:37.239 Did you watch it well? 153 00:10:37.239 --> 00:10:43.082 The video you just watched is a prime example of commercialization 154 00:10:43.082 --> 00:10:49.479 using XR to depict the future architecture of Seoul 155 00:10:49.479 --> 00:10:54.084 This example demonstrates 156 00:10:54.084 --> 00:10:56.676 how XR technology is utilized 157 00:10:56.676 --> 00:10:59.679 to represent Seoul's urban redevelopment efforts 158 00:10:59.679 --> 00:11:05.733 Virtual Reality Use Case 8: Experience-based XR SPACE DESIGN Next, let's explore examples of experience-based space design 159 00:11:05.733 --> 00:11:13.274 where various spaces are created in XR for immersive experiences 160 00:11:17.373 --> 00:11:19.573 Immersive XR studio with projection mapping for realistic experiences 161 00:11:21.357 --> 00:11:29.407 White World In the middle of a snowy mountain landscape 162 00:11:30.124 --> 00:11:44.074 Forest Dreams (2D) Meet mythical creatures nestled in a luminous forest 163 00:11:44.307 --> 00:11:55.358 Forest Dreams (3D) Meet mythical creatures nestled in a luminous forest 164 00:11:55.508 --> 00:12:06.308 The Church Praying in my heart in a space where light pours in 165 00:12:06.458 --> 00:12:13.808 Oceanary Staring at the water in the quiet and peaceful sea 166 00:12:13.908 --> 00:12:21.258 Winter Cabin Embracing the romance of a snow-covered mountain 167 00:12:21.358 --> 00:12:28.708 Space Surf A tour beyond the infinite world, passing through countless stars, the sun, and the Milky Way 168 00:12:29.708 --> 00:12:37.808 Peach valley The breathtaking view of waves of clouds and towering mountains 169 00:12:37.908 --> 00:12:44.908 A-1384 A giant cat living in the laboratory 170 00:12:52.426 --> 00:12:56.627 Space based-content about XR (Extended Reality) spaces 171 00:12:56.627 --> 00:12:59.000 is continuously increasing 172 00:12:59.000 --> 00:13:02.287 It's about experiences through 5-sided mapping content 173 00:13:02.287 --> 00:13:04.990 allowing participants to feel as if they've entered virtual reality 174 00:13:05.485 --> 00:13:10.248 You logged into a metaverse space in the past, right? 175 00:13:10.248 --> 00:13:14.465 It's like logging into a computer, but instead, you're entering the metaverse 176 00:13:14.465 --> 00:13:17.934 Now, the trend might be shifting towards a form where 177 00:13:18.528 --> 00:13:23.320 people can physically walk into the metaverse, like stepping into its content 178 00:13:23.320 --> 00:13:29.964 Mapping on five surfaces breaks down the boundaries between reality and virtuality, enabling the implementation of augmented reality and providing creative experiences 179 00:13:29.964 --> 00:13:32.931 Based on these aspects, content relying on lively animations could be developed 180 00:13:32.931 --> 00:13:35.379 and there's potential to diversify and create various types of content 181 00:13:35.756 --> 00:13:39.983 Elements of interactive and immersive content creation using space 182 00:13:39.983 --> 00:13:45.224 These spaces allows us to experience seasons 183 00:13:45.224 --> 00:13:48.957 And they can be created even in non-existent spaces 184 00:13:48.957 --> 00:13:53.462 It might be seen as a concept slightly different from a digital twin 185 00:13:53.878 --> 00:13:57.838 And here, it involves aspects related to people 186 00:13:57.838 --> 00:14:01.531 where my drawing could be applied to the space 187 00:14:01.531 --> 00:14:05.319 Then, aspects related to another space 188 00:14:05.319 --> 00:14:08.663 not this space, but a specific different Telegram 189 00:14:08.663 --> 00:14:12.703 It would be like envisioning a development where 190 00:14:12.703 --> 00:14:16.643 people entering a metaverse space in the