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Celebrity Avatars : = A Technical Approach to Creating Digital Avatars for Social Marketing Strategies.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Celebrity Avatars :/
其他題名:
A Technical Approach to Creating Digital Avatars for Social Marketing Strategies.
作者:
Molina, Ledis.
面頁冊數:
1 online resource (91 pages)
附註:
Source: Masters Abstracts International, Volume: 83-07.
Contained By:
Masters Abstracts International83-07.
標題:
Fine arts. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28862340click for full text (PQDT)
ISBN:
9798762177603
Celebrity Avatars : = A Technical Approach to Creating Digital Avatars for Social Marketing Strategies.
Molina, Ledis.
Celebrity Avatars :
A Technical Approach to Creating Digital Avatars for Social Marketing Strategies. - 1 online resource (91 pages)
Source: Masters Abstracts International, Volume: 83-07.
Thesis (M.F.A.)--Florida Atlantic University, 2021.
Includes bibliographical references
Avatars are growing in popularity and presented in many computer-mediated communication environments like social media, virtual 3D worlds, and augmented reality applications. With its incredible success in the Asian market, followed by the latest rapid increase in popularity for digital avatars in the Western market, it is necessary to look at the avatars' roots and their newfound use as celebrities. Virtual celebrities or influencers are digital characters consumed in digital mediums, with a given personality, background story, and the first-person point of view of the world, accessible to different social media platforms. These virtual celebrities are now being used for various entertainment industries, with game companies currently leading the way in building their metaverse by attracting audiences to virtual experiences, fueled by the need to sell live content during the Covid-19 pandemic. This paper traces the complex history of the Hindu avatara to a digital representation. It will explain how it has been affected by the context of literature, virtual gaming worlds, films, and new trends, moving away from a God-centered culture to one centered on humans. This effect is caused by the need for people to create a virtual presence and express themselves in virtual environments. Since its early beginning, avatars have filtered into the mainstream, and different brands have taken advantage by adopting them to represent their values to attract more customers and appear more reliable. This adoption led them to partner up with the entertainment industry creating virtual avatars, virtual concerts, and merchandise all tied in the metaverse. I also demonstrate how ten digital characters were created from concept art to final output, explaining the process I followed to integrate emerging tools to create an efficient pipeline for real-time animation, rendering, and production for various digital characters for use in social communication and marketing strategies. After following this pipeline, I ended up with a set of virtual avatars that can be used for virtual production purposes focusing on a real-time final output for any digital live event. However, this pipeline still requires development to solve real-time self- body collisions, higher fidelity, cost-effective overall performance capture, and ways to save on performance while simulating and rendering realistic-looking clothes and hair. Nonetheless, that is not stopping industries like digital marketing online entertainment to begin to take advantage of the fast content production workflows and consumers' enthusiasm for live events and celebrities to create a marketing strategy. The pipeline review in this project is only the beginning of this journey into reaching the core concept of the metaverse.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798762177603Subjects--Topical Terms:
2122690
Fine arts.
Subjects--Index Terms:
AvatarIndex Terms--Genre/Form:
542853
Electronic books.
Celebrity Avatars : = A Technical Approach to Creating Digital Avatars for Social Marketing Strategies.
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Avatars are growing in popularity and presented in many computer-mediated communication environments like social media, virtual 3D worlds, and augmented reality applications. With its incredible success in the Asian market, followed by the latest rapid increase in popularity for digital avatars in the Western market, it is necessary to look at the avatars' roots and their newfound use as celebrities. Virtual celebrities or influencers are digital characters consumed in digital mediums, with a given personality, background story, and the first-person point of view of the world, accessible to different social media platforms. These virtual celebrities are now being used for various entertainment industries, with game companies currently leading the way in building their metaverse by attracting audiences to virtual experiences, fueled by the need to sell live content during the Covid-19 pandemic. This paper traces the complex history of the Hindu avatara to a digital representation. It will explain how it has been affected by the context of literature, virtual gaming worlds, films, and new trends, moving away from a God-centered culture to one centered on humans. This effect is caused by the need for people to create a virtual presence and express themselves in virtual environments. Since its early beginning, avatars have filtered into the mainstream, and different brands have taken advantage by adopting them to represent their values to attract more customers and appear more reliable. This adoption led them to partner up with the entertainment industry creating virtual avatars, virtual concerts, and merchandise all tied in the metaverse. I also demonstrate how ten digital characters were created from concept art to final output, explaining the process I followed to integrate emerging tools to create an efficient pipeline for real-time animation, rendering, and production for various digital characters for use in social communication and marketing strategies. After following this pipeline, I ended up with a set of virtual avatars that can be used for virtual production purposes focusing on a real-time final output for any digital live event. However, this pipeline still requires development to solve real-time self- body collisions, higher fidelity, cost-effective overall performance capture, and ways to save on performance while simulating and rendering realistic-looking clothes and hair. Nonetheless, that is not stopping industries like digital marketing online entertainment to begin to take advantage of the fast content production workflows and consumers' enthusiasm for live events and celebrities to create a marketing strategy. The pipeline review in this project is only the beginning of this journey into reaching the core concept of the metaverse.
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