WEBVTT 1 00:00:04.320 --> 00:00:09.022 Realistic Advanced Media Facade 2 00:00:09.022 --> 00:00:11.596 GCC Academy 3 00:00:24.558 --> 00:00:25.558 Hello 4 00:00:25.558 --> 00:00:30.563 This is Kim Saetbyeol for realistic media content 5 00:00:30.563 --> 00:00:35.424 Recently, realistic media contents' use has expanded a lot 6 00:00:35.424 --> 00:00:38.674 Not only movies, advertisements, and drama series 7 00:00:38.674 --> 00:00:43.474 media facade using buildings for marketing 8 00:00:43.474 --> 00:00:46.174 or backgrounds for concerts and festivals 9 00:00:46.174 --> 00:00:49.256 also have been produced 10 00:00:49.256 --> 00:00:52.906 If you are in this field 11 00:00:52.906 --> 00:00:55.919 you might start from a certain area 12 00:00:55.919 --> 00:01:01.319 but the connection between 13 00:01:01.319 --> 00:01:05.048 production, design, and engineering is necessary 14 00:01:05.048 --> 00:01:09.548 Through this course, let's get to know 15 00:01:09.548 --> 00:01:14.298 how realistic media content is produced 16 00:01:14.298 --> 00:01:16.631 and delivered 17 00:01:17.423 --> 00:01:21.294 Understanding Media Facade 18 00:01:21.782 --> 00:01:25.932 In this lecture we will learn what media facade is 19 00:01:25.932 --> 00:01:30.839 what steps media facade production takes 20 00:01:30.839 --> 00:01:35.239 and the programs and software 21 00:01:35.239 --> 00:01:38.689 often used in the production 22 00:01:38.689 --> 00:01:41.086 process 23 00:01:41.086 --> 00:01:45.785 Media facade is a word consisting of media 24 00:01:45.785 --> 00:01:48.385 and faced meaning the outer wall of a building 25 00:01:48.385 --> 00:01:51.585 which means a method of visual content 26 00:01:51.585 --> 00:01:55.018 screening a video on the wall of a building 27 00:01:55.018 --> 00:01:59.513 It is a combination of architecture and digital media 28 00:01:59.513 --> 00:02:04.063 Through this, architecture goes further 29 00:02:04.063 --> 00:02:08.384 and gains the role of a communicating media 30 00:02:08.384 --> 00:02:12.680 Media is another word for mass media 31 00:02:12.680 --> 00:02:16.480 and I think media is message 32 00:02:16.480 --> 00:02:19.400 Not just a method of expression of media 33 00:02:19.400 --> 00:02:21.920 but content within media 34 00:02:21.920 --> 00:02:27.280 and the content acting as a media 35 00:02:27.280 --> 00:02:30.879 Media facade started developing 36 00:02:30.879 --> 00:02:33.400 since the late 1990s 37 00:02:33.400 --> 00:02:37.799 and it is still developing with the rapid development of technology 38 00:02:37.799 --> 00:02:40.439 It first started as projector 39 00:02:40.439 --> 00:02:46.520 and now, using LCD, LED, OLED technologies 40 00:02:46.520 --> 00:02:51.040 a more vivid and bright imagery is possible 41 00:02:51.040 --> 00:02:55.880 Especially, recently, the use of anamorphic technology 42 00:02:55.880 --> 00:02:59.200 has become a trend 43 00:02:59.200 --> 00:03:02.880 Beyond simply making a building beautiful 44 00:03:02.880 --> 00:03:05.959 it is used as a media to deliver messages 45 00:03:05.959 --> 00:03:09.400 or produce art in the space 46 00:03:09.400 --> 00:03:13.000 For example, symbolical events of a city 47 00:03:13.000 --> 00:03:15.720 or marketing by firms 48 00:03:15.720 --> 00:03:19.120 delivering cultural messages 49 00:03:19.120 --> 00:03:22.599 are examples of the use of media facade 50 00:03:22.599 --> 00:03:26.000 Before, it was used as advertisement a lot 51 00:03:26.000 --> 00:03:30.320 but recently its function as public art has been highlighted 52 00:03:30.320 --> 00:03:36.030 delivering many artistically significant videos 53 00:03:36.030 --> 00:03:40.279 Media facade is the integration of media art and architecture 54 00:03:40.279 --> 00:03:45.400 It strengthens the visual and audio experience of the audience 55 00:03:45.400 --> 00:03:48.480 Storytelling of architectural elements 56 00:03:48.480 --> 00:03:51.000 or communication with the public 57 00:03:51.000 --> 00:03:54.199 is also its part in media art 58 00:03:54.199 --> 00:03:57.519 Especially, you might have heard of 59 00:03:57.519 --> 00:04:01.400 national heritage art festival in traditional architecture 60 00:04:01.400 --> 00:04:06.040 These festivals can provide a fresh visual and audio experience 61 00:04:06.040 --> 00:04:11.000 without damaging the traditional architecture 62 00:04:11.000 --> 00:04:15.040 Also in newly made modern architecture 63 00:04:15.040 --> 00:04:18.639 with the development of technology 64 00:04:18.639 --> 00:04:24.360 media has become a part of a city 65 00:04:24.360 --> 00:04:28.720 Media facade proposes a potential to expand 66 00:04:28.720 --> 00:04:32.479 with the ability of light expression 67 00:04:32.479 --> 00:04:36.919 integrated with AR and VR 68 00:04:36.919 --> 00:04:39.479 and with technological development and creativity 69 00:04:39.479 --> 00:04:42.979 more variety is expected 70 00:04:42.979 --> 00:04:46.119 to be shown 71 00:04:46.119 --> 00:04:50.679 The types of media facade include LED, LCD display 72 00:04:50.679 --> 00:04:55.039 and projection media using projectors 73 00:04:55.039 --> 00:05:00.919 First, let's see the two according to resolution and brightness 74 00:05:00.919 --> 00:05:03.519 LED and LCD display 75 00:05:03.519 --> 00:05:06.520 provide high resolution and brightness 76 00:05:06.520 --> 00:05:10.220 and can maintain vivid screen display 77 00:05:10.220 --> 00:05:12.800 in various weather conditions 78 00:05:12.800 --> 00:05:18.199 Especially LED display provides high luminance 79 00:05:18.199 --> 00:05:22.479 mkaking it be vividly visible even in bright environments 80 00:05:22.479 --> 00:05:26.240 On the other hand, projectors have limitations in the brightness 81 00:05:26.240 --> 00:05:29.390 so the vividness can be diminished in daytime 82 00:05:29.390 --> 00:05:32.119 or in bright outside environments 83 00:05:32.119 --> 00:05:36.160 It is more suitable for nighttime or dark environments 84 00:05:36.160 --> 00:05:39.839 and bright projectors can be more pricey 85 00:05:39.839 --> 00:05:42.039 Recently the method of using 86 00:05:42.039 --> 00:05:45.160 multiple of these projectors together 87 00:05:45.160 --> 00:05:48.759 has been used 88 00:05:48.759 --> 