United States 191 00:14:16.643 --> 00:14:20.343 and others entering Gwangju 192 00:14:20.343 --> 00:14:24.158 could simultaneously interact and experience together 193 00:14:24.158 --> 00:14:27.593 These aspects are interwoven 194 00:14:27.593 --> 00:14:30.069 with virtual production 195 00:14:30.069 --> 00:14:32.727 based on utilizing space 196 00:14:32.727 --> 00:14:36.805 for interaction and immersive content 197 00:14:36.805 --> 00:14:41.389 XR content like this wasn't entirely absent in the past 198 00:14:41.389 --> 00:14:44.685 These contents are essentially rooted in past forms 199 00:14:44.685 --> 00:14:49.161 practically evolving into virtual production concepts 200 00:14:49.161 --> 00:14:51.617 These aspects of virtual production are now expanding into 201 00:14:51.617 --> 00:14:55.339 immersive content broadcast, videos 202 00:14:55.339 --> 00:15:00.002 and movies within new XR studios 203 00:15:00.002 --> 00:15:03.488 shaping new content paradigms 204 00:15:03.488 --> 00:15:05.599 The concept of using chroma key in virtual production 205 00:15:06.342 --> 00:15:12.627 which was previously based on green screens 206 00:15:12.627 --> 00:15:16.045 has now evolved into LED-based setups 207 00:15:16.045 --> 00:15:19.552 It would be apt to see these developments as extending into real-time 208 00:15:19.552 --> 00:15:24.975 broadcasting and visualizing virtual environments 209 00:15:24.975 --> 00:15:30.572 These XR studios are essentially based on LED screens 210 00:15:30.572 --> 00:15:36.305 integrating with cameras and vision cameras for synchronization 211 00:15:36.305 --> 00:15:39.749 Hence, the LED screen itself is practically smaller 212 00:15:39.749 --> 00:15:42.305 compared to the content displayed on the screen you're seeing right now 213 00:15:42.305 --> 00:15:48.612 The concept involves expanding the small LED screens using computers 214 00:15:48.612 --> 00:15:51.761 In XR, the concept of expansion involves 215 00:15:51.761 --> 00:15:55.444 using IR cameras, vision cameras, and regular cameras 216 00:15:55.444 --> 00:15:59.522 That connects the real world and the computer 217 00:15:59.522 --> 00:16:03.308 serving as a mediator between them 218 00:16:09.610 --> 00:16:13.360 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 219 00:16:18.660 --> 00:16:22.210 Using camera tracking technology allows for seamless green screen compositing 220 00:16:28.605 --> 00:16:32.655 XR shooting and compositing XR production involves set creation, remote location replacement effects, and minimizing post-production, resulting in cost and time savings 221 00:16:32.656 --> 00:16:36.705 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 222 00:16:49.863 --> 00:16:53.084 These XR spaces don't require set creation 223 00:16:53.084 --> 00:16:55.440 Also, there's no need for remote shooting 224 00:16:56.044 --> 00:17:00.153 It can be developed in a way that eliminates the need for location shooting as well 225 00:17:00.153 --> 00:17:03.618 And since all content is captured in real-time 226 00:17:03.618 --> 00:17:10.303 You can also see a significant simplification in post-production editing processes 227 00:17:10.303 --> 00:17:12.368 These virtual studios 228 00:17:12.368 --> 00:17:17.481 are being implemented in various forms in Korea 229 00:17:17.481 --> 00:17:21.543 with examples like Vibe Studio, VA Corporation, and Giant Step Studio 230 00:17:21.543 --> 00:17:24.990 The VX Studio at GCC 231 00:17:24.990 --> 00:17:28.078 where you're currently receiving education 232 00:17:28.078 --> 00:17:31.409 is being utilized 233 00:17:31.409 --> 00:17:33.137 as the largest studio in this regard 234 00:17:33.137 --> 00:17:36.180 While domestic studios are