Hi, I'm Yujin Lee, and we are wave and e-makers who want to make waves and positive waves and effects to society. And I'm glad to show you my artwork in this place. The Orchestrides, my artwork, is an interactive documentary game to help multicultural teenagers self-identity from formation. And this metahuman will explain you what is the orchestrise. Okay let's get started. Orchestrise is an interactive documentary created from the real stories of multicultural families in Korea. It is designed to address the challenges of identity confusion, fragile family communication, and cultural isolation that many multicultural youth face. The content takes the form of a dialogue-based adventure game, built upon the authentic narratives of immigrant parents from China, Japan, and Vietnam. Players experience a journey through virtual spaces, each one themed around the life stories of immigrant parents from different cultural backgrounds. Along the way, the players engage in emotional and reflective conversations with metahuman characters representing the parents at different stages of life. The game follows a choice-driven structure where players carry out quests. Ultimately, Orchestrise is an interactive documentary that fosters the positive identity development of multicultural youth. Orchestrise takes a step toward building a more harmonious, truly orchestrised multicultural society. Now it's in process of orchestras. We cooperated with Jongno-gu Family Center, which help multicultural family address in Korea to understand the multicultural adults' emotions and station. We made some things that express them like song, short form using AI tool. 그가 AI 기술으로 곡을 표현하는 것과 자신을 어떻게 표현하는지, 디지털 미디어에 대한 감정을 알게 되었습니다. 그리고 우리는 여러 종류의 가족들을 인터뷰하고 동영상 시나리오를 만들었습니다. 이것은 베트남 가족입니다. 그리고... 우리는... 이것은 저입니다. 우리는 메타 휴먼과 레벨을 메타 휴먼 크리에이터와 Unreal 엔진을 이용해 메타 휴먼과 레벨을 만들었습니다. 또한, 저희의 과학에서 멀티컬츄럴 어도센스를 모셨습니다. 그리고, 우리는 레벨과 메타 휴먼을 가족들과 함께 만들었습니다. 이것은 베트남의 멀티컬츄럴 가족들의 레벨입니다. the level and metahuman with the families. And this is the Vietnam multicultural families level. This is the memorial place of the mother. And this is the Japanese multicultural family level and metahuman. This is the mother's house in Japan. And this is the mother metahuman. And this is the shrine in Japan. The mother and player will have some experience at this place. and player will have some experience at this place. And this is the Chinese mom's house in China. And this is the Chinese multicultural families place that the mother worked in. And this is the reflection of a team member with a Chinese multicultural family background. Okay. Okay, and PPT 부탁드립니다. 그럼 저는 이 어케스트라이저를 문제의 인식을 보여 드리겠습니다. 글로벌라이저에서 멀티컬츄럴 가족의 문제는 더 심해졌습니다. 특히 멀티컬츄럴 어도생들의 자신분석이 심각하고 공통적입니다. self-identity confusion is heavy and common in the multicultural adolescence. That I'm not mother's country's person but not father's country's person. So, through this problem recognition, we made orchestras that give the message you cannot be defined by only culturalism and you are an orchestra with various elements in harmony. Let's make an orchestra with us. So we have a technician of Unreal Engine and MetaHuman Creator for reality. And we make the emotion-centered interface. And this is in progress, but using GPT API, reactive conversation system. So with an interview, we made an emotion-centered scenario and through the life circle, we made the scenario. This is the Chinese multicultural families scenario. They have topic of understanding and empathy of mother and talk about the past of the mother and who was often scarred. Next is the Japanese family's multicultural family scenario that have topic of