DOI QR코드

DOI QR Code

콘텐츠 산업에서 나타난 양방향 소통 가상존재 기술 및 특성 분석

Analysis of Two-Way Communication Virtual Being Technology and Characteristics in the Content Industry

  • 김정호 (중앙대학교 첨단영상대학원 영상학과) ;
  • 박진완 (중앙대학교 첨단영상대학원 영상학과) ;
  • 유태경 (중앙대학교 예술공학대학 컴퓨터예술학부)
  • Kim, Jungho (Graduate School of Advanced Image Science, Multimedia and Film, Chung-Ang University) ;
  • Park, Jin Wan (Graduate School of Advanced Image Science, Multimedia and Film, Chung-Ang University) ;
  • Yoo, Taekyung (Department of Computer Art, College of Art and Technology, Chung-Ang University)
  • 투고 : 2020.05.26
  • 심사 : 2020.07.15
  • 발행 : 2020.07.30

초록

컴퓨터 그래픽스, 실시간 렌더링, 모션 캡처, 인공지능 기술의 발전과 함께 양방향 소통이 가능한 가상존재가 콘텐츠 산업에 등장하였다. 기술 및 플랫폼의 상용화로 인해 양방향 소통 가상존재가 제작되고 있지만, 가상존재들이 어떤 특성이 있으며 각 분야에서 어떻게 활용될 수 있을 것인지에 대한 분석이 부족하다. 이에 본 연구에서는 가상존재 제작을 위한 기술적 배경조사와 사례연구를 통해 양방향 소통 가상존재가 감정 교류에 필요한 특성에 대해 분석한다. 감정 교류에 필요한 특성은 상호작용, 개성, 자율성으로 나누어졌으며, 이 특성들을 중심으로 가상존재를 분류하며 양방향 소통 가상존재가 콘텐츠 분야에서 어떻게 활용될 것인지에 대해 고찰한다. 본 연구는 가상존재 제작에 필요한 기술적 배경 조사와 가상존재가 양방향 소통에 필요한 특성을 분석하는 기초연구로써 앞으로 가상존재를 활용한 콘텐츠 제작 및 활용 연구에 있어 유의미한 시사점을 제공할 것이라고 기대한다.

Along with the development of computer graphics, real-time rendering, motion capture, and artificial intelligence technology, virtual being that enables two-way communication has emerged in the content industry. Although the commercialization of technologies and platforms is creating a two-way communication virtual being, there is a lack of analysis of what characteristics this virtual being has and how it can be used in each field. Therefore, through technical background survey and case study for the production of virtual being, the two-way communication virtual being is analyzed on the characteristics necessary for emotional exchange. The characteristics needed for emotional exchange were divided into interaction, individuality, and autonomy, and this characteristic is classified as the focus and how two-way communication virtual being will be used in the content field. This study is expected to provide significant implications for the research of content production and utilization using virtual being as a basic study of virtual being, which analyzes the technical background and characteristics for two-way communication required for virtual being production.

키워드

참고문헌

  1. Ewha Institute for the Humanities, Human and Posthumanism, EWHA WOMANS UNIVERSITY PRESS, Seoul, pp.208-209, 2014.
  2. H. Lee and S. Jo, "A Study of Community and Avatar of Virtual Reality that Appear in Online Game", Journal of Korea Design Forum, Vol.26, pp21-32, 2010.
  3. M. Krueger, Artificial Reality 2, Addison Wesley, Boston, 1991.
  4. Is the Virtual Celebrity Industry Still on the Rise in 2020, https://arvrjourney.com/is-the-virtual-celebrity-industry-still-on-the-rise-in-2020-60cfd2b2c315 (accessed Feb. 4, 2020).
  5. Realtime is the Future why change now https://www.unrealengine.com/ko/tech-blog/real-time-is-the-future-why-change-now(accessed, Dec, 5, 2017)
  6. Motion Capture, https://en.wikipedia.org/wiki/Motion_capture(accessed Apr. 23, 2020).
  7. Y. Ryuichi, E. Song and J. Kim, "Probability Density Distillation with Generative Adversarial Networks for High-Quality Parallel Waveform Generation", arXiv preprint arXiv, 2019.
  8. D. Roble, D. Hendler, "Real-time, Single Camera, Digital Human Development", ACM SIGGRAPH, p.1-1, L.A, Unite States, 2019.
  9. What IS A VIRTUAL BEING, https://www.virtual-beings-summit.com/(acceseed Nov. 19, 2019).
  10. How We Construct a Virtual Being's Brain with Deep Learning, https://towardsdatascience.com/how-we-construct-a-virtual-beings-brain-with-deep-learning-8f8e5eafe3a9 (accessed Aug. 9, 2019).
  11. Goyal, Raghav, et al, "The" Something Something" Video Database for Learning and Evaluating Visual Common Sense", ICCV. Vol. 1, No. 4, pp.5, 2017.
  12. Decoding CORE R3, https://www.neon.life/blog/decodingcorer3/ (accessed Feb. 28, 2020).
  13. Kohei Ogawa, tetsuo Ono, "ITACO: Constructing an Emotional Relationship between Human and Robot", The 17th IEEE International Symposium on Robot and Human Interactive Communication, pp.35-40. 2008.
  14. J. Steuer, "Defining Virtual Reality: Dimensions Determining Telepresence", Journal of Communication, Vol. 42, No. 4, pp.73-93, 1992. https://doi.org/10.1111/j.1460-2466.1992.tb00812.x
  15. K.Lim, "A Case Study on the Effect of Real-Time Microblogging Activities in Offline Lecture Environment", Journal of Digital Contents Society, Vol.12, No.2, pp.195-203, 2011. https://doi.org/10.9728/dcs.2011.12.2.195
  16. X. S. Huang & E. L. Hsiao, "Synchronous and Asynchronous Communication in an Online Environment: Faculty Experience and Perceptions". Quarterly review of distance education, Vol. 13, No.1 ,pp.15-30, 2012.
  17. Y. Cho, "Development of Symbolic Local Characters with Korean Sentiment and Emblem Focusing on the Process of Developing Seoul's Symbolic Character, "Hatch", Journal of Korea Design Forum, Vol. 32, pp.227-238, 2011.
  18. Y. Cho, "A Study on Character Development and Business in Korean Market", Master's Thesis of KookMin University of Techno Design, Seoul, Korea, 2001.
  19. J. Moon, G. Seo, "The Influence of Storytelling for Brand Characters on the Consumer Attitude", The Treatise on The Plastic Media, Vol. 19, No. 3, pp.137-148, 2016.
  20. S. Lee, "A Study on the Causal Model of Internet Advertising Effect : Based on the Flow Experience Determinants", Doctor's Thesis of KyungHee University of Journalism and Broadcasting, Seoul, Korea, 1999.
  21. Autonomous Animation, https://www.soulmachines.com/technology/