progressing in large numbers 235 00:17:36.180 --> 00:17:41.751 forming a formidable lineup 236 00:17:41.751 --> 00:17:46.326 content based on studios emerging from government agencies 237 00:17:46.326 --> 00:17:51.306 As the editing capabilities of content production improve, there are many examples of content being created 238 00:17:51.306 --> 00:17:56.298 and there will be increasingly more examples of XR use cases 239 00:17:56.298 --> 00:18:02.942 Overseas, there are various studios like NantStudio, Pixomondo, and Stage 50 240 00:18:02.942 --> 00:18:06.100 which align with this trend 241 00:18:06.100 --> 00:18:11.367 From what I've seen of studios both abroad and domestically 242 00:18:11.367 --> 00:18:14.832 many people still adopt 243 00:18:14.832 --> 00:18:17.352 the approach of constructing sets on the floor 244 00:18:17.352 --> 00:18:20.452 So far, there are still many studios that primarily rely on constructing sets rather than utilizing XR-based approaches 245 00:18:20.452 --> 00:18:23.797 When it comes to studios capable of simultaneously accommodating both floor and ceiling projections 246 00:18:23.797 --> 00:18:28.896 As well as accommodating over 10 performers for choreographed performances 247 00:18:28.896 --> 00:18:32.520 they are not very common globally 248 00:18:32.520 --> 00:18:34.782 I believe you're considering 249 00:18:34.782 --> 00:18:39.282 the pros and cons of the GCC Studio in Gwangju 250 00:18:39.282 --> 00:18:43.126 that you're currently discussing 251 00:18:43.126 --> 00:18:47.839 Furthermore, when it comes to utilizing the space for interaction 252 00:18:47.839 --> 00:18:53.403 Various interactions can be triggered through touch screens 253 00:18:53.403 --> 00:18:56.532 buttons, 3D, special effects, and touch-sensitive elements 254 00:18:56.532 --> 00:19:00.651 These aspects suggest that 255 00:19:00.651 --> 00:19:03.706 interactive exhibitions and various content based on spatial interactions 256 00:19:03.706 --> 00:19:07.898 can be developed diversely 257 00:19:07.898 --> 00:19:12.463 Based on various content utilized through kiosks 258 00:19:12.463 --> 00:19:15.328 typing in Korean on a kiosk 259 00:19:15.328 --> 00:19:19.160 can instantly translate into 260 00:19:19.160 --> 00:19:24.833 three different languages simultaneously 261 00:19:24.833 --> 00:19:29.497 These aspects can be seen as a form of media art 262 00:19:29.497 --> 00:19:32.178 that delivers and encapsulates user-centric meanings 263 00:19:32.178 --> 00:19:35.813 through interactive content 264 00:19:35.813 --> 00:19:41.526 These elements could serve as representative examples of content 265 00:19:41.526 --> 00:19:46.934 that can interact with users in various ways, blurring the lines between content and tangible experiences 266 00:19:46.934 --> 00:19:52.479 Moreover, considering the elements on the floor simplified into kiosk-like forms 267 00:19:52.479 --> 00:19:57.608 There's potential for scalability in terms of content 268 00:19:57.608 --> 00:20:03.578 that can represent interactions in floor-based forms 269 00:20:03.578 --> 00:20:05.479 We can also explore new dimensions of artistic expression and engagement 270 00:20:05.479 --> 00:20:08.766 By exhibiting the works of Cho HeeRyong, a historical painter 271 00:20:08.766 --> 00:20:11.335 through a media art XR 272 00:20:11.335 --> 00:20:16.523 could evolve into forms of interaction based on audience movement recognition and touch 273 00:20:16.523 --> 00:20:21.850 allowing for interactive experiences 274 00:20:24.213 --> 00:20:26.263 A red plum blossom at Imjado Woobong Cho Hee-ryong - XR media art exhibition - 275 00:20:26.263 --> 00:20:28.313 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 