00:05:51.759 Let's see the cost aspect 89 00:05:51.759 --> 00:05:56.399 LED and LCD display have high initial installation cost 90 00:05:56.399 --> 00:06:00.039 but have relatively lower maintenance cost 91 00:06:00.039 --> 00:06:02.960 Thanks to its long life and good durability 92 00:06:02.960 --> 00:06:08.039 the long term cost can be effective 93 00:06:08.039 --> 00:06:12.720 Projectors have relatively lower initial installation cost 94 00:06:12.720 --> 00:06:14.720 but consistent maintenance 95 00:06:14.720 --> 00:06:19.199 like lamp repair or clean up 96 00:06:19.199 --> 00:06:24.160 and after long time of use the quality can get diminished 97 00:06:24.160 --> 00:06:26.119 so it would be ideal to 98 00:06:26.119 --> 00:06:31.440 choose the suitable display taking these cost differences into account 99 00:06:31.440 --> 00:06:34.740 LED and LCD display also 100 00:06:34.740 --> 00:06:38.519 requires display panels in the installation 101 00:06:38.519 --> 00:06:42.720 and needs structural support due to its size and weight 102 00:06:42.720 --> 00:06:47.720 But the maintenance is relatively simple 103 00:06:47.720 --> 00:06:52.040 On the other hand, projectors have a simpler installation process 104 00:06:52.040 --> 00:06:55.440 Also using many projectors 105 00:06:55.440 --> 00:06:57.559 large screening is possible 106 00:06:57.559 --> 00:07:03.519 but as I previously mentioned, cleaning the lenses, and repairing the lamps 107 00:07:03.519 --> 00:07:07.219 and such various maintenance cost 108 00:07:07.219 --> 00:07:09.480 is one downside 109 00:07:09.480 --> 00:07:11.780 LED and LCD display 110 00:07:11.780 --> 00:07:14.600 are usually constructed of a single panel 111 00:07:14.600 --> 00:07:17.500 and can be made in a curved shaped 112 00:07:17.500 --> 00:07:19.959 but limitations in shape still exist 113 00:07:19.959 --> 00:07:26.079 But projectors can screen on various surfaces 114 00:07:26.079 --> 00:07:28.879 like curved, unstructured surfaces, and complex architectures 115 00:07:28.879 --> 00:07:32.200 which makes creative design possible 116 00:07:32.200 --> 00:07:36.300 Thanks to this advantage, more fluid visual expression 117 00:07:36.300 --> 00:07:39.200 can be delivered 118 00:07:39.200 --> 00:07:41.400 LED display 119 00:07:41.400 --> 00:07:43.679 has relatively higher energy efficiency 120 00:07:43.679 --> 00:07:46.160 and uses less electricity 121 00:07:46.160 --> 00:07:47.810 But projectors, 122 00:07:47.810 --> 00:07:52.079 especially high luminance projectors have high electricity consumption 123 00:07:52.079 --> 00:07:56.742 so checking this criterion would also be crucial 124 00:07:57.763 --> 00:08:01.644 Media Facade Workflow 125 00:08:02.040 --> 00:08:05.590 Next I'll explain the workflow 126 00:08:05.590 --> 00:08:08.799 of creating this media facade 127 00:08:08.799 --> 00:08:12.679 and it will be in five steps 128 00:08:12.679 --> 00:08:16.160 First is idea planning 129 00:08:16.160 --> 00:08:18.110 The goal of 130 00:08:18.110 --> 00:08:22.200 what to express with media facade must be clear 131 00:08:22.200 --> 00:08:27.279 Some examples might include advertisement of certain events or 132 00:08:27.279 --> 00:08:32.160 strengthening brand image, or artistic expression 133 00:08:32.160 --> 00:08:36.399 You must also analyze the environment and architectural characteristics of the location of the art 134 00:08:36.399 --> 00:08:40.839 and of the audience 135 00:08:40.839 --> 00:08:44.600 I also call this placeness 136 00:08:44.600 --> 00:08:49.750 A media facade is considered a good one 137 00:08:49.750 --> 00:08:53.760 if it conveys the place's character well 138 00:08:53.760 --> 00:08:56.860 Also one must plan a story 139 00:08:56.860 --> 00:08:59.239 that can communicate with the architecture 140 00:08:59.239 --> 00:09:01.989 Content with story 141 00:09:01.989 --> 00:09:08.010 provide better immersiveness to the audience 142 00:09:08.010 --> 00:09:11.799 Second is design and visualization 143 00:09:11.799 --> 00:09:15.799 Initial idea is sketched into various visualization methods 144 00:09:15.799 --> 00:09:20.249 using concept sketch 145 00:09:20.249 --> 00:09:22.938 and the overall plan is made 146 00:09:22.938 --> 00:09:27.738 Also, 3D modelling must take place so that 147 00:09:27.738 --> 00:09:30.549 the content can be shown according to the architectural structure 148 00:09:30.549 --> 00:09:33.599 Through this, we can pre-check 149 00:09:33.599 --> 00:09:38.640 how the content would look in the actual projection environment 150 00:09:38.640 --> 00:09:43.390 And the visualized sample content 151 00:09:43.390 --> 00:09:46.990 will be simulated as a digital prototype 152 00:09:46.990 --> 00:09:50.600 considering light, color, screening method, etc. 153 00:09:50.600 --> 00:09:53.800 These days, through various engines, 154 00:09:53.800 --> 00:09:59.279 a step called pre-viz is also sometimes done 155 00:09:59.279 --> 00:10:02.779 Next, to realized the facade 156 00:10:02.779 --> 00:10:07.799 various equipment and technology must be installed 157 00:10:07.799 --> 00:10:12.640 Choosing the needed equipment is crucial 158 00:10:12.640 --> 00:10:15.190 LED panel, projector 159 00:10:15.190 --> 00:10:18.839 and control system and other gears are needed 160 00:10:18.839 --> 00:10:21.589 and according tot he building's size and requirements 161 00:10:21.589 --> 00:10:25.239 suitable equipment must be chosen 162 00:10:25.239 --> 00:10:30.389 Mapping also must take place 163 00:10:30.389 --> 00:10:34.160 which is the step where the content is placed to fit the actual architecture 164 00:10:34.160 --> 00:10:39.910 Adjusting the screen ratio, deciding where to screen it, 165 00:10:39.910 --> 00:10:45.000 and preparing technological accuracy is very important 166 00:10:45.000 --> 00:10:47.650 For content control 167 00:10:47.650 --> 00:10:50.679 control system must be set 168 00:10:50.679 --> 00:10:55.929 Controlling the content for each time horizon or altering the lights 169 00:10:55.929 --> 00:11:01.080 are planned with various software 170 00:11:01.080 --> 00:11:05.039 Fourth is testing and optimizing 171 00:11:05.039 --> 00:11:08.489 One must test and adjust to see 172 00:11:08.489 --> 00:11:11.840 if every element