Combining Gaming with a Robotic AI Band… RIMA Entertainment Unveils 'Trinity Beat' in Japan

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Combining Gaming with a Robotic AI Band… RIMA Entertainment Unveils 'Trinity Beat' in Japan

AI-based enter-tech company RIMA Entertainment has unveiled an entertainment solution in Japan that combines physical AI and robotics technology.

RIMA Entertainment is participating in ‘NexTech Week Tokyo 2026 Autumn,’ held from November 11 to 13 at Makuhari Messe in Chiba Prefecture, Japan, where it is demonstrating ‘Trinity Beat,’ a cooperative music arcade game integrated with a robotic AI band system. The exhibition is taking place through the ‘2026 G-Connection Market Joint Pavilion’ hosted by the Gyeonggi Content Agency (GCA).

‘Trinity Beat’ is an interactive entertainment solution where up to three players perform music together using controllers shaped like real instruments, including guitars, drums, and pianos. Notably, any instrument parts not played by human users are performed on actual instruments by a robotic AI band connected to the AI-based robotic music platform ‘RIMA.ai.’

Rather than merely representing AI performances through on-screen characters or digital sounds, the system translates AI-driven musical decisions into the physical movement and sound of real instruments.

RIMA.ai is a robotic music platform that combines AI, robotics, and musical performance control technology to execute the physical motions of playing real instruments. By linking this platform with Trinity Beat’s gameplay, RIMA Entertainment has expanded music from digital content into real-world physical motion and sound. It serves as a prime example of 'physical AI'-based entertainment that bridges virtual AI with tangible, real-world user experiences.

The collaborative playing experience is staged like a live concert. Featuring the ‘Trinity Energy’ system—which responds to cooperative gameplay results—alongside DMX-based LED lighting, the players' performances, the robots' live instrument playing, and the venue's lighting transform simultaneously.

RIMA Entertainment plans to expand this setup beyond traditional game centers and amusement facilities into shopping malls, cultural complexes, and experiential retail stores.

The company is also pursuing a business model that continuously supplies content even after hardware sales. Through the cloud, new music content will be regularly updated, and features bridging online and offline experiences—such as user profile integration and gameplay video sharing—will be provided to enhance facility operational efficiency and boost repeat visits.

Discussions regarding technological and business cooperation with local Japanese companies were also held. During the exhibition, RIMA Entertainment conducted business meetings with officials from Japanese AI, XR, and industrial technology firms, including Yamaha Corporation, NIHON XR CENTER INC., Alpha Systems, and KIKAGAKU Inc.

Through on-site meetings and mutual visits, the parties discussed utilizing AI and XR technologies, platform integration, and future business collaboration opportunities. Moving forward, RIMA Entertainment plans to expand the adoption of its physical AI entertainment solutions, focusing on the Japanese amusement, retail, and cultural complex markets.

By combining the robotic AI band system with cloud content services, the company aims to establish a structure where content updates and operational services continue post-hardware supply, while also exploring distribution and technical partnerships with local partners.

Jang Soon-ho, CEO of RIMA Entertainment, stated, “Trinity Beat is a solution that brings our RIMA.ai-based robotic AI band technology to life as an interactive entertainment service for users to experience firsthand.” He added, “We aim to demonstrate the potential of physical AI technology to expand beyond industrial robots into everyday consumer experiences across music, culture, and commercial spaces. Building on this exhibition in Japan and our business exchanges with major tech companies, we will expand localized technological collaborations and commercialization opportunities, advancing a new spatial business model that merges AI robotics with entertainment.”

Source: Reporter Hong Yi-pyo, Gamechosun (https://www.gamechosun.co.kr/webzine/article/view.php?no=227541)

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