276 00:20:28.813 --> 00:20:35.563 As you enter the exhibition hall, waves rush towards you 277 00:20:35.863 --> 00:20:41.513 You are now embarking from Imjado to the brilliant world of Cho Hee-ryong's paintings on Woobong Island 278 00:20:41.763 --> 00:20:45.913 This piece is a media art that metaphorically reinterprets his world of work and exile life in Imja island 279 00:20:46.195 --> 00:20:49.496 It's an audience-participatory video content 280 00:20:49.513 --> 00:20:52.463 Woobong Cho Heeryong braves the stormy waves, following the sea's turmoil until he reaches Imjado Island 281 00:20:52.613 --> 00:20:55.613 As the sun sets, he arrives at Imjado Island, marking the beginning of the audience's media art experience 282 00:20:55.873 --> 00:21:02.273 As you approach the wall, lights flicker in response to your movements 283 00:21:02.519 --> 00:21:15.469 What if you touch the plum blossoms? Flowers shimmer with light 284 00:21:15.613 --> 00:21:18.614 Bamboo shoots up 285 00:21:18.714 --> 00:21:28.464 As you walk along the bamboo, lights twinkle to guide you 286 00:21:28.617 --> 00:21:35.267 Plum trees grow just for you 287 00:21:35.464 --> 00:21:42.914 What if you move? The trees follow you 288 00:21:43.164 --> 00:21:48.514 What if you stop? The tree blossoms! 289 00:21:49.062 --> 00:21:55.012 Just like the brilliant world of Cho Heerong's paintings during his exile on Imjado Island 290 00:21:55.942 --> 00:22:01.542 A red plum blossom at Imjado Woobong Cho Hee-ryong - XR media art exhibition - 291 00:22:04.547 --> 00:22:08.587 An immersive experience that feels like entering a virtual space 292 00:22:08.587 --> 00:22:13.335 And elements of simple videos 293 00:22:13.335 --> 00:22:16.018 within Cho Hee-ryong's storytelling 294 00:22:16.018 --> 00:22:21.671 You can also see touch-sensitive images and videos 295 00:22:21.671 --> 00:22:26.741 that will allow you to interact and contribute to the creation of Cho Hee-ryong's paintings 296 00:22:26.741 --> 00:22:32.087 Parts designed for the audience might include features 297 00:22:32.097 --> 00:22:34.723 where their movements illuminate the content with lights 298 00:22:34.723 --> 00:22:38.218 or interactions where 299 00:22:38.218 --> 00:22:40.713 movements create particles or other effects 300 00:22:40.713 --> 00:22:45.891 We could talk about how diverse forms of content 301 00:22:45.891 --> 00:22:48.673 can be created in this way 302 00:22:49.347 --> 00:22:52.119 And there are numerous examples of XR applications 303 00:22:52.119 --> 00:22:55.683 in defense that I've mentioned extensively 304 00:22:55.683 --> 00:22:58.000 This is a video we've created 305 00:22:58.000 --> 00:23:02.683 Let's take a look at it first, and then we can discuss further 306 00:23:02.983 --> 00:23:05.445 Innovative communication training 307 00:23:05.445 --> 00:23:08.198 XR shooting simulator 308 00:23:08.198 --> 00:23:12.376 For military personnel, mastering weapon technology is paramount above all else 309 00:23:12.376 --> 00:23:19.606 However, such training carries risks such as misfires, injuries, hearing loss, stress, psychological trauma, and lead exposure 310 00:23:19.606 --> 00:23:23.198 Other augmented or virtual military training tools require 311 00:23:23.198 --> 00:23:29.069 wearing bulky HMDs that can induce motion sickness 312 00:23:29.069 --> 00:23:34.706 The XR shooting simulator is equipped with state-of-the-art training firearms 313 00:23:38.340 --> 00:23:42.102 Additionally, the XR shooting simulator features a modular design 314 00:23:42.102 --> 00:23:46.627 allowing for assembly and expansion without location constraints, enabling shooting training anywhere 315 00:23:50.696 --> 00:23:55.696 The