is working fine 173 00:11:11.840 --> 00:11:13.890 After all equipment are installed 174 00:11:13.890 --> 00:11:17.340 the content's resolution, placement, and lighting 175 00:11:17.340 --> 00:11:20.960 must be checked to see if they are just right 176 00:11:20.960 --> 00:11:24.460 Errors like distortion or color mismatch 177 00:11:24.460 --> 00:11:28.000 must also be checked and adjusted 178 00:11:28.000 --> 00:11:31.600 According to the architectural environment, the content must be optimized 179 00:11:31.600 --> 00:11:37.039 so that it is clearly visible no matter day or night 180 00:11:37.039 --> 00:11:40.439 Lastly, the media facade must be run 181 00:11:40.439 --> 00:11:43.799 and long term maintenance must be in place 182 00:11:43.799 --> 00:11:48.249 To maintain the quality of the content and run it smoothly 183 00:11:48.249 --> 00:11:52.320 real time monitoring is necessary 184 00:11:52.320 --> 00:11:55.220 Maintaining the installed equipment's function 185 00:11:55.220 --> 00:11:58.520 and updating the content when needed 186 00:11:58.520 --> 00:12:04.880 and replacing certain equipments is also a crucial step 187 00:12:04.880 --> 00:12:09.580 Lastly, by analyzing the audience's reaction and data 188 00:12:09.580 --> 00:12:12.645 collecting data on what to improve and upgrade 189 00:12:12.645 --> 00:12:18.155 will help produce better content 190 00:12:19.684 --> 00:12:23.446 Media Facade Practical Program and Solution 191 00:12:23.919 --> 00:12:27.519 Third, in media facade practice 192 00:12:27.519 --> 00:12:30.559 I would like to introduce the programs that are used 193 00:12:30.559 --> 00:12:34.659 The first of these is the programs used in 194 00:12:34.659 --> 00:12:37.039 the concept and visualization stage 195 00:12:37.039 --> 00:12:39.489 Provided by Adobe 196 00:12:39.489 --> 00:12:43.440 Photoshop and Illustrator are those 197 00:12:43.440 --> 00:12:48.590 The purposes are creating visual elements and editing images 198 00:12:48.590 --> 00:12:53.239 They are also used for working with vector graphics 199 00:12:53.239 --> 00:12:56.189 Textures, colors, etc. to be used on the facades 200 00:12:56.189 --> 00:12:59.239 on the buildings are edited 201 00:12:59.239 --> 00:13:03.689 In is an essential programs for elements such as 202 00:13:03.689 --> 00:13:07.406 logos and icons in vector format 203 00:13:07.406 --> 00:13:12.100 Next, 3D modeling and animation production 204 00:13:12.100 --> 00:13:16.300 programs include Cinema 4D, Autodesk's 3ds Max 205 00:13:16.300 --> 00:13:19.389 and also Blender etc. 206 00:13:19.389 --> 00:13:22.739 Model the 3D structure of the building 207 00:13:22.739 --> 00:13:25.739 and content to be projected onto actual buildings 208 00:13:25.739 --> 00:13:28.840 are simulated with these 209 00:13:28.840 --> 00:13:32.740 How content will look at different points of view 210 00:13:32.740 --> 00:13:37.359 can be checked in advance which makes them very important programs 211 00:13:37.359 --> 00:13:41.509 and at this stage, the actually 3D scanned 212 00:13:41.509 --> 00:13:47.239 models are used to reconstruct as well 213 00:13:47.239 --> 00:13:50.689 For creating motion graphics and visual effects 214 00:13:50.689 --> 00:13:53.539 Adobe's After Effects program 215 00:13:53.539 --> 00:13:55.440 must not be left behind 216 00:13:55.440 --> 00:13:59.440 This program allows you to add 217 00:13:59.440 --> 00:14:04.359 colorful movement and visual effects to the media 218 00:14:04.359 --> 00:14:08.709 Especially for creating motion graphics tailored to the exterior walls of buildings 219 00:14:08.709 --> 00:14:11.559 it provides excellent features 220 00:14:11.559 --> 00:14:14.960 therefore it is used necessarily 221 00:14:14.960 --> 00:14:18.660 Next comes the programs used 222 00:14:18.660 --> 00:14:20.919 in mapping and simulation phase 223 00:14:20.919 --> 00:14:24.169 At this stage, the content you have created 224 00:14:24.169 --> 00:14:27.219 is placed precisely to fit the building 225 00:14:27.219 --> 00:14:31.880 pre-testing work in a real environment takes place 226 00:14:31.880 --> 00:14:34.630 There are a wide variety of programs. 227 00:14:34.630 --> 00:14:38.430 Three representative programs used in practice 228 00:14:38.430 --> 00:14:40.799 will be introduced 229 00:14:40.799 --> 00:14:44.080 The first one is Resolume Arena 230 00:14:44.080 --> 00:14:49.239 It is a tool developed for media server or video mapping purposes 231 00:14:49.239 --> 00:14:53.589 Resolume Arena lets you manipulate content in real time 232 00:14:53.589 --> 00:14:57.760 It's a very powerful tool for video mapping 233 00:14:57.760 --> 00:15:02.610 Adjusting the ratio of the content to fit a specific part 234 00:15:02.610 --> 00:15:07.280 or distorting the screen is very easy in this program 235 00:15:07.280 --> 00:15:11.640 which makes itvery suitable for media facades 236 00:15:11.640 --> 00:15:15.239 The second program is MadMapper 237 00:15:15.239 --> 00:15:19.439 It is a program specialized in video mapping and lighting control 238 00:15:19.439 --> 00:15:22.799 It has an intuitive interface 239 00:15:22.799 --> 00:15:28.320 which makes video mapping and lighting control easy 240 00:15:28.320 --> 00:15:31.260 Various graphics on the media facade 241 00:15:31.260 --> 00:15:35.840 can be freely placed and is often used in practice 242 00:15:35.840 --> 00:15:39.790 Environments where multiple projects are attached, etc. 243 00:15:39.790 --> 00:15:45.993 is very intuitive and easy to use 244 00:15:45.993 --> 00:15:49.119 The third is TouchDesigner 245 00:15:49.119 --> 00:15:53.559 You can create real-time interactive content 246 00:15:53.559 --> 00:15:58.109 By linking data feeds and sensor inputs in real time, 247 00:15:58.109 --> 00:16:00.919 media facade that interacts with the audience 248 00:16:00.919 --> 00:16:08.230 is often made with this program 249 00:16:08.230 --> 00:16:12.730 Thirdly, development environment that includes 250 00:16:12.730 --> 00:16:17.599 complex interactive element production 251 00:16:17.599 --> 00:16:22.039 First, I would like to introduce Unity and Unreal Engine 252 00:16:22.039 --> 00:16:26.139 Interactive and VR or AR content 253 00:16:26.139 --> 00:16:30.465 can be produced with