DOI QR코드

DOI QR Code

Affective Interaction Technologies for Human Care

휴먼 케어를 위한 초실감 감성 상호작용 기술

  • Published : 2021.02.01

Abstract

Super-realistic content technology has recently attracted attention as a core of the "new normal" that can overcome the spatial constraints caused by pandemics. It is moreover the core that allows users in remote locations to meet and engage in various social, cultural, and economic activities based on a network. Content technology is rapidly spreading beyond the existing entertainment area to various industries as an innovative tool that can be used to overcome space-time constraints and improve the productivity of industrial sites, because reality and virtual reality are now super-connected with ultra-low latency. However, existing services such as teleconferencing and tele-collaboration do not provide a level of realism that replaces face-to-face services, and various technical requirements have been proposed to overcome this. The trends in core technologies such as XR twins, hyper-realistic reproduction, sensory interaction, and emotional recognition technology, which are necessary for interactive realistic content that leads to feelings, from reproduction to experience and emotion, are explained. In this article, our aim is to present the future of realistic content that enables human care and can even overcome psychological difficulties such as the "Corona blues".

Keywords

References

  1. 한국전자통신연구원, "지능정보사회로 가는 길: 기술발전지도 2035," 2020. 6.
  2. 이헌주 외, "실세계 연계 실감형 e-레저 콘텐츠 서비스 기술 개발," 2연차보고서, 2017, https://data.doi.or.kr/10.23000/TRKO201700005025
  3. K. Guo et al., "The relightables: Volumetric performance capture of humans with realistic relighting," ACM Trans. Graphics, vol. 38, no. 6, 2019, doi: 10.1145/3355089.3356571
  4. T. Sun et al., "Single image portrait relighting," ACM Trans. Graphics, vol. 38, no. 6, 2019, doi: 10.1145/3306346.3323008
  5. B. Bhatnagar et al., "Multi-garment net: Learning to dress 3D people from images" in Proc. IEEE/CVF Int. Conf. Comput. Vis. Seoul, Rep. of Korea, 2020, doi: 10.1109/ICCV.2019.00552.
  6. S. Suwajanakorn, S.M. Seitz, and I. Kemelmacher-Shlizerman, "Synthesizing obama: Learning lip sync from audio," ACM Trans. Graphics, vol. 36, no. 4, 2017, doi:10.1145/3072959.3073640
  7. J. Light, "Here's how ILM de-aged 'The irishman' cast," No Film School, Dec. 4, 2019, https://nofilmschool.com/the-irishman-de-aging-behind-the-scenes
  8. https://www.pinscreen.com/
  9. 와이어드코리아, "삼성의인공인간 '네온'은어떤모습일까," WireKR, https://www.wired.kr/news/articleView.html?idxno=803
  10. D. Mikhalchuk, "TESLASUIT introduces its brand-new VR-gloves," TESLASUIT, Dec. 27, 2019, https://teslasuit.io/blog/teslasuit-introduces-its-brand-new-vr-gloves/
  11. 최창현, "싱가폴국립대, 사람보다 1000배 예민한 '전자피부' 개발...인텔 뉴로모픽 칩 활용," AI타임즈, 2020. 7. 16.
  12. 이재구, "MIT, 하버드대 인공지능 팀, 보고 느낀후 집어드는 로봇손 개발," AI타임즈, 2020. 6. 3.
  13. 김영준, "KAIST, 실제 물체 쥔 것 같은 VR 컨트롤러 구현," 전자신문, 2020. 11. 19.
  14. 이호진, "청각장애인도 노래 부를 수 있다...촉각으로 소리 전달," 연합뉴스, 2020. 4. 19.
  15. 박진석, "촉각 증강 기술을 위한 3D 나노구조체 활용 고탄성 압전 세라믹 신소재 개발," 특허뉴스, 2020. 12. 3.
  16. 안희권, "페이스북, 난청까지 해결하는 AR 글래스 만드나," 아이뉴스 24, 2020. 9. 4.
  17. 산경투데이, "서울대, 가상현실에서 냉.열감 구현하는 전자피부개발 공대," 2020. 4. 7.
  18. https://fulldivetech.com/
  19. E. Pezent et al., "Explorations of wrist haptic feedback for AR/VR interactions with tasbi," in Proc. Extended Abstract CHI Conf. Hum. Factor Comput. Syst. Honolulu, HI, USA, Apr. 2020, doi: 10.1145/3334480.3383151.
  20. X. Yu et al., "Skin-integrated wireless haptic interfaces for virtual and augmented reality," Nature vol. 575, 2019, pp. 473-479. https://doi.org/10.1038/s41586-019-1687-0
  21. https://haptx.com/
  22. https://www.bhaptics.com/
  23. 구본혁, "KAIST 창업기업 테그웨이, 'CES 2020' 혁신상 수상," 헤럴드경제, 2019. 11. 8.
  24. P.-O. Pigny and L. Dominjon,"Using CNNs for users segmentation In video see-through augmented virtuality," in Proc. IEEE Int. Conf. Artif. Intell. Virtual Reality. Sandiego, CA, USA, Dec. 2019, pp. 229-234.
  25. APPLE, "ARKit 4," https://developer.apple.com/kr/augmented-reality/arkit/
  26. https://www.ultraleap.com/
  27. https://optitrack.com/
  28. 최종우 외,"후각 바이오 정보 기반 치매 가상증강콘텐츠 기술 동향," 전자통신동향분석, 제34권 제4호, 2019, pp. 89-97. https://doi.org/10.22648/etri.2019.j.340409
  29. 이지은, "후각과 알츠하이머병," J. Rhinolopy, vol. 24, no. 2, 2017, pp. 1-7. https://doi.org/10.18787/jr.2017.24.1.1
  30. Insent, "TS-5000Z," http://www.insent.co.jp/en/products/ts5000z_index.html
  31. Alpha MOS, "ASTREE-Taste analysis," https://www.alphamos.com/astree-taste-analysis
  32. 사이언스타임즈, "가상 현실 능가할 '가상 맛보기' 기술 탄생", 2020. 6. 16.