not giving up, mental illness that doesn't collapse easily. They talk about the process of overcoming hardship. Thank you. And this is the Vietnamese multicultural family scenario. They talk about the meaning of children like gifts to mothers and human relationships like exchanging gifts to each other. So about the technician, we made this metahuman and the level design. This is a Chinese level, the China River and China House of Mother and the working place. And this is the Japanese Shrine, the religion place. And this is the House of Japan. And that is the Vietnam Flower Festival place. And this is the working place that mother worked. So thank you for listening. And it was an orchestra. Thank you. So my name is Min Hyup Hwang. 감사합니다. 저는 민협황입니다. 저희 팀 프로젝트의 1km를 소개합니다. 저희 프로젝트의 인스퍼레이션은 평소에 일어난 밤에 시작되었습니다. 그냥 평범한 밤이었습니다. 다른 날도 있었던 것 같아요. 아침 11시쯤, 샤워 후에, 제 거짓배를 누워있었고, 물론, 제 손에 핸드폰이 있었고, 하루 종일 스스로를 스스로를 스스로를 스스로를 스스로를 스스로며, 하루의 시간을 스스로를 스스로며, 하지만, 그 점은, 마지크로만 생각해도, 2시 정도였어요. 그래서, 그 점이 여기 있습니다. The point was just like magic just it was 2 a.m. Just in a second so point is here like I even Can't remember what I've been doing and watching and scrolling just nothing stayed in my mind so I started this project and Yeah, I wondered like if we change these kinds of concept to in length how far do I scroll in a day and how many kilometers would that add up to and if I measured my entire life in length and how long would it be? So here is our projects one kilometer and our project gives these kinds of such questions and 그리고 얼마나 걸리는지? 그래서 저희 프로젝트는 1km입니다. 그리고 저희 프로젝트는 이런 질문에 대해 설명하고, 그리고 비주얼을 만들어냅니다. 네. 네, 그래서 여기 보시면 우리의 하루는 15cm, 우리의 휴대폰처럼 5km 정도입니다. 그리고 슬픈 게, is around 5 kilometers. And sadly, most of them, the time is filled with sleeping, labor, housework, eating, hygiene, commuting and studying, etc. And only 20% of that time, we can, around 1 kilometer, that we can actually do what we want to do. So we visualized this idea and think how to show this concept. So please play our video. So this is preview video of our project. So there is some questions and audience can take there and they can explore our web and some infographics and there will be an interactive screen. So we want to ask the audience that questions and as they follow our exhibition, they experience 그리고 그 질문에 대한 질문을 받았고, 그는 저희의 작품을 따라서 제가 조금 전에 설명한 것과 같은 경험을 받았습니다. 그리고 이것은 저희의 도로변입니다. 다음, 네, 이것은 프리뷰입니다. Yep, this is preview. So at the beginning of our exhibition, the audience can take some points. And they exactly same website like Instagram explore. They get some experience and literally explore our web. And they just enjoy our app. At the end of the app, they get some messages about same concepts. The last, please go back. Yes. Here, this interactive screen, 이 인터랙티브 스크린은 1분에 어떻게 scroll을 하는지에 대한 것입니다. 보통 1분에 1.5m scroll을 합니다. 이 스크린은 그 길이를 말합니다. 이 스크린은 디테일입니다. 이 내용은 이 과정에서 이 컨셉을 보여주고 싶습니다. 감사합니다. 저희 팀은 올해의 템을 관찰한 반응을 준비했습니다. theme. The title is expansion in disorder. When we face the panic, our nervous system reacts immediately like blood flows quicken and yes, it's not mine, but okay. Blood flow quicken and the breathing accelerates and muscle tighten, but the most importantly the your pupil of the eye expands so we saw distillation not just as a simple biological reflex but an expansion of the conceptual thing that there is an opening of the space that can make a transform. Our installation is just as our vision. The large projection fills the background and at the center tilted plate is going to be on floating screen. Through the eye, audience can see through the pupil. At the other side of the eye eye we can find the large of lights and the streams that make a new pattern and a new wave. The These lines you see represent the brain's surge of electronic signals under the panic, translating to the streams of RGB light that reorganize themselves into the new patterns.... 