A contact-free home training service for infants and toddlers that combines deep learning and augmented reality technologies.

Non-face-to-face service that opens a new daily life the people has begun.

Even when COVID-19 caused confusion all over the world, hoarding did not take place only in Korea thanks to its innovative delivery system. Furthermore, the remaining vaccine reservation system developed by the government and private companies confirmed Korea’s high IT infrastructure, and contact-free technologies such as artificial intelligence, delivery and quarantine robots, and IoT-based living platforms made Korea a quarantine-advanced country. The Korean government is focusing on expanding contact-free services for our daily lives. Through this, it plans to prevent the spread of infectious diseases such as COVID-19 and secure a leading position in the global contact-free service market in line with the era of digital transformation.

The National IT Industry Promotion Agency (NIPA) and Ministry of Science and ICT(MSIT) are discovering and expanding contact-free services for day-to-day life so that people can protect their daily lives from COVID-19 and enhance economic vitality. Main services include contact-free evaluation, safe touch, which is responsive to infectious diseases, smart mental care, infectious disease response robots, advanced lifestyle platform services, leisure, and home fitness platforms, and last-mile robot delivery. Among them, the Kids Home Training Platform using Global Popular Character IP, which was discovered in the field of Leisure and Home Training Platform, was carried out by SAMG Entertainment Co., Ltd., the organizer, and Anipen Co., Ltd., the participating organization.

Education civic groups said in a survey that prolonged COVID-19 causes delays in the development of language, body, sociality, and emotions of infants and toddlers. However, in a situation where there are many cases of group infection, it is also worrisome to visit offline (face-to-face) play sports or physical education academies frequently. To solve this problem, an online-based contact-free educational content platform is needed.

Unlike face-to-face education, contact-free education content for infants and toddlers is an important factor in providing various fun elements, intuitive user interfaces, and experiences due to the nature of the target. However, software and hardware for infants, which combine existing virtual reality (VR) and augmented reality (AR), are limited to simple games or independent content at the level of educational regulations. To overcome these limitations, SAMG Entertainment and Anipen will develop a user-centered “Next-Generation Deep Learning AR Kids Home Training Platform” using augmented reality (AR) technology that combines next-generation deep learning and provides services through commercialization early next year.

The Kids Home Training Platform configures a server system in the role of service control and management to create and transmit contact-free home training content for low-age targets. To this end, SAMG Entertainment and Anipen developed a contact-free client program (application) for 1:1 two-way content sharing. In particular, the two companies applied character IP-based augmented reality animation sequence conversion technology to the kids’ home training platform for differentiated content that meets the characteristics of low-age targets.

Although the overall industry shrank due to the spread of COVID-19, the cultural content industry was relatively less affected. It is analyzed that this shows that digital-based contact-free consumption is spreading as the content industry disappears, personalized media use increases, and the content industry is expanding. The global digital content market, which represents a market size of $1.782 trillion in 2017, is expected to reach $3.99 trillion by 2022. In particular, with consumption of kids and educational content increasing 59.2% year-on-year, IP expansion, competitive cooperation between platforms, and so-called “joint alliance” are expected to take place more vigilantly, centering on popular IPs. In addition, competition in the OTT (Over The Top) platform industry is also intensifying as the use of kids and educational content increases, popular IP expansion, and platform competitive cooperation accelerates.

Kids Home Training Platform using Global Popular Character IP

SAMG Entertainment stated, “If contact-free services using characters becomes possible, it will be able to create a new market that matches children with idle personnel such as trainers and play teachers.” “As the education market is rapidly changing due to COVID-19, major domestic and foreign education companies trying to reorganize the entire market with a new contact-free platform are very interested in this project, and if home training education solutions suitable for each age group are released,” he added.

Meanwhile, SAMG Entertainment, the organizer of the “Kids Home Training Platform Using Global Popular Character IP” project, is Korea’s leading 3D animation producer who planned and produced high-quality animations such as the “MINIFORCE ” series and “Twinkle Catch! Teenieping.”. In this project, major character modeling development, home training video content production, live-action children’s song dance video, 3D learning video, and 2D dance flash imaging were carried out. In addition, Anipen, an augmented reality technology company, was in charge of producing augmented reality character composite content for supply (teacher) and developing service applications for demand (student) and developing Kyobo material content production modules using server systems and motion capture.

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