RDW technology of the XR shooting simulator allows users 316 00:23:55.696 --> 00:24:01.730 to experience real military training without the burden of wearing an HMD 317 00:24:01.968 --> 00:24:06.988 The portable XR envrionment of the NEWJAK ensures both portability and versatility 318 00:24:06.988 --> 00:24:12.017 Guaranteeing accurate and effective training 319 00:24:13.819 --> 00:24:15.522 XR shooting simulator 320 00:24:15.522 --> 00:24:21.483 The best military and police XR that provides ROI 321 00:24:21.483 --> 00:24:23.384 Experience it right now! 322 00:24:28.473 --> 00:24:29.770 That was the video for XR shooting simulator 323 00:24:30.423 --> 00:24:33.285 So far, many military training systems 324 00:24:33.285 --> 00:24:35.136 for defense 325 00:24:35.136 --> 00:24:39.037 have been based on VR technology 326 00:24:39.037 --> 00:24:41.433 But, what is the military supposed to be like? 327 00:24:42.314 --> 00:24:43.176 You have to be able to move freely 328 00:24:43.661 --> 00:24:47.780 You can't train properly wearing those bulky goggles 329 00:24:47.780 --> 00:24:50.720 Training effectiveness can be significantly reduced 330 00:24:50.720 --> 00:24:53.940 in such circumstances 331 00:24:53.940 --> 00:24:57.614 I believe 332 00:24:57.614 --> 00:25:00.069 expressing these aspects through XR 333 00:25:00.069 --> 00:25:03.802 could potentially address all these issues 334 00:25:03.802 --> 00:25:08.099 Actually, such systems are already in use by the US military 335 00:25:08.099 --> 00:25:12.148 So, I inquired about 336 00:25:12.148 --> 00:25:13.435 the training system of the US military 337 00:25:13.435 --> 00:25:18.356 However, the U.S. military is currently 338 00:25:18.356 --> 00:25:20.208 not selling the training system 339 00:25:20.208 --> 00:25:21.584 They only rent it 340 00:25:21.588 --> 00:25:26.182 The South Korean Special Forces have rented and 341 00:25:26.182 --> 00:25:29.925 are using the training system that the US military uses 342 00:25:29.925 --> 00:25:33.251 I asked, and they said the annual rental fee is 7 million US dollars 343 00:25:33.865 --> 00:25:34.984 which is an enormous amount of money 344 00:25:35.450 --> 00:25:40.499 Sustainably selling 10 billion won worth of rentals from the content? 345 00:25:40.499 --> 00:25:42.093 Raising the rental fee? 346 00:25:42.093 --> 00:25:45.162 It's unimaginable and absurd 347 00:25:45.162 --> 00:25:46.420 isn't it? 348 00:25:46.420 --> 00:25:51.400 These kinds of possibilities are actually feasible with XR technology 349 00:25:51.402 --> 00:25:55.966 And as I've been mentioning 350 00:25:55.966 --> 00:26:01.719 These applications for defense can be expanded into various simulators 351 00:26:01.719 --> 00:26:04.293 for firefighting, shooting, and medical training, not just limited to defense 352 00:26:04.293 --> 00:26:07.462 Therefore, I would like to discuss some ideas 353 00:26:07.462 --> 00:26:12.640 the integration of XR with other industries 354 00:26:12.640 --> 00:26:16.442 in terms of realism 355 00:26:16.442 --> 00:26:21.159 I'd also like to introduce a simple technical overview 356 00:26:21.159 --> 00:26:25.030 as part of our considerations on these matters 357 00:26:25.030 --> 00:26:27.268 It's called RDW 358 00:26:27.268 --> 00:26:29.575 about Redirect Walking 359 00:26:29.575 --> 00:26:31.020 Redirected Walking (RDW) is a technology 360 00:26:32.377 --> 00:26:36.505 designed to prevent people from walking into walls 361 00:26:36.505 --> 00:26:41.951 while wearing VR headsets 362 00:26:41.951 --> 00:26:44.109 and walking in a straight line 363 00:26:44.109 --> 00:26:48.476 However, this technology was primarily utilized in VR applications 364 00:26:48.476 --> 00:26:51.785 