Fueled by hyper-realism and deep learning, ANA will span KRAFTON’s business lines, including entertainment and esports.
When we talk about the popularity of the metaverse topic and artificial intelligence learning, we see that companies have started to use the meta people they have created as the face of the company recently. Among these companies, Krafton, who signed productions such as PUBG and PUBG MOBILE, also participated. In a statement, the company introduced the meta human ANA, which they will start using in various business lines and which comes to life with deep learning. The explanation and details are as follows;
Krafton will use metahuman ANA in its lines of business
ANA is designed to engage a global audience and help build KRAFTON’s Web 3.0 ecosystem. ANA is the first virtual human KRAFTON introduced, with its initial plan announced in a technical presentation last February.
KRAFTON worked within his company to create a virtual human being that could be accepted and endorsed by audiences around the world. ANA was developed with Unreal Engine’s hyper-realistic rendering technology and offers a hyper-realistic look that blurs the points between a digital character and a real person. With human-like features like baby hair and quince hairs on his skin, he really looks different from other virtual humans currently offered by other technologies.
The highly advanced rigging technology on the face precisely reflects the movement of the pupil, fine facial muscles and wrinkles, allowing natural joint movement throughout the body. In addition, deep learning technologies such as advanced voice synthesis help create an artificial intelligent voice so that ANA can act and sing like a real person.
“ANA is a hyper-realistic virtual person created with KRAFTON’s unique technology. We hope she will be intrigued and loved by Generation Z all over the world,” says Josh Seokjin Shin, President of the KRAFTON Creative Center. “ANA will release an original piece of music and As an influencer, he will expand his activities into various areas within entertainment and esports,” he concludes.