*Our company supports "April Dream," an initiative to make April 1st a day to announce dreams.

This press release is a dream of "Morikatron Inc."

Morikatron Inc. (Headquarters: Shinjuku-ku, Tokyo; President: Yukihito Morikawa), Japan's first company dedicated to the development and research of "entertainment AI," announces its vision on "the role of humans in the AI era" and "the future of games x AI x physicality."

This content reflects President Morikawa's own thoughts on the future of human existence in the AI era and "games x AI x physicality," looking "just a little ahead."

While it may sound like a dream or delusion, we consider it a theme that could lead to future research and development.

In the Age of AI, What Should We Do?

With AI now handling much of intellectual activity, what should we humans do?

What are the things AI cannot do, does poorly even if it can, or things we don't want AI to do?

One of these, I believe, is thinking about silly things, thinking about outrageous things, deliberately blurring focus to think from a bird's-eye view, and trusting intuition and a sixth sense.

And, I think it's also necessary to have a "thick skin" that doesn't over-consider others when it comes to saying these things, fearing being embarrassed, ridiculed, or offending someone.

In past societies, these were considered things thought by "incompetent people" or "people with low civility," but I even feel that these might actually be the last roles left for humans.

Apologies for the long preamble, but based on the above thoughts, here's a bit of a story that's closer to delusion than a dream.

Will Games Get Closer to "Inside the Body"?

Video games originated in university laboratories, then advanced to arcade cabinets, home consoles, and mobile devices, literally becoming "close to us."

However, this approach to the body doesn't stop there.

They are further closing the distance, moving from handheld devices to wearables that are worn on the body.

So, what's next?

They might "enter the body."

If this happens, information not only from the body's surface but also from its interior can be shared, allowing for more extensive information exchange. This is similar to how blood tests and urine tests provide more reliable bodily information than a medical interview.

Furthermore, this change is not merely a reduction in physical distance. Interactions, previously limited to sight and hearing, are expanding to include vibrations, temperature, and tactile sensations. With the addition of information sent from the body, such as heart rate, body temperature, and body movements, interactions are becoming more bidirectional.

By entering the body, deeper and more extensive information will be involved, enabling interactions that engage the entire body.

Body Hacking and the Future of Entertainment

While it might sound a bit alarming, we have already begun implementing machines and computers inside our bodies. Pacemakers, artificial lenses, cochlear implants, and pet microchips are examples.

Personally, I feel that a future where systems like transportation IC cards are embedded in the body is not far off.

On the other hand, video games are also breaking free from being just games on a monitor, expanding into forms of play that presuppose integration with the real world and the body, such as XR and digital twins.

These movements didn't start suddenly; I believe they have finally become possible due to advancements in communication and devices.

"Body hacking" is highly compatible with these trends and has the potential to synchronize in the future.

So, what kind of "play" will emerge then? Can it even be called play?

This is an area where no one has yet found the answer.

The Dream of "Games x AI x Physicality"

The future delusions discussed so far are thought to expand in much the same way if "games" are replaced with "AI."

So-called "physical AI" should not be limited to robot control but should also consider AI implemented in implantable devices integrated into the body.

While there are challenges as to whether these can truly become entertainment and gain societal acceptance, "Games x AI x Physicality" is considered one of the important research themes for the future.

And for Morikatron, it is also a big "dream."

Company Profile: Morikatron Inc.

Morikatron, established in 2017, is Japan's first "entertainment AI" company.

With the mission of "bringing playfulness to everyday life with entertainment AI," we deliver not only smart AI services but also "fun AI services" that bring dreams and excitement to the world.

We also promote initiatives that contribute to the revitalization of the entire industry by sharing the latest information on entertainment AI through the operation of our owned media "Morikatron AI Lab" and our self-hosted event "Morikatron AI Connect."

Company Name

Morikatron Inc.

Location

Narukoma HD Shinjuku Bldg 7F, 1-9-2 Shinjuku, Shinjuku-ku, Tokyo

President & CEO

Yukihito Morikawa

Establishment Date

August 16, 2017

Business Activities

AI design, development, and consulting, primarily in the entertainment domain

Corporate Website

https://morikatron.com/

Official SNS

https://x.com/morikatron_pr

https://www.facebook.com/morikatron

Official note

https://note.com/morikatron/

Owned Media

(Morikatron AI Lab)

https://morikatron.ai/

Entertainment AI Community

(Morikatron AI Connect)

http://morikatron-ai-connect.connpass.com

Copyright Notice

© morikatron Inc.

*The information in this press release is current as of the distribution date.

Please note that the content may change without prior notice.

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  • Source: PR TIMES
  • Category: News