So, we thought about incorporating this technology into a CAVE system 365 00:26:51.785 --> 00:26:56.191 and that's how we developed it 366 00:26:56.191 --> 00:27:00.527 Although I'm giving this lecture 367 00:27:00.527 --> 00:27:04.597 I'm not the original developer of the core technology 368 00:27:04.597 --> 00:27:06.488 And I'm not a scientist 369 00:27:06.488 --> 00:27:12.805 However, by applying existing scientific and technological knowledge 370 00:27:12.805 --> 00:27:16.805 one can develop applied technologies 371 00:27:16.805 --> 00:27:20.819 and I think people like you and me 372 00:27:20.819 --> 00:27:26.363 As content technologists and creators of integrated content 373 00:27:26.363 --> 00:27:29.561 could definitely take steps forward as technologists and creators 374 00:27:29.561 --> 00:27:34.205 I believe these concepts could also be expanded 375 00:27:34.205 --> 00:27:37.284 into the sports domain in the future 376 00:27:42.068 --> 00:27:43.568 Reach the shining circle within 3 seconds! 377 00:27:44.717 --> 00:27:47.367 XR Step Training It's a speed training program that combines XR technology with reactive interaction technology 378 00:27:47.367 --> 00:27:49.967 Players navigate a virtual environment and step on platforms within a designated time to improve speed, agility, and reaction time 379 00:28:06.730 --> 00:28:09.880 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 380 00:28:09.880 --> 00:28:13.030 and maneuvering to simulate training in avoiding lasers This training enhances mental focus and concentration while developing rapid reflexes, spatial awareness, and agility 381 00:28:42.418 --> 00:28:45.318 XR Quickness Training This immersive and dynamic training program utilizes XR technology to enhance agility and dexterity 382 00:28:45.318 --> 00:28:48.168 Players navigate through a virtual environment, swiftly moving through constantly changing safety zones This training program develops agility, adaptability, and reflexes 383 00:29:05.563 --> 00:29:07.763 Joined with NEWJAK FEST4, the runner-up team at the Carropl Grand Prix in 2023 384 00:29:10.359 --> 00:29:13.983 These sports-related areas 385 00:29:13.983 --> 00:29:16.577 are not just about 386 00:29:16.577 --> 00:29:21.795 broadcasting computer games for e-sports 387 00:29:21.795 --> 00:29:26.300 Indeed, the realm of e-sports is expanding to include experiential content 388 00:29:26.300 --> 00:29:31.923 based on digitally created experiences 389 00:29:31.923 --> 00:29:36.438 rather than just broadcasting computer games 390 00:29:36.438 --> 00:29:42.240 The International Olympic Committee (IOC) is feeling a sense of urgency 391 00:29:42.686 --> 00:29:47.121 due to the decreasing viewership of the Olympics among younger audiences, particularly those in their 20s 392 00:29:47.121 --> 00:29:52.537 Because the Olympics are being transformed 393 00:29:52.537 --> 00:29:54.706 into a digital content-driven event to viewers 394 00:29:54.706 --> 00:29:56.765 this shift is underway 395 00:29:56.765 --> 00:29:59.082 It's also worth noting the significant potential 396 00:29:59.082 --> 00:30:01.904 for expanding training content 397 00:30:01.904 --> 00:30:05.913 that utilizes physical activity 398 00:30:05.913 --> 00:30:09.399 Another example is 399 00:30:09.399 --> 00:30:12.210 how the concepts applied in model houses 400 00:30:12.210 --> 00:30:16.993 as you see here, can be extrapolated into spatial formats 401 00:30:26.769 --> 00:30:36.819 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 402 00:30:37.419 --> 00:30:41.169 Tailored space content planning We create optimal spaces tailored to the size and scale of your needs 403 00:30:41.719 --> 00:30:50.270 