this engine 254 00:16:30.465 --> 00:16:34.815 Both are game engines, but it is appropriate for 255 00:16:34.815 --> 00:16:37.815 real-time 3D visuals 256 00:16:37.815 --> 00:16:40.309 and those that require interactive elements 257 00:16:40.309 --> 00:16:43.459 Recently, these two engines have been utilized 258 00:16:43.459 --> 00:16:47.599 the most in development environments 259 00:16:47.599 --> 00:16:50.499 Arduino and Raspberry Pi 260 00:16:50.499 --> 00:16:53.278 and such small computer 261 00:16:53.278 --> 00:16:55.178 lets you control hardware 262 00:16:55.178 --> 00:16:58.969 and do sensor based work 263 00:16:58.969 --> 00:17:01.519 Often in interactive art 264 00:17:01.519 --> 00:17:05.239 it can control sensors and electronic components 265 00:17:05.239 --> 00:17:09.139 and it is useful for linking tasks like 266 00:17:09.139 --> 00:17:13.039 movement, light, sound, etc. 267 00:17:13.039 --> 00:17:15.239 Media Facade Practice Program 268 00:17:15.239 --> 00:17:18.000 and solution 269 00:17:18.000 --> 00:17:21.850 First, to proceed with the corresponding media facade 270 00:17:21.850 --> 00:17:24.880 3D scan the scene 271 00:17:24.880 --> 00:17:29.680 3D scanning is the technology that collects in digital form 272 00:17:29.680 --> 00:17:32.704 of three-dimensional data of real objects or spaces 273 00:17:35.960 --> 00:17:40.460 In media facade, 3D scan is performed to clearly understand the structure of the building 274 00:17:40.460 --> 00:17:45.760 and to precisely map the content 275 00:17:45.760 --> 00:17:50.060 By utilizing the curves, textures, and detailed data of the building 276 00:17:50.060 --> 00:17:53.119 the digital content is created 277 00:17:53.119 --> 00:17:55.419 It is useful for simulation and preview 278 00:17:55.419 --> 00:17:59.119 and pre-visualization 279 00:17:59.119 --> 00:18:05.667 To accurately project content onto complex structures 280 00:18:05.667 --> 00:18:08.417 This 3D scan data is used 281 00:18:08.417 --> 00:18:13.217 Even on the restoration or maintenance of cultural heritage buildings 282 00:18:13.217 --> 00:18:17.119 it allows you to create media facades 283 00:18:17.119 --> 00:18:21.269 As for technical equipment, we use Lidar 284 00:18:21.269 --> 00:18:25.119 Equipment that can quickly scan buildings of any size 285 00:18:25.119 --> 00:18:30.000 or complex terrain and photogrammetry is also used 286 00:18:30.000 --> 00:18:33.850 Compositing multiple photos taken with a drone or camera 287 00:18:33.850 --> 00:18:36.719 is also a way of creating 3D models 288 00:18:36.719 --> 00:18:39.669 and with a handheld 3D scanner 289 00:18:39.669 --> 00:18:44.080 we also scan small installations 290 00:18:44.080 --> 00:18:48.630 Bringing the scanned data into Blender or a modeling tool 291 00:18:48.630 --> 00:18:51.400 lets the restoration of the corresponding model possible 292 00:18:51.400 --> 00:18:55.350 So we can take a look at the restored architecture 293 00:18:55.350 --> 00:18:57.600 and see which perspectives can be used 294 00:18:57.600 --> 00:19:01.159 and find vanishing points as well 295 00:19:01.159 --> 00:19:04.809 So the exact location of the corresponding structure and 296 00:19:04.809 --> 00:19:08.559 detailed description of various expressions 297 00:19:08.559 --> 00:19:12.139 are used to finish the work 298 00:19:12.139 --> 00:19:16.189 3D modeling is the process of organizing scan data or 299 00:19:16.189 --> 00:19:19.039 creating 3D objects from scratch without scanning 300 00:19:19.039 --> 00:19:21.760 digitally 301 00:19:21.760 --> 00:19:23.560 In media facade 302 00:19:23.560 --> 00:19:27.280 A digital twin of a building 303 00:19:27.280 --> 00:19:32.030 is made and UV map 304 00:19:32.030 --> 00:19:34.880 for content mapping is produced 305 00:19:34.880 --> 00:19:40.130 And 3D modelling is done to 306 00:19:40.130 --> 00:19:44.030 conduct an accurate simulation that takes into account obstacle factors 307 00:19:44.030 --> 00:19:47.640 like windows, structures, etc. on the media facade 308 00:19:47.640 --> 00:19:52.790 The process involves cleaning up scan data to remove noise 309 00:19:52.790 --> 00:19:56.640 and surface cleaning 310 00:19:56.640 --> 00:20:02.079 Working on surface coordinates is also a part of it 311 00:20:02.079 --> 00:20:03.729 which allows you to place content accurately 312 00:20:03.729 --> 00:20:06.842 This is called UV mapping 313 00:20:06.842 --> 00:20:10.742 Texture production finishes the job which 314 00:20:10.742 --> 00:20:14.293 are applied to the digital content 315 00:20:14.293 --> 00:20:19.585 The workflow involves collecting 3D scans as basic data, 316 00:20:19.585 --> 00:20:23.342 organizing this scan data in modelling software 317 00:20:23.342 --> 00:20:25.771 and modifying the necessary parts 318 00:20:25.771 --> 00:20:28.107 Also through mapping tests 319 00:20:28.107 --> 00:20:32.797 the matching of the content and the building is simulated 320 00:20:32.797 --> 00:20:35.847 So, the part where the scan data is lacking is 321 00:20:35.847 --> 00:20:39.713 supplemented with some of the data with modeling 322 00:20:39.713 --> 00:20:44.463 In the case of curved content, to make sure the mapping results are not distorted 323 00:20:44.463 --> 00:20:47.279 it is tuned precisely 324 00:20:47.279 --> 00:20:50.712 The work that was completed with the modeling is taken through photography and Photoshop 325 00:20:50.712 --> 00:20:55.584 and illustrations to create a mask 326 00:20:55.584 --> 00:20:59.034 So of the building, various photos 327 00:20:59.034 --> 00:21:01.505 from various angles are used 328 00:21:01.505 --> 00:21:05.505 so that this main mask is organized 329 00:21:05.505 --> 00:21:09.123 especially in the frontal mapping 330 00:21:09.123 --> 00:21:11.173 If you proceed with the actual work, now 331 00:21:11.173 --> 00:21:14.163 we utilize various programs 332 00:21:14.163 --> 00:21:17.013 Same work as the previous masking process 333 00:21:17.013 --> 00:21:20.324 and tasks that can create lines 334 00:21:20.324 --> 00:21:25.926 are done with programs called Photoshop and Illustrator 335 00:21:25.926 --> 00:21:32.595 By vectorizing the various components of the corresponding space into lines 336 00:21:32.595 --> 00:21:37.102 they are moved