Research Paper Proposal & Discussion
This article covers the history of virtual vloggers & 3D animated avatars as content creators. It also discusses the practical side of producing these forms of content creation & the cultural context of some of their designs. The unique appeal of virtual vloggers, for content consumers & content creators is explored, as well as the advantages of having a digital image/ body for the purposes of multi-platform content production.
REALITY: Broadcast Your Virtual Beings From Everywhere
This paper addresses the technical aspects of VTubing within the context of a live performance, software involved, the degrees of motion-capture possible (full-body, just facial translation, or a mixture of both), human-to-avatar expression translation & solving issues of conveyance (software detecting & translating live-human expressions onto a less subtle avatar's face to make them readable), the translation of VTuber models into other digital spaces such as video-games.
An Introduction To Cybercultures
This book contains a thorough examination of Cybercultures, with still-relevant ideas & concepts 20 years after its publication. There are many definitions & terms included in this book which will be useful for discussing VTubers (or any digitally-derived subculture). The many chapters of this book will provide ample opportunities for citations.
As follows is a list of possible subjects/ content that I may cover in my essay, this list is yet to be refined into a properly considered order:
The World Of VTubers
An important point to consider within my subject is that few people outside of certain internet subcultures will be aware of VTubers, so I will have to introduce & explain the concept of VTubers in a clear manner.
Flow chart showing some wide-ranging examples of independent performers & performer groups within the world of VTubing & some brief context.
Elliot Watson, Illustrator with a background in historical swordsmanship and all the weird and wonderful trappings that entails.