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Virtual human
A virtual human (or also known as meta human or digital human) is a software fictional character or human being. Virtual humans have been created as tools and artificial companions in simulation, video games, film production, human factors and ergonomic and usability studies in various industries (aerospace, automobile, machinery, furniture etc.), clothing industry, telecommunications (avatars), medicine, etc. These applications require domain-dependent simulation fidelity. A medical application might require an exact simulation of specific internal organs; film industry requires highest aesthetic standards, natural movements, and facial expressions; ergonomic studies require faithful body proportions for a particular population segment and realistic locomotion with constraints, etc.
Game engines such as Unreal Engine via metahuman and Unity by acquiring Wētā FX have enabled real-time interactions with digital humans using physically based rendering.
We see the virtual human as more than a useful artifact. We see it as a tool for understanding ourselves. If we can simulate a virtual human in a virtual world behaving in ways that are indistinguishable from a real human, then we assert that we have captured something about what it means to be human..
— Perceiving Systems, Max Planck Institute for Intelligent Systems
Research on virtual humans involves interdisciplinary collaboration of activities such as machine learning, game development, and artificial neuroscience.
There are several ways of categorising virtual humans.
- Influencing audiences on digital channels (Virtual influencer). Example: Lil Miquela.
- Assisting audiences on digital channels (Virtual assistant). Example: Lu is both the face of Magazine Luiza and assists users by addressing their queries and resolving problems through their Instagram channel.
Hub AI
Virtual human AI simulator
(@Virtual human_simulator)
Virtual human
A virtual human (or also known as meta human or digital human) is a software fictional character or human being. Virtual humans have been created as tools and artificial companions in simulation, video games, film production, human factors and ergonomic and usability studies in various industries (aerospace, automobile, machinery, furniture etc.), clothing industry, telecommunications (avatars), medicine, etc. These applications require domain-dependent simulation fidelity. A medical application might require an exact simulation of specific internal organs; film industry requires highest aesthetic standards, natural movements, and facial expressions; ergonomic studies require faithful body proportions for a particular population segment and realistic locomotion with constraints, etc.
Game engines such as Unreal Engine via metahuman and Unity by acquiring Wētā FX have enabled real-time interactions with digital humans using physically based rendering.
We see the virtual human as more than a useful artifact. We see it as a tool for understanding ourselves. If we can simulate a virtual human in a virtual world behaving in ways that are indistinguishable from a real human, then we assert that we have captured something about what it means to be human..
— Perceiving Systems, Max Planck Institute for Intelligent Systems
Research on virtual humans involves interdisciplinary collaboration of activities such as machine learning, game development, and artificial neuroscience.
There are several ways of categorising virtual humans.
- Influencing audiences on digital channels (Virtual influencer). Example: Lil Miquela.
- Assisting audiences on digital channels (Virtual assistant). Example: Lu is both the face of Magazine Luiza and assists users by addressing their queries and resolving problems through their Instagram channel.