Standards and Systems for Haptic Technology

Kriss has established the Convergence Research Center for Meta-Touch at its headquarters in Daejeon, located in central Korea, with the aim of spearheading the development of haptic standards and systems for the metaverse.

The technology, encompassing hardware components, is being developed at a cost of 39 billion Korean won, equivalent to about $30 million. According to a statement released by Kriss on Tuesday, Mar. 12, researchers will undertake “five convergence projects” over a span of five years.

In essence, the Convergence Research Center for Meta-Touch seeks to create technology capable of bringing the sense of touch to the metaverse, thereby bridging the gap between the virtual and physical realms.

Min Seok Kim, the head of the Center, stated that the institution is focused on developing “high-performance haptic devices and software,” which will include sensors, actuators for reproducing hyper-realistic tactile sensations, and rendering technology for touch experiences.

"Our ultimate aim is to seamlessly integrate these technologies to form a unified haptic system that enriches immersion in both the metaverse and gaming environments," Seok Kim explained.

“Traditional metaverse environments, which primarily rely on audiovisual technologies, are limited in their ability to enhance realism and immersion as they fail to replicate the physical interactions experienced in real life,” he added.

Seok Kim elaborated that haptic interfaces, a form of software facilitating natural interactions in the virtual world, are beginning to garner “attention as an essential technology for the hyper-realistic metaverse.” He expressed his hope that Korea will lead the way in developing such technology.

Monopoly of Metaverse Technology in the US

While the development of devices capable of measuring and displaying tactile sensations is still in its nascent stages compared to auditory devices, Korea is determined to mitigate the dominance of the US in this sector.

Kriss has accused the US of monopolizing the “foundational technology for haptic interaction,” citing a lack of standards that has compelled game and metaverse creators to tailor technologies to specific haptic hardware, thus limiting device compatibility and market entry.

Seok Kim emphasized that the Center’s project will bolster Korea’s competitiveness in the metaverse industry and contribute to securing a significant share of the haptic market.

Participating organizations in Kriss’ metaverse initiative include the Korea Advanced Institute of Science and Technology, the National Research Council of Science and Technology, Kyung Hee University, Sungkyunkwan University, and Korea National University of Transportation.

South Korea is not alone in exploring haptics or developing technologies to enhance the realism of virtual worlds. Various experiments are underway to demonstrate how haptic technology can enrich the immersive experience of the metaverse.

Meta, formerly Facebook, is working on photorealistic avatars for the metaverse, as showcased by CEO Mark Zuckerberg last year. Additionally, Disney has introduced Holotile, a specialized flooring designed to facilitate movement in any direction within virtual and augmented reality environments.

German electronics firm Rohde & Schwarz is conducting trials on animated avatars that utilize augmented reality for video calls in the metaverse and other extended reality applications.

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