DOI QR코드

DOI QR Code

A study on the effect of introducing EBS AR production system on content

EBS AR 실감영상 제작 시스템 도입이 콘텐츠에 끼친 영향에 대한 연구

  • 김호식 (광운대학교 일반대학원 실감융합콘텐츠학과) ;
  • 권순철 (광운대학교 스마트융합대학원) ;
  • 이승현 (광운대학교 인제니움학부)
  • Received : 2021.09.26
  • Accepted : 2021.10.16
  • Published : 2021.11.30

Abstract

EBS has been producing numerous educational contents with traditional virtual studio production systems since the early 2000s and applied AR video production system in October 2020, twenty-years after. Although the basic concept of synthesizing graphic elements and actual image in real time by tracking camera movement and lens information is similar to the previous one but the newly applied AR video production system contains some of advanced technologies that are improved over the previous ones. Marker tracking technology that enables camera movement free and position tracking has been applied that can track the location stably, and the operating software has been applied with Unreal Engine, one of the representative graphic engines used in computer game production, therefore the system's rendering burden has been reduced, enabling high-quality and real-time graphic effects. This system is installed on a crane camera that is mainly used in a crane shot at the live broadcasting studio and applied for live broadcasting programs for children and some of the videos such as program introductions and quiz events that used to be expressed in 2D graphics were converted to 3D AR videos which has been enhanced. This paper covers the effect of introduction and application of the AR video production system on EBS content production and the future development direction and possibility.

2000년대 초부터 전통적인 가상 스튜디오 제작 시스템을 활용하여 수많은 교육 콘텐츠를 제작해 온 EBS는 약 20년만인 2020년 10월에 AR 영상 제작 시스템을 도입했다. 카메라의 움직임과 렌즈 정보를 트래킹하여 실시간으로 그래픽 요소와 실사를 합성한다는 기본 개념은 유사하지만, 새로 도입된 AR 영상 제작 시스템은 이전보다 개선된 몇 가지 최신 기술이 적용되었다. 좀 더 자유로운 카메라의 움직임을 가능하게 해주고 안정적으로 위치 트래킹을 할 수 있는 마커 추적 방식의 트래킹 기술이 적용되었고, 운영 소프트웨어는 컴퓨터 게임 제작에 활용되는 대표적인 그래픽 엔진 중 하나인 언리얼 엔진이 적용되어 시스템의 렌더링 부담은 줄어들면서 고품질의 실시간 그래픽 효과가 가능하게 되었다. 해당 시스템은 생방송 전용 스튜디오에서 부감 촬영을 담당하는 크레인 카메라에 설치되어 어린이 대상 생방송 프로그램에 주로 활용되고 있으며, 2D 그래픽으로 표현되던 코너 소개나 퀴즈 이벤트 등의 영상 중 일부가 3D AR 영상으로 전환되었다. 본 논문에서는 AR 영상 제작 시스템의 도입과 적용이 EBS의 콘텐츠 제작 측면에 있어서 어떤 변화를 가져왔는지와 향후 발전 방향과 가능성에 대해 알아본다.

Keywords

Acknowledgement

본 연구는 문화체육관광부 및 한국콘텐츠진흥원의 연구개발지원사업으로 수행되었음. (과제번호: R2021040083)

References

  1. Ji-hye Kim, "South Korean Ground-Wave Broadcasting Companies to Provide World's First Ground-Wave UHD Broadcasting on the 31st", Korea IT News, May 31, 2017, https://english.etnews.com/20170531200003
  2. Jeong Seyoon, Kim Hwiyong, Choi Jinsoo, "UHD video format, image quality, and realistic effect", The Korean Institute of Broadcast and Media Engineers, Broadcasting and Media Magazine 21(1), pp13-32
  3. Ministry of Science and ICT, Korea Communications Commission, "Policy plan for introducing terrestrial UHD broadcasting", pp5, 2015, https://kcc.go.kr/user.do?mode=view&page=A05030000&dc=K00000200&boardId=1113&boardSeq=41957
  4. Ministry of Science and ICT, Korea Communications Commission, "Policy plan for vitalizing terrestrial UHD broadcasting", pp10, 2020, https://kcc.go.kr/user.do?mode=view&page=A05030000&dc=K00000200&boardId=1113&boardSeq=50340
  5. Myeong-Soo Jang, Woo-Beom Lee, "Implementation of Hand-Gesture Interface to manipulate a 3D Object of Augmented Reality", The Journal of The Institute of Internet, Broadcasting and Communication (IIBC), Vol. 16, No. 4, pp.117-123, Aug. 31, 2016, http://dx.doi.org/10.7236/JIIBC.2016.16.4.117
  6. Junsang Lee, Han, Soowhan, Imgeun Lee, "A Study on Stereoscopical Motion Graphic Production using Tracking Data from 3D Camera", Proceedings of the Korean Society of Computer Information Conference 23(2), pp 232-233, July 2015.
  7. Mo-sys, How does StarTracker work?, https://www.mo-sys.com/technology/
  8. Cho, Hyun Kyung, "Vizrt Engine-Based Virtual Reality Graphics Algorithm A Study on the Basic Practical Training Method", The Journal of the Convergence on Culture Technology (JCCT) Vol. 5, No. 3, pp.197-202, August 31, 2019. http://dx.doi.org/10.17703/JCCT.2019.5.3.197
  9. InfinitySet, The most advanced virtual set and AR solution, https://www.brainstorm3d.com/products/infinityset/
  10. Yong Yan, "Reconstruction Of Photo-Realistic 3D Assets For Actual Objects Combining Photogrammetry And Computer Graphics", JOURNAL OF THE KOREA CONTENTS ASSOCIATION 21(1), pp 147-161, January 2021, https://doi.org/10.5392/JKCA.2021.21.01.147
  11. InfinitySet InfinitySet goes Unreal-native, https://www.brainstorm3d.com/products-infinityset/#unreal-native
  12. Unreal Engine, Introduction of Blue Print, https://docs.unrealengine.com/4.26/ko/ProgrammingAndScripting/Blueprints/GettingStarted/
  13. Brainstorm, InfinitySet 4 revolutionizes virtual production workflows, https://www.brainstorm3d.com/infinityset-4-revolutionizes-virtual-production-workflows/
  14. So-Hee Park, Jong-Seung Park, "FBX Format Charactor Animation Implementation Based on Kinect Sensor", The Korean Institute of Information Scientists and Engineers, pp 1369-1371, June 2015.
  15. 2014-2020 Boni Hani Train Change History! How did Boni Hani train change?, https://youtu.be/zogPHXdCjk0
  16. Park, Sung-Ho, "The Study on the Role of 3D Animated Pre-visualization in VFX FilmProduction", Korean Society of Cartoon and Animation Studies, pp 293-319, June 2018.
  17. Sang-Hyun Lee, "Development of Digilog-type Contents using Augmented Reality", International Journal of Advanced Culture Technology Vol.7 No.3 pp 126-133. (2019), https://doi.org/10.17703/IJACT.2019.7.3.126
  18. PMC, Projected Backdrops in Oblivion's Skytower, http://projection-mapping.org/oblivion/
  19. The Virtual Production of The Mandalorian, Season One, https://youtu.be/gUnxzVOs3rk
  20. Shim Youn Sook, "Technology Trends of Realistic Contents and Application to Educational Contents", The Journal of the Convergence on Culture Technology (JCCT) Vol. 5, No. 4, pp. 315-320, November 30, 2019, http://dx.doi.org/10.17703/JCCT.2019.5.4.315