This study proposes a real-time content design pipeline optimized for Unreal Engine, integrating generative AI-based image creation with AI-assisted 3D modeling tools. The pipeline aims to streamline the production of high-quality assets for real-time applications, including games and simulations. Two types of subjects were selected: a bust combining organic character features, and a stone slab characterized by planar and symmetrical structure. Multi-angle image data were first synthesized using advanced generative AI models to simulate diverse viewpoints. These were then processed using AI-enhanced photogrammetry and modeling tools to reconstruct detailed 3D meshes and extract base textures. Post-processing steps, including mesh decimation, UV unwrapping, and texture baking, were performed to ensure compatibility with Physically Based Rendering (PBR) workflows used in Unreal Engine. The final assets were successfully imported into Unreal Engine, demonstrating visual fidelity and performance suitability in a real-time environment. The study confirms the pipeline’s potential for accelerating asset development and suggests promising future directions in AI-driven digital content creation.
This study aims to develop motion tracking-based multi-sports game content that can prevent dementia through exercise for normal elderly people and elderly people with mild cognitive impairment by combining virtual reality and motion tracking technology with game content, analyze the exercise effect through clinical trials, explore the optimal dementia prevention method, and develop exercise tools and content that can be used not only at dementia care centers and nursing homes but also at home to prevent dementia in the elderly. The development of a motion tracking exercise tool is to develop a motion tracking tool that can express body movements in real time in a game by wearing it on the body. The goal is to develop a network-based motion tracking tool that can measure body movements and exercise volume. Through clinical trials and analysis, the goal is to find a way to minimize exercise tools while maintaining the exercise effect so that the elderly can wear them easily. In addition, unlike general games that only use hands, we propose three types of content that can maximize the competitive element and fun through sports genre game exercise content that can improve exercise effects and cognitive abilities while moving the whole body. Based on this, we propose a plan to build a platform that includes a management tool that can analyze clinical trial data to study the exact dementia prevention effect through exercise and explore the optimal dementia prevention method.
본 연구는 인공지능(AI) 기술이 미디어 및 엔터테인먼트 산업의 콘텐츠 제작 과정에 미치는 영 향을 포괄적으로 분석한다. AI 기술의 급속한 발전은 콘텐츠 제작 방식을 획기적으로 변화시 키며, 업계 전반에 걸쳐 새로운 기회와 복합적인 도전 과제를 제시하고 있다. 본 논문은 머신 러닝, 자연어 처리, 컴퓨터 비전 등 다양한 AI 기술이 영화, 방송, 음악, 게임과 같은 주요 엔 터테인먼트 분야의 콘텐츠 제작에 어떻게 적용되고 있는지를 조사한다. AI 도입의 긍정적 효 과로는 제작 효율성 향상, 창의성 증진, 개인화된 콘텐츠 제공 등을 들 수 있으며, 동시에 저 작권 문제, 윤리적 쟁점, 인력 대체에 대한 우려와 같은 잠재적 문제점들도 함께 다룬다. 이 연구는 AI가 엔터테인먼트 산업에 가져오는 변혁적 영향을 이해하고, 기술 발전이 제시하는 기회와 직면한 도전 과제를 파악하는 데 중요한 기여를 할 것이다. 이러한 분석을 통해 업계 및 학계는 AI 기술 활용에 대한 보다 구체적이고 실질적인 통찰을 얻을 수 있을 것이다.