한글 자막 by 한효정 Hello, my name is Hojisa from Art of College in Sungkyunkwan University, and I'd like to explain our team project MoonheeBot. To briefly introduce our project based on archive of 70 million K project, which has collection of interviews with countless Koreans. We aim to develop AI curator technology capable of conversational interaction. Here, I will explain the 70MK project in more detail. The 70MK project is a video database project designed to prepare for the reunification of Korea. We conducted interviews with approximately 2,000 North and South Koreans, focusing on four key topics, women, 연구, 환경, 교육입니다. 최종적으로, 70mK 프로젝트는 한국의 필리슈가 성적을 보여주신 것입니다. 다시 한 번 소개해 드리겠습니다. 이 프로젝트는 MCA의 AI 크리에이티브 스튜디오와 협력해 제작되었습니다. MCA는 Korea's AX content studio, leading the AI transformation and AI experience in the content industry through creative and generative AI technologies. We plan to receive the AI-celeb Moonhee Na IP from this company and build up real Moonhee bot system. nav IP from this company and build up real Munhee bot system. Na Munhee is, since her debut 60 years ago, Na Munhee has been a prominent Korean actress playing both mothers and grandmothers in numerous works. The Munhee botots key features include its conversational interface, which mirrors the famous actors' use of AI technology throughout the production, and its ability to provide personalized services for each user. We then use AI technology to automatically categorize interview data and implement interactive systems such as Q&A. Finally, we identify user characteristics through user interaction and provide tailored content such as interviews. First, we will analyze and categorize interviews from 70MK content and develop an AI curation system for collaborative use. Second, we will develop a chatbot based on the IP of Namunhi and establish an interactive system. Third, we will develop a UI based on the aforementioned features and integrate them. Finally, we will develop an MVP service and organize and review the test results. Through this project, our team hopes to see the existing 70MK project evolve beyond a simple interview archive system into a user-customized system. This concludes my presentation. Thank you for listening. Let me start a presentation. My name is Hyobin Jeong from our team Sensoreum. Let me introduce our team Sensoreum. Sensoreum means total sense in Latin. We have operated Studio Whimsy in 센서리움은 러틴으로는 토탈 센스입니다. 인스타그램, 유튜브, 틱톡에서 스튜디오 윔지에서 1년 동안 운영하고 있습니다. 그리고 클래식 프로젝트에서 생긴 프로젝트를 만들었습니다. 예를 들어, 이 시절에 원더 랜드에서의 앨리스와 프랑켄스탄의 시간입니다 프랑켄스탄은 인형형 몬스터입니다 하지만 처음에는 사람을 위협하지 않았습니다 사람들은 그를 보기 위해 자신의 모습을 보고 그를 몬스터이라고 불렀습니다 이것은 우리 프로젝트의 주제입니다 그리고 이것은 우리의 작품을 어떻게 만들었을까요? 프랑켄스테인이 소셜계의 때문에 몬스터가 된다는 것을 느끼고 있었습니다. 많은 사람들이 사회에서 마지네이티로 생겨났습니다 지금 사회에 동의하는 사람도 있겠지만 누구든지 몬스터가 될 수 있습니다 우리 프로젝트는 몬스터의 관점에서 세계의 몬스터, 프랑켄스탄을 잡는 것입니다 이 게임은 인터랙티브 게임입니다. 시청자들이 캐릭터를 직접 움직입니다. 틱톡에서 AR 필터를 사용합니다. 이렇게요. 언제든지 화면에 나오죠. 죄송합니다. 소셜패닉을 사람, 캐릭터, 캐릭터로 사용하는 것을 보여줍니다. 소셜패닉을 모던 사회에서 겪는 것을 인정하는 것입니다. 예를 들어 게임과 SNS 필터를 통해 방문하는 것입니다. 또한, 인터랙티브 게임과 AI 필터를 추가시켜서 계획합니다. 네, 프로젝트의 캐릭터를 소셜패닉에 관한 관객의 의견이 있다면, 제가 그 내용을 들으시길 바랍니다. 감사합니다. 마지막으로 전해드렸습니다. 사실 저희가 두 명이 더 있습니다만, That was our last presenter. So actually we have two more, but I think we kind of enough to present in our time. So very, very thank you for coming. And I know you guys have some comment in mind, so please share your thoughts and comments to the teams and students.