to a program that can work on this again 337 00:21:37.102 --> 00:21:41.752 For tasks like this, After Effects 338 00:21:41.752 --> 00:21:45.084 which is motion graphic effects are then made 339 00:21:45.084 --> 00:21:48.534 Through a simple task called trim pass, 340 00:21:48.534 --> 00:21:54.528 components can be made to glow in lines 341 00:21:54.528 --> 00:21:56.328 Through this work 342 00:21:56.328 --> 00:21:59.935 it is again combined with the mask worked on earlier 343 00:21:59.935 --> 00:22:04.435 so the corresponding content can be 344 00:22:04.435 --> 00:22:06.697 projected well 345 00:22:06.697 --> 00:22:11.504 We work on a timeline with these different footages 346 00:22:11.504 --> 00:22:15.004 As for content that needs to be dragged on for a long time, 347 00:22:15.004 --> 00:22:18.192 very precise adjustments are made 348 00:22:18.192 --> 00:22:22.935 to create transitions by inserting various footage 349 00:22:26.241 --> 00:22:28.191 And among the examples like this 350 00:22:28.191 --> 00:22:31.347 all the footage that are finished working on are collected 351 00:22:31.347 --> 00:22:34.994 and then edited using a program called Premiere 352 00:22:34.994 --> 00:22:38.694 At this time, sound is also added to the corresponding section 353 00:22:38.694 --> 00:22:43.620 to see if the video and sound are well matched 354 00:22:43.620 --> 00:22:48.613 In fact, we proceed by creating various files like this 355 00:22:52.247 --> 00:22:54.997 The trim pass we created earlier 356 00:22:54.997 --> 00:22:59.485 It is also used like this in the beginning 357 00:22:59.485 --> 00:23:03.035 Sometimes the entire thing is used as one side, but 358 00:23:03.035 --> 00:23:06.663 Sometimes we proceed by dividing it into sections 359 00:23:06.663 --> 00:23:09.645 If the building is long horizontally 360 00:23:09.645 --> 00:23:12.945 Especially in the case of cultural heritage like this 361 00:23:12.945 --> 00:23:16.544 Because it is not visible at a glance, securing the field of view 362 00:23:16.544 --> 00:23:19.244 and placing contents that fit that viewing angle 363 00:23:19.244 --> 00:23:22.346 here and there is important 364 00:23:38.018 --> 00:23:39.968 As you can see now 365 00:23:39.968 --> 00:23:43.818 adding various SFX sounds 366 00:23:43.818 --> 00:23:45.913 and matching them to the corresponding content 367 00:23:45.913 --> 00:23:48.247 is also very important 368 00:24:15.513 --> 00:24:17.841 Within the corresponding facade content 369 00:24:17.841 --> 00:24:21.426 a wide variety of programs were used 370 00:24:21.426 --> 00:24:27.726 Unity, Unreal, After Effect, Blender, Premiere, etc. 371 00:24:27.726 --> 00:24:32.208 are all utilized in practice 372 00:24:32.208 --> 00:24:35.108 The reason why we don't stick to just one program 373 00:24:35.108 --> 00:24:37.861 and rather use many different ones 374 00:24:37.861 --> 00:24:39.911 is because for each applicable program 375 00:24:39.911 --> 00:24:43.317 there are different ways to visualize it 376 00:24:43.317 --> 00:24:46.867 and also for each applicable program 377 00:24:46.867 --> 00:24:50.436 the parts that can be emphasized are different 378 00:24:50.436 --> 00:24:54.178 so I highly recommend trying out a variety of programs 379 00:25:22.723 --> 00:25:25.323 These patterns, like Dancheong 380 00:25:25.323 --> 00:25:30.038 by utilizing the assets you have 381 00:25:30.038 --> 00:25:33.355 are great techniques for creating unique shapes 382 00:25:51.979 --> 00:25:55.279 As we use various programs 383 00:25:55.279 --> 00:25:58.317 there are also many different rendering methods 384 00:25:58.317 --> 00:26:02.617 All these rendered footages 385 00:26:02.617 --> 00:26:06.417 must be color graded on Premiere 386 00:26:06.417 --> 00:26:08.802 which is the last and a very important step 387 00:26:28.762 --> 00:26:32.812 As you can see, the part covered by the mask is 388 00:26:32.812 --> 00:26:35.812 Because this is the part where the image is not projected 389 00:26:35.812 --> 00:26:39.212 If this mask work is not done in the beginning, 390 00:26:39.212 --> 00:26:43.262 you cannot estimate how long 391 00:26:43.262 --> 00:26:46.262 or what the ratio the content is showing 392 00:26:46.262 --> 00:26:50.713 so the mask work must come first 393 00:26:50.713 --> 00:26:54.563 Depending on the material surface of the projection target 394 00:26:54.563 --> 00:26:58.297 the depth of the projected image changes 395 00:26:58.297 --> 00:27:01.447 So we are doing mapping 396 00:27:01.447 --> 00:27:06.047 and examining how this architecture and content can be well connected 397 00:27:06.047 --> 00:27:12.039 is also something that requires great care 398 00:27:12.039 --> 00:27:14.339 The characteristics of the building in question 399 00:27:14.339 --> 00:27:20.752 must be preserved in the mapping 400 00:27:20.752 --> 00:27:24.452 As you can see, there are lasers 401 00:27:24.452 --> 00:27:28.752 and other images being mixed in the environment 402 00:27:28.752 --> 00:27:32.452 so one must design how to 403 00:27:32.452 --> 00:27:35.257 best project one's content 404 00:27:35.257 --> 00:27:38.907 The photo below shows the corresponding modeling 405 00:27:38.907 --> 00:27:43.842 performed virtually 406 00:27:43.842 --> 00:27:47.492 Let me show you 407 00:27:47.492 --> 00:27:51.456 scenes were performed in the actual site 408 00:28:02.594 --> 00:28:05.944 When you perform an actual facade 409 00:28:05.944 --> 00:28:09.694 the sense of speed seen on the screen and the sense of speed seen in real life 410 00:28:09.694 --> 00:28:11.663 are very different 411 00:28:23.890 --> 00:28:28.000 I recommend that you try mapping even on small mockups 412 00:28:43.787 --> 00:28:46.387 Also, depending on the time it is shown 413 00:28:46.387 --> 00:28:49.229 the brightness of the projectors varies greatly 414 00:28:49.229 --> 00:28:53.579 Please pay attention to that part and the surrounding brightness level's 415 00:28:53.579 --> 00:28:56.429 effect on the image to be screened 416 00:28:56.429 --> 00:29:00.367 must also be checked 417 00:29:23.703 --> 00:29:26.552 When carrying out the project 418 00:29:26.552 --> 00:29:31.040 the main purpose also needs to be well organized at the planning stage 419 00:29:31.040 --> 00:29:35.940 Whether it is a commercial advertisement, a cultural event, or a work of art, etc. 420 00:29:35.940 --> 00:29:38.840 With the connection between architecture and content 421 00:29:38.840 --> 00:29:42.390 you must plan a project in a creative approach 422 00:29:42.390 --> 00:29:44.556 that utilizes the building's features 423 00:30:15.317 --> 00:30:18.117 The scene you can see in this part is 424 00:30:18.117 --> 00:30:20.517 The corresponding part of the tile roof 425 00:30:20.517 --> 00:30:24.067 Because the material is made of dark colors 426 00:30:24.067 --> 00:30:27.800 You can see something that is somewhat invisible compared to the wall 427 00:30:27.800 --> 00:30:31.650 The characteristics of these materials, the characteristics of the building, etc. 428 00:30:31.650 --> 00:30:34.452 must be thought carefully to create the content 429 00:30:59.472 --> 00:31:02.522 Equipment and environment are also very important 430 00:31:02.522 --> 00:31:06.345 How many projectors are installed and at what angle 431 00:31:06.345 --> 00:31:10.095 If the projector moves even just 1 cm 432 00:31:10.095 --> 00:31:14.164 the projected image looks very different 433 00:31:14.164 --> 00:31:17.464 so installing the projector properly on site 434 00:31:17.464 --> 00:31:21.864 and with HDMI, power, etc. all fixed 435 00:31:21.864 --> 00:31:23.816 the mapping should take place 436 00:31:23.816 --> 00:31:27.016 Also how did the projection distance is set 437 00:31:27.016 --> 00:31:30.516 Using a single focus or ultra-short focus lens, etc. 438 00:31:30.516 --> 00:31:32.830 is also something that happens in projecting 439 00:31:32.830 --> 00:31:38.018 so you should carefully consider the angle of projection and the angle of view 440 00:31:38.018 --> 00:31:40.568 Also, the projection environment on site 441 00:31:40.568 --> 00:31:45.168 are influenced by time like day or night, weather 442 00:31:45.168 --> 00:31:48.518 or near lightings so solution to minimize the effect of these 443 00:31:48.518 --> 00:31:50.958 are also needed 444 00:31:50.958 --> 00:31:54.820 How to secure and align the projector 445 00:31:54.820 --> 00:31:58.206 is also a thing to consider 446 00:32:32.857 --> 00:32:34.651 In the site 447 00:32:34.651 --> 00:32:37.701 there are times when immediate corrections and responses are needed 448 00:32:37.701 --> 00:32:41.582 so real time feedback is very important 449 00:32:41.582 --> 00:32:46.482 With the audience or staff on site 450 00:32:46.482 --> 00:32:49.206 Communication is very important 451 00:32:49.206 --> 00:32:52.939 Lighting, ambient colors, distance, etc. in a real projection environment 452 00:32:52.939 --> 00:32:55.236 must be optimized 453 00:32:55.236 --> 00:32:59.386 and technical issues that may arise when handling the projector 454 00:32:59.386 --> 00:33:03.354 and solutions are adjusted 455 00:33:03.354 --> 00:33:06.654 When planning a project like this 456 00:33:06.654 --> 00:33:09.552 collaboration with various teams is required 457 00:33:09.552 --> 00:33:12.752 3D Modeling Designer, Animation Designer 458 00:33:12.752 --> 00:33:15.609 technical directors and others' 459 00:33:15.609 --> 00:33:20.839 collaboration is essential 460 00:33:20.839 --> 00:33:23.739 Now, through various field installation cases 461 00:33:23.739 --> 00:33:26.701 I would like to explain the media facade 462 00:33:26.701 --> 00:33:31.101 First, installation according to architectural structure, curved surface, flat surface 463 00:33:31.101 --> 00:33:34.434 and large buildings, there are various examples 464 00:33:34.434 --> 00:33:37.434 and depending on the placement of the projector and the projection technology, 465 00:33:37.434 --> 00:33:39.245 the cases are slightly different 466 00:33:39.245 --> 00:33:43.800 There are examples of using single focus or multi-projectors 467 00:33:43.800 --> 00:33:47.100 Also, in content creation strategy, 468 00:33:47.100 --> 00:33:49.450 by utilizing the form and message of the building, 469 00:33:49.450 --> 00:33:52.117 creative content are created 470 00:33:52.117 --> 00:33:54.929 And we need to consider the field environment 471 00:33:54.929 --> 00:33:59.579 Whether it's outdoors or indoors, how much light pollution occurs 472 00:33:59.579 --> 00:34:02.800 How the audience's movement is structured 473 00:34:02.800 --> 00:34:05.800 And finally, there are times when 474 00:34:05.800 --> 00:34:07.295 interactive elements exist 475 00:34:07.295 --> 00:34:10.195 Examples of audience participation or sensor-based technologies 476 00:34:10.195 --> 00:34:11.800 will be introduced 477 00:34:15.806 --> 00:34:20.661 This is a project where the same installation was done indoors and outdoors 478 00:34:27.433 --> 00:34:30.383 In these large spaces 479 00:34:30.383 --> 00:34:35.432 because it has the characteristic that the sound is not actually played 480 00:34:35.432 --> 00:34:39.809 I think it would be good to consider various field situations 481 00:34:39.809 --> 00:34:43.559 There are several cases like this one where multiple LED screens 482 00:34:43.559 --> 00:34:46.749 were screened simultaneously 483 00:34:46.749 --> 00:34:49.799 so it is important to create looping sections that doesn't feel awkward 484 00:34:49.799 --> 00:34:53.947 when played over and over again 485 00:34:53.947 --> 00:34:57.997 Although it is indoors, when light comes in through the window 486 00:34:57.997 --> 00:35:01.918 the screen of the corresponding projector may appear blurry 487 00:35:01.918 --> 00:35:05.640 This is a case of such instance 488 00:35:05.640 --> 00:35:11.561 In the case of this site, it was surrounded on four sides 489 00:35:11.561 --> 00:35:14.808 The projector is installed on the ceiling 490 00:35:14.808 --> 00:35:19.658 Contents that make the four sides interlock 491 00:35:19.658 --> 00:35:23.816 was the part that I focused on the most 492 00:35:34.316 --> 00:35:36.768 The location of the exhibition space is also 493 00:35:36.768 --> 00:35:40.677 one of the main points I consider 494 00:35:46.432 --> 00:35:50.432 Unlike the exterior walls of city buildings, these spaces 495 00:35:50.432 --> 00:35:54.416 can provide even more intense effects 496 00:35:57.000 --> 00:35:58.400 Not for commercial purposes 