Browse > Article
http://dx.doi.org/10.7236/IJIBC.2022.14.4.64

Research on Technology Production in Chinese Virtual Character Industry  

Pan, Yang (Department of Visual Contents, Dongseo University)
Kim, KiHong (Department of Visual Contents, Dongseo University)
Yan, JiHui (Department of VR Contents, Qingdao Huanghai University)
Publication Information
International Journal of Internet, Broadcasting and Communication / v.14, no.4, 2022 , pp. 64-79 More about this Journal
Abstract
The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.
Keywords
Virtual Character; Virtual Digital Human; Virtual Idol; Virtual YouTuber; Metaverse; Motion Capture; Live 2D; Photo Scan;
Citations & Related Records
Times Cited By KSCI : 1  (Citation Analysis)
연도 인용수 순위
1 Gao Huaqian. (2019). Research and Application of Photo Modeling Technology. Modern Film Technology (02), 42-46.
2 Kong, R., Qi, Z.,&Zhao, S. (2021, December). Difference Between Virtual Idols and Traditional Entertainment from Technical Perspectives. In 2021 3rd International Conference on Economic Management and Cultural Industry (ICEMCI 2021) (pp. 344-349). Atlantis Press. DOI: https://doi.org/10.2991/assehr.k.211209.058   DOI
3 Wang,Y.Q.(2022,May).A Brief Analysis of the Development of Chinese Virtual Idol Industry Empowered by 5G+ Motion Capture Technology-Taking the Virtual Idol Group A-SOUL as an Example. In Journal of Physics: Conference Series (Vol. 2278, No. 1, p. 012011). IOP Publishing.   DOI
4 Saida, K., & Foudil, C. (2020). Motions Planning for Virtual Character. Computacion y Sistemas, 24(1), 317-324. DOI: https://doi.org/10.13053/cys-24-1-2932   DOI
5 Ma Wenyi, Jiang Lili & Fan Yanwen. (2022). Design and Implementation of Social Software Based on Live2D+Mlkit. Modern Information Technology (11), 37-40.
6 Yu Chenping.(2021). Research on the Design and Development of the Virtual Idolization of Game Characters (Master's Thesis, Zhejiang Sci-Tech University).
7 Pan, Y., Kim, K., Lee, J., Sang, Y., & Cheon, J. (2022). Research on the Application of Digital Human Production Based on Photoscan Realistic Head 3D Scanning and Unreal Engine MetaHuman Technology in the Metaverse. The International Journal of Advanced Smart Convergence, 11(3), 102-118. DOI: https://doi.org/10.7236/IJASC.2022.11.3.102   DOI