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 404 00:30:53.070 --> 00:31:02.570 Through customized space design tailored to the needs of customers, one can experience various spaces 405 00:31:02.820 --> 00:31:15.170 One can experience various spatial structure options and floor changes most intuitively Providing customers with immersive and intuitive experiences 406 00:31:15.589 --> 00:31:27.989 Bringing diverse styles and interior experiences to life in XR spaces, offering a higher level of satisfaction through customizable options 407 00:31:29.485 --> 00:31:33.835 Breaking away from the traditional concept of home exhibitions, transforming into a multifaceted cultural space filled with diverse content 408 00:31:33.835 --> 00:31:38.185 The home exhibition gallery, reminiscent of a high-end gallery, guides visitors and effectively showcases upscale living spaces 409 00:31:40.770 --> 00:31:45.020 You can create high-quality virtual spaces using Unreal Engine 5, which can be utilized on official websites, mobile platforms, and more 410 00:31:54.156 --> 00:31:56.606 Promotional video We produce customized videos using high-quality 3D virtual spaces 411 00:32:11.895 --> 00:32:14.073 Have you visited our model house by any chance? 412 00:32:14.073 --> 00:32:15.682 If you visit our model house 413 00:32:15.682 --> 00:32:18.971 You'll see that not all model houses are built for every unit size 414 00:32:18.971 --> 00:32:22.357 If we create such XR showrooms for all types of units 415 00:32:23.004 --> 00:32:27.073 including 20-square-meter, 30-square-meter 416 00:32:27.073 --> 00:32:30.539 A type, B type, and C type, then 417 00:32:30.539 --> 00:32:32.994 If we define it 418 00:32:32.994 --> 00:32:36.410 in terms of people entering our metaverse space 419 00:32:36.410 --> 00:32:39.321 which we previously coined 420 00:32:39.321 --> 00:32:41.767 Then 421 00:32:41.767 --> 00:32:45.390 That encompasses various aspects 422 00:32:45.390 --> 00:32:48.578 including the amount of sunlight in different areas where I can enter 423 00:32:48.578 --> 00:32:52.281 and it could even extend to industrial sectors 424 00:32:52.283 --> 00:32:53.600 Indeed 425 00:32:53.600 --> 00:32:56.965 These aspects suggest that we shouldn't just view content utilizing past virtual spaces as 426 00:32:56.965 --> 00:33:01.539 merely computer graphics 427 00:33:01.539 --> 00:33:05.004 Now, it's important to consider virtual reality 428 00:33:05.004 --> 00:33:09.389 as part of 429 00:33:09.389 --> 00:33:10.790 a spatial content ecosystem 430 00:33:10.790 --> 00:33:13.043 So, I want to define XR 431 00:33:13.043 --> 00:33:17.777 as the integration of virtual spaces into physical environments 432 00:33:17.777 --> 00:33:23.588 and I'd like to express this as 433 00:33:23.588 --> 00:33:27.034 part of the broader definition of immersive content 434 00:33:27.034 --> 00:33:29.757 These aspects encompass the possibilities that can be created 435 00:33:29.757 --> 00:33:33.223 The conventional methods you've been using for 2D and 3D modeling 436 00:33:33.223 --> 00:33:35.262 Then the base for the game engine 437 00:33:35.262 --> 00:33:40.104 Augmented Reality and Virtual Reality development toolkits Furthermore, there are programs available for both Augmented Reality and Virtual Reality 438 00:33:40.104 --> 00:33:44.202 Tools for creating Virtual Reality headsets (HMDs) Content is generated based on engine tools 439 00:33:44.202 --> 00:33:47.044 which contribute to 440 00:33:47.044 --> 00:33:50.460 creating Virtual Reality experiences 441 00:33:50.460 --> 00:33:52.806 These authoring tools 442 00:33:52.806 --> 00:33:56.009 are broadly divided 443 00:33:56.009 --> 00:33:58.153 into two categories 