497 00:35:58.400 --> 00:36:02.608 but instead a facade work that expressed an artistic message 498 00:36:14.094 --> 00:36:17.838 There were also scenes that had interactive elements 499 00:36:17.838 --> 00:36:22.264 On the right, a child is using VR 500 00:36:22.264 --> 00:36:25.614 The virtual space seen by VR users 501 00:36:25.614 --> 00:36:31.027 and the real space in real life visible from the outside are consistent with each other 502 00:36:31.027 --> 00:36:36.096 And we've hidden a small Kinect camera 503 00:36:36.096 --> 00:36:40.185 to give a section where the corresponding audience member appears on the screen 504 00:36:40.185 --> 00:36:45.838 This is a site that combines interactive elements 505 00:36:45.838 --> 00:36:50.264 When a VR user clicks with a hand controller 506 00:36:50.264 --> 00:36:54.165 the screens that are shown to external users 507 00:36:54.165 --> 00:36:58.765 the changes in hand controllers can be detected directly 508 00:36:58.765 --> 00:37:00.650 and seen 509 00:37:11.987 --> 00:37:15.137 For both camera sensors and VR users 510 00:37:15.137 --> 00:37:18.848 by placing them in the same virtual environment 511 00:37:18.848 --> 00:37:21.799 It was content that reacted in real time 512 00:37:27.967 --> 00:37:31.367 Recently, these interactive media facades have also been 513 00:37:31.367 --> 00:37:33.472 becoming very diverse 514 00:37:33.472 --> 00:37:36.631 Interaction at the ICC building in Hong Kong 515 00:37:36.631 --> 00:37:40.281 or Interactive billboards in Tokyo, Japan 516 00:37:40.281 --> 00:37:41.660 are some examples 517 00:37:41.660 --> 00:37:44.124 Audience participation elements include motion sensors and 518 00:37:44.124 --> 00:37:47.848 and touch pads that respond in real time 519 00:37:47.848 --> 00:37:50.748 and using Touch Designer or Unity, etc. 520 00:37:50.748 --> 00:37:52.690 interactions are produced 521 00:37:52.690 --> 00:37:56.799 Also, there are cases where real-time data feeds, 522 00:37:56.799 --> 00:38:02.254 weather or social media data, etc. are reflected in contents as well 523 00:38:02.254 --> 00:38:06.601 Let me explain a little more through various examples. 524 00:38:06.601 --> 00:38:10.631 In the case of large curved structures, such as the Sydney Opera House 525 00:38:10.631 --> 00:38:14.947 or the Louvre Museum pyramid 526 00:38:14.947 --> 00:38:18.215 to solve the problem of projection distortion on curved surfaces 527 00:38:18.215 --> 00:38:20.865 with 3D modelling and UV maps 528 00:38:20.865 --> 00:38:25.363 the curved surfaces are connected smoothly 529 00:38:25.363 --> 00:38:29.601 And we map out the points where there is distortion 530 00:38:29.601 --> 00:38:34.304 Also seamlessly connecting multiple projectors by synchronizing them 531 00:38:34.304 --> 00:38:36.928 edge blending takes place 532 00:38:36.928 --> 00:38:40.908 Like the Times Square Building in New York or the COEX Artium in Seoul 533 00:38:40.908 --> 00:38:45.799 projections are also made on the exterior walls of city buildings 534 00:38:45.799 --> 00:38:50.215 Precision and detail in mapping on large planes are important 535 00:38:50.215 --> 00:38:53.515 Architectural elements such as windows and columns 536 00:38:53.515 --> 00:38:56.997 must be reflected in the content 537 00:38:56.997 --> 00:39:00.247 Also, light pollution in urban environments 538 00:39:00.247 --> 00:39:05.571 and harmony with surrounding structures is also something to consider 539 00:39:05.571 --> 00:39:08.482 There are also small-scale installations 540 00:39:08.482 --> 00:39:12.591 On the exterior walls of installation media art exhibitions or pop-up stores, etc. 541 00:39:12.591 --> 00:39:16.491 impressive effect even in small spaces 542 00:39:16.491 --> 00:39:19.185 require content strategy 543 00:39:19.185 --> 00:39:24.076 and you need to use a short throw projector to project at a close distance 544 00:39:24.076 --> 00:39:27.176 Also commercial purposes or artistic messages 545 00:39:27.176 --> 00:39:30.145 must be combined well 546 00:39:30.145 --> 00:39:33.284 There is also a media facade that is integrated with nature 547 00:39:33.284 --> 00:39:36.084 Projected onto Gaudi's architecture in Barcelona 548 00:39:36.084 --> 00:39:38.987 this nature-themed content is an example 549 00:39:38.987 --> 00:39:43.621 It must include storytelling that fits the history and theme of the building 550 00:39:43.621 --> 00:39:47.005 and natural elements, water, trees, light, etc. 551 00:39:47.005 --> 00:39:50.304 and digital technologies must be harmoniously integrated 552 00:39:50.304 --> 00:39:53.125 Also, this project environment's effect on 553 00:39:53.125 --> 00:39:56.353 media facade is also something to consider 554 00:39:56.353 --> 00:39:59.551 You have to consider things like weather and lighting 555 00:39:59.551 --> 00:40:01.801 Finally, event based 556 00:40:01.801 --> 00:40:04.759 temporary media facade also exist 557 00:40:04.759 --> 00:40:07.476 For Olympic opening ceremony, World Cup, etc. 558 00:40:07.476 --> 00:40:11.066 the large scale media facades take place 559 00:40:11.066 --> 00:40:14.532 Because it needs to have a strong effect in a short period of time 560 00:40:14.532 --> 00:40:17.759 various installation techniques are being considered 561 00:40:17.759 --> 00:40:22.532 Portable projectors and temporary structures are also used 562 00:40:22.532 --> 00:40:25.967 Also, storytelling and the corresponding event theme 563 00:40:25.967 --> 00:40:28.467 being shown through the content 564 00:40:28.467 --> 00:40:32.591 is the most important thing to consider 565 00:40:32.591 --> 00:40:35.729 The programs and solutions introduced today 566 00:40:35.729 --> 00:40:40.581 are essential to complete the entire process of media facade 567 00:40:40.581 --> 00:40:44.145 Each of the programs introduced in the latter half 568 00:40:44.145 --> 00:40:48.611 has its own unique role and function 569 00:40:48.611 --> 00:40:52.211 Depending on the appropriate circumstances and nature of the project 570 00:40:52.211 --> 00:40:55.888 you must select and use it appropriately 571 00:40:55.888 --> 00:40:59.165 This concludes our lecture on media facades 572 00:41:00.630 --> 00:41:01.630 Understanding Media Facade Media Facade A