현대 사회에서 음악은 일상생활에 깊숙이 자리 잡아, 개인의 음악적 취향과 감정 상태에 맞는 콘텐츠를 손쉽게 찾고 소비하는 것이 중요해지고 있다. 콘텐츠 소비 증가와 더불어 제작 속도 및 효율 또한 중요한 요소로 부상하고 있다. 그러나 기존 음악 콘텐츠 제작 방식은 주로 기존 음악을 플레이리스트로 만들고 간단한 애니메이션이나 이미지를 영상으로 추가하는 방식이다. 이러한 한계를 극복하고자, 인공지능(AI) 기술을 활용하여 사용자 맞춤형 음악을 생성하고 콘 텐츠를 제공하는 어플리케이션을 개발하였다. AI 모델을 통해 사용자의 감정 상태를 분석하고, 이를 기반으로 음악적 요소를 최적화하여 개인화된 음악 콘텐츠를 생성하는 것에 목표를 두었 다. Mel-frequency cepstral coefficients(MFCC)와 템포 분석을 통해 음악 데이터의 특징을 추출하고, 이를 기반으로 사용자 감정에 부합하는 프롬프트를 생성하였다. 생성된 프롬프트는 MusicGen 모델에 입력되어, 사용자의 감정 상태와 음악적 취향을 반영한 새로운 음악을 생성 하는 데 활용하였다. 또한, ComfyUI를 활용하여 텍스트-이미지-비디오 변환 파이프라인을 구 축함으로써, 생성된 프롬프트를 기반으로 다양한 멀티미디어 콘텐츠 제작을 가능하게 하였다. 기존 음악 콘텐츠 제작 방식의 시간 및 비용 문제를 해결하고, 사용자에게 보다 정교하고 개 인화된 음악 경험을 제공하는 데 기여할 수 있을 것으로 기대된다. 향후 다양한 분야에서의 응용 가능성을 제시한다.
The fourth Industrial Revolution, known as digital transformation, has made MZ generation to be the focus of the new consumer market, brought about the use of technological platforms a new consumption method. Currently, as various types of content collaboration are emerging that specifically targeting at the MZ generation. Content collaboration are considered an integration of content to create new values through co-existence and co-prosperity. This study identified the characteristics of collaboration of fashion brands from 2018 using literature and online news articles, and identified and classified through case studies of it determined movie content, game and virtual characters. By this research, it shown that collaboration with movie contents have increased the collaborative synergy by using the story in global media content. Collaboration with mobile games was generally used by young casual and sportswear brands. These brands which utilized characters from mobile games popular with to attract more teen consumers and strengthen brand awareness by adding values of high-technology and scarcity to the familiar images. In addition, collaboration with virtual characters has expanded value of the collaborative approach on expanding the range of advanced digital technology, from a promotional strategy during the distribution process through to the use of virtual models. As such, collaboration using the various types of content has developed beyond simple integration of identities among various areas, integrated products or brands that as a new value.
Content commerce, which combines commerce with SNS content, such as videos, photos, and images, is growing rapidly in various forms. Recently, content commerce has grown from an auxiliary means of introducing products or providing information about them to content commerce, which brings out the fun and empathy of the content further. andar Ltd., a medium-sized business, initially began with Instagram influencer Ms. Shin Ae-yeon. The influencer and her related brand can be seen using a variety of content creation strategies for mutual development. In one everyday picture of her, product information, brand philosophy, and her attitude toward consumers can be seen in the composition of the photo. In the published commerce content, various design strategies can be seen combined in multiple layers. In the published contents for commerce, it was shown that various areas of design strategies are combined in multiple layers. The foundation for of the andar Ltd.’s branding success was the activation of an SNS-based ‘cell- marketing’1) system in which individual influencers could channel, sell, and distribute. The author analyzed the latest 312 posts from andar Ltd.’s Instagram accounts, discovering a convergence design strategy in at least 10 areas, such as fashion design, fashion styling, advertising communication, creative advertising, public relations communication, photography, visual communication design, editorial design, information design, marketing, etc. As part of its advertising design, testimonials were displayed alongside series ads on the same page. The application of storytelling techniques to creative advertising was attractive to andar Ltd., as storytelling appeals to the company’s brand values. Celebrity endorsements have been also used. Ms. Shin Ae-ryeon regularly broadcasts live videos on Instagram. Having a space to communicate can attract more attention from consumers, leading to product purchases. The analysis of andar Ltd.'s case shows that recently, the consumption structure for content has rapidly moved from portal site searches to content commerce on SNS platforms. Nowadays, the newly changed distribution system and the status of converged design have come to apply as a whole to both the seller and the customer. The analysis also found that the number of views and comments for video content was greater than that for still photos. Furthermore, the ripple effect for video content and live videos appeared to be more pronounced.