444 00:33:58.153 --> 00:34:04.004 The content based on video for constructing virtual spaces 445 00:34:04.004 --> 00:34:07.697 as well as interactive and responsive spaces, 446 00:34:07.697 --> 00:34:12.074 often falls into the category of engine-based content 447 00:34:12.074 --> 00:34:14.247 that implements multi-display setups 448 00:34:14.247 --> 00:34:18.004 Indeed, it's challenging to implement all aspects of content within a single framework 449 00:34:18.489 --> 00:34:21.480 However, I highly recommend experiencing 450 00:34:21.480 --> 00:34:24.662 almost all these types of content at least once 451 00:34:24.662 --> 00:34:28.867 And then, focusing intensively on the engines and authoring tools 452 00:34:28.867 --> 00:34:33.361 that suits you best 453 00:34:33.361 --> 00:34:35.886 would be a good idea 454 00:34:35.886 --> 00:34:41.011 I think we can create new and diverse platforms 455 00:34:41.011 --> 00:34:43.282 based on these kinds of contents 456 00:34:43.282 --> 00:34:45.702 and aspects 457 00:34:45.702 --> 00:34:50.737 XR virtual space authoring tools 3D modeling and animation software/game engine So, regarding 2D, 3D, and programming 458 00:34:50.737 --> 00:34:54.230 there are so many diverse things we can create 459 00:34:54.230 --> 00:34:57.289 But I think it would be great 460 00:34:57.289 --> 00:35:00.014 If everyone could come together and create something as one 461 00:35:00.014 --> 00:35:03.691 Even 20 years ago, 462 00:35:03.691 --> 00:35:06.661 I was studying video-based content one step at a time 463 00:35:06.661 --> 00:35:10.559 I can say that I've come this far 464 00:35:10.559 --> 00:35:15.123 As a creator of immersive and interactive content 465 00:35:15.123 --> 00:35:17.322 It would be great 466 00:35:17.322 --> 00:35:20.876 if you could all collaborate and form partnerships 467 00:35:20.876 --> 00:35:22.605 receiving education together 468 00:35:22.605 --> 00:35:26.757 and making the most 469 00:35:26.757 --> 00:35:29.975 of the content you learn 470 00:35:29.975 --> 00:35:32.450 Lastly, what I want to say is that 471 00:35:33.767 --> 00:35:36.193 the things you've learned so far 472 00:35:36.193 --> 00:35:37.985 shouldn't just end with learning 473 00:35:37.985 --> 00:35:43.717 I think it would make a significant difference 474 00:35:43.717 --> 00:35:46.381 if you could create your own works 475 00:35:46.381 --> 00:35:49.193 using the knowledge you've gained 476 00:35:49.193 --> 00:35:52.163 Then 477 00:35:52.163 --> 00:35:53.708 I will conclude the lecture here 478 00:35:53.708 --> 00:35:54.599 Thank you 479 00:35:55.473 --> 00:35:57.823 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 480 00:35:57.823 --> 00:35:58.773 Designed around user experience, it offers experiences that are impossible in reality 481 00:35:58.773 --> 00:36:00.423 Virtual Reality Use Cases Storytelling for Historical Experiences Hosting Virtual Space Exhibitions Medical Simulations 482 00:36:00.423 --> 00:36:02.073 Entertainment Social Interaction Cave VR Experiences XR SPACE DESIGN 483 00:36:02.280 --> 00:36:03.930 Elements of Interactive and Immersive Content Creation Utilizing Space Interaction Utilizing Virtual Spaces 484 00:36:03.930 --> 00:36:05.880 Provides users with new experiences that transcend the boundaries between reality and virtuality Types of interaction: touchscreen, hardware control, voice recognition, gesture motion, etc. 485 00:36:05.880 --> 00:36:07.980 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 486 00:36:07.980 --> 00:36:10.131 'Shooting Simulator' for Immersive Marksmanship Training in XR Environment Training content utilizing physical activity Type-specific model houses created in XR Showroom format