compound word of Media and Facade, meaning the exterior wall of a building, refers to a method of expressing visual content by projecting images onto the exterior wall of a building 573 00:41:01.630 --> 00:41:02.630 Starting with projectors in the late 1990s, they have developed along with cutting-edge technologies such as LCD, LED, and OLED The purpose of media façades goes beyond building aesthetics to present space and convey messages artistically 574 00:41:02.630 --> 00:41:03.680 LED/LCD High resolution and brightness provide clear picture quality regardless of the weather LED provides high brightness, so it is visible even in bright environments 575 00:41:03.680 --> 00:41:04.680 High initial installation cost, but relatively low maintenance cost, long life and durability, efficient in the long term Structural support is required for display panel installation, and maintenance is relatively simple 576 00:41:04.680 --> 00:41:05.639 Integrated panels are common and have shape constraints Relatively high energy efficiency and low power consumption 577 00:41:05.639 --> 00:41:07.339 Projection media Poor clarity in bright environments, suitable for night and dark environments Low initial installation cost, but ongoing maintenance costs, and quality deteriorates over time 578 00:41:07.339 --> 00:41:08.939 Large-scale projection with multiple projectors is possible with simple setup, maintenance like lens cleaning, adjustments, lamp replacement needed 579 00:41:08.939 --> 00:41:10.589 Can be projected onto various surfaces, allowing for creative designs High brightness projectors have high power consumption 580 00:41:10.589 --> 00:41:11.839 Media Façade Workflow Idea Planning Goal Setting: Clearly define what you want to express (promote a specific event, enhance brand image, artistic expression, etc.) 581 00:41:11.839 --> 00:41:13.089 Target Analysis: Examine the location’s architecture, environment, audience Storytelling: Create story that connects with the building for immersion 582 00:41:13.089 --> 00:41:14.339 Design and Visualization Concept Sketch: Visualize ideas with sketches to capture the overall concept 3D Modeling: 3D models to align content with the building’s structure 583 00:41:14.339 --> 00:41:15.555 Digital Prototype: Simulate pre-made sample content into a digital prototype, taking into account light, color, projection method, etc. 584 00:41:15.555 --> 00:41:16.548 Equipment Installation and Technical Implementation Equipment Installation: Choose equipment like LED panels, projectors, and control systems based on the building's size and needs 585 00:41:16.548 --> 00:41:17.610 Mapping: Arrange and align content to fit the building, adjusting screen ratios, projection locations, and ensuring technical accuracy. 586 00:41:17.610 --> 00:41:18.602 Control System Setup: Create time-based content control and lighting transition functions for content adjustment and control. 587 00:41:18.602 --> 00:41:19.539 Installation and technical implementation Quality and location testing: After installing all equipment, check the quality, location, lighting, etc., of the content 588 00:41:19.539 --> 00:41:20.525 Adjust & Correct Errors: Fix screen distortion or color issues Optimize: Ensure content is visible both day and night 589 00:41:20.525 --> 00:41:23.075 Execution and Maintenance Real-time monitoring of execution and maintenance: conducted to maintain the continuous quality of content and smooth operation 590 00:41:23.075 --> 00:41:25.587 Maintenance: Maintain equipment functionality and replace equipment, update content when necessary Data Analysis: Analyze audience response to gather data for future improvements and upgrades 591 00:41:25.587 --> 00:41:26.437 Media Façade Practice Program and Solutions Media Façade Practice_Concept and Visualization Stage Program Adobe Photoshop & Illustrator 592 00:41:26.437 --> 00:41:27.237 Uses: Visual elements, image editing, vector graphics work Editing textures, colors, etc. for use on building facades Working with elements such as logos and icons in vector format 593 00:41:27.237 --> 00:41:28.037 Cinema 4D / Autodesk 3ds Max / Blender Usage: 3D modeling and animation production 594 00:41:28.037 --> 00:41:28.837 Modeling the 3D structure of a building to simulate projected content It allows previewing how the content will appear from different viewpoints 595 00:41:28.837 --> 00:41:29.687 Adobe After Effects Uses: Create motion graphics and visual effects 596 00:41:29.687 --> 00:41:30.497 Used to add colorful movement and visual effects to media façade content Provides excellent capabilities for creating motion graphics tailored to the exterior walls of buildings 597 00:41:30.497 --> 00:41:31.297 Media Facade Practice_Mapping and Simulation Step Program Resolume Arena Usage: Media Server and Video Mapping 598 00:41:31.297 --> 00:41:32.097 A powerful tool for manipulating content in real time and mapping videos Easy to adjust the scale and distort the screen to fit a specific part of the content, making it ideal for media façades 599 00:41:32.097 --> 00:41:32.947 MadMappe Uses: Video mapping and lighting control 600 00:41:32.947 --> 00:41:33.747 A program that allows easy video mapping and lighting control with an intuitive interface It is frequently used in practice because it allows the free placement of various graphics on the media facade 601 00:41:33.747 --> 00:41:34.597 TouchDesigner Uses: Create real-time interactive content 602 00:41:34.597 --> 00:41:35.434 Content can be created with interactive elements Used to create media façades that can interact with the audience by linking data feeds and sensor inputs in real time 603 00:41:35.437 --> 00:41:36.687 Media Facade Practice_Programming with Interactive Elements Unity & Unreal Engine Usage: Creating interactive and VR/AR content 604 00:41:36.687 --> 00:41:37.937 Although it is a game engine, it is suitable for media art work that requires real-time 3D visuals and interactive elements. 605 00:41:37.937 --> 00:41:39.187 Arduino / Raspberry Pi Uses: Hardware control and sensor-based tasks 606 00:41:39.187 --> 00:41:40.407 Useful for controlling sensors and electronic components in interactive art to create real movements, light, sound, etc.