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Wishbowl: 버추얼 밴드 아이돌 Verse'day 뮤직비디오 및 몰입형 인터랙티브 공연 제작 사례 연구

Wishbowl: Production Case Study of Music Video and Immersive Interactive Concert of Virtual Band Idol Verse'day

  • 이세빈 (숭실대학교 글로벌미디어학부) ;
  • 김경진 (숭실대학교 글로벌미디어학부) ;
  • 김다예 (숭실대학교 글로벌미디어학부) ;
  • 이정진 (숭실대학교 글로벌미디어학부)
  • Sebin Lee (The Global School of Media, Soongsil University) ;
  • Gyeongjin Kim (The Global School of Media, Soongsil University) ;
  • Daye Kim (The Global School of Media, Soongsil University) ;
  • Jungjin Lee (The Global School of Media, Soongsil University)
  • 투고 : 2024.06.15
  • 심사 : 2024.07.05
  • 발행 : 2024.07.25

초록

최근 가상 아바타를 이용하여 가창과 안무를 표현하는 다양한 가상 아바타 음악 콘텐츠가 제작되고 있으며, 가상 아티스트들의 인기가 높아짐에 따라 오프라인에서도 가상 아바타 콘서트를 하는 사례도 등장하고 있다. 하지만 가상 아바타가 악기를 연주하는 밴드 콘텐츠의 제작 사례는 찾아보기 어려우며, 전면의 대형 스크린을 사용하는 오프라인 가상 아바타 콘서트는 가상 현실 특유의 환상적인 연출과 높은 자유도를 활용하기 어렵다는 단점이 있다. 본 논문은 이러한 제한점에 영감을 얻어, 가상 밴드 아이돌 Verse'day의 가상 아바타 밴드 콘텐츠 제작과 몰입형 인터랙티브 공연 제작 사례를 소개한다. 먼저, 본 논문에서는 모션 캡쳐 시스템과 실시간 엔진을 활용해 밴드 연주 애니메이션과 뮤직비디오를 제작한 과정을 소개한다. 이어서, 오프라인 콘서트에서 프로젝션 매핑과 실시간 상호작용 응원봉을 사용해 몰입형 인터랙티브 가상 아바타 공연을 제작한 사례를 소개한다. 마지막으로, 본 논문의 제작 사례를 바탕으로 향후 가상 아바타 음악 콘텐츠 제작을 위한 연구 방향을 제언하였다. 우리는 본 제작 사례가 향후 다양한 가상 아바타 음악 콘텐츠 제작과, 몰입형 인터랙티브 오프라인 가상 아바타 콘서트 제작에 영감을 줄 수 있을 것으로 기대한다.

Recently, various virtual avatar music content that showcases singing and dancing have been produced, and as virtual artists gain popularity, offline virtual avatar concerts have also emerged. However, there are few examples of virtual avatar band content where avatars play instruments. In addition, offline virtual avatar concerts using large screens at the front are limited in their ability to utilize the fantastical effects and high degree of freedom unique to virtual reality. In this paper, inspired by these limitations of virtual avatar music content, we introduce the production case of virtual avatar band content and immersive interactive concert of virtual band idol Verse'day. Firstly, we present a case study on creating band performance animations and music videos using motion capture systems and real-time engines. Then, we introduce a production case of an immersive interactive concert using projection mapping technology and a light stick that allows real-time interaction in an offline concert. Finally, based on these production cases, we discussed the future research directions of developing virtual avatar music content creation. We expect that our production cases will inspire the creation of diverse virtual avatar music content and the development of immersive interactive offline virtual avatar concerts in the future.

키워드

과제정보

본 연구는 과학기술정보통신부 및 정보통신기획평가원의 메타버스 융합대학원 (IITP-2024-RS-2024-00430997, 기여율 20%)과 지역지능화혁신인재양성사업 (IITP-2024-RS-2022-00156360, 기여율 20%)과 문화체육관광부 및 한국콘텐츠 진흥원의 2024 년도 문화체육관광연구개발사업 (연구개발 과제명 : 공연 콘텐츠의 고해상도(8K/16K) 서비스를 위한 AI 기반 영상확장 및 서비스 기술개발, 연구개발과제번호 : RS-2024-00395886, 기여율: 60%)의 지원을 받아 수행되었음. 본 논문의 저자들은 Wishbowl 제작에 도움을 주신 모든 분들께 감사를 표합니다.

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