
A virtual human (or also known as meta human or digital human) is a
software
Software consists of computer programs that instruct the Execution (computing), execution of a computer. Software also includes design documents and specifications.
The history of software is closely tied to the development of digital comput ...
fictional character
In fiction, a character is a person or being in a narrative (such as a novel, play, radio or television series, music, film, or video game). The character may be entirely fictional or based on a real-life person, in which case the distinction o ...
or
human being
Humans (''Homo sapiens'') or modern humans are the most common and widespread species of primate, and the last surviving species of the genus ''Homo''. They are Hominidae, great apes characterized by their Prehistory of nakedness and clothing ...
. Virtual humans have been created as tools and
artificial companions in
simulation
A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in ...
,
video games
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
,
film production
Filmmaking or film production is the process by which a Film, motion picture is produced. Filmmaking involves a number of complex and discrete stages, beginning with an initial story, idea, or commission. Production then continues through screen ...
,
human factors and ergonomic and usability studies in various industries (aerospace, automobile, machinery, furniture etc.), clothing industry,
telecommunications
Telecommunication, often used in its plural form or abbreviated as telecom, is the transmission of information over a distance using electronic means, typically through cables, radio waves, or other communication technologies. These means of ...
(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
Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter video game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of ...
via metahuman and
Unity by acquiring
Wētā FX have enabled real-time interactions with digital humans using
physically based rendering
Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based ...
.
Research
Research on virtual humans involves interdisciplinary collaboration of activities such as
machine learning
Machine learning (ML) is a field of study in artificial intelligence concerned with the development and study of Computational statistics, statistical algorithms that can learn from data and generalise to unseen data, and thus perform Task ( ...
,
game development
game development (sometimes shortened to gamedev) is the process of creating a video game. It is a multidisciplinary practice, involving programming, design, art, audio, user interface, and writing. Each of those may be made up of more specialize ...
, and
artificial neuroscience.
* ''
Anatomy
Anatomy () is the branch of morphology concerned with the study of the internal structure of organisms and their parts. Anatomy is a branch of natural science that deals with the structural organization of living things. It is an old scien ...
'' ''and
geometry
Geometry (; ) is a branch of mathematics concerned with properties of space such as the distance, shape, size, and relative position of figures. Geometry is, along with arithmetic, one of the oldest branches of mathematics. A mathematician w ...
'': modeling a human body using
3D scanner
3D scanning is the process of analyzing a real-world object or environment to collect three dimensional data of its shape and possibly its appearance (e.g. color). The collected data can then be used to construct digital 3D models.
A 3D scanner ...
s, digitizers and software tools.
* ''Hair'' ''and skin
generation
A generation is all of the people born and living at about the same time, regarded collectively. It also is "the average period, generally considered to be about 20–30 years, during which children are born and grow up, become adults, and b ...
, representation, and rendering''. Accurate and performant simulation requires modern computer graphics techniques such as compute and tessellation shaders.
* ''
Skeletal animation
Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a polygonal or parametric mesh representation of the surface of the object, and a hierarchical set ...
'' and
physically based animation
Physically based animation is an area of interest within computer graphics concerned with the simulation of physically plausible behaviors at interactive rates. Advances in physically based animation are often motivated by the need to include compl ...
in response to environment interaction. Methods include
behavior trees selecting parametric
keyframe
In animation and filmmaking, a key frame (or keyframe) is a drawing or shot that defines the starting and ending points of a smooth transition. These are called ''frames'' because their position in time is measured in frames on a strip of film ...
sets, procedural
inverse kinematics
In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain, such as a robot manipulator or animation character's skeleton, in a g ...
, or
neural network
A neural network is a group of interconnected units called neurons that send signals to one another. Neurons can be either biological cells or signal pathways. While individual neurons are simple, many of them together in a network can perfor ...
driven locomotion control. A common way of obtaining reference data is through
motion capture
Motion capture (sometimes referred as mocap or mo-cap, for short) is the process of recording high-resolution motion (physics), movement of objects or people into a computer system. It is used in Military science, military, entertainment, sports ...

* ''Body surface animation and deformation or skinning'', simulating
deformation of visible body surface with respect to the movement of the underlying skeleton structure.
*
''Facial animation'', playing an essential role for human communication. Two mainstream facial animation research exist: parametrized models and muscle models.
* ''Walking'' ''or
gait
Gait is the pattern of Motion (physics), movement of the limb (anatomy), limbs of animals, including Gait (human), humans, during Animal locomotion, locomotion over a solid substrate. Most animals use a variety of gaits, selecting gait based on s ...
generation'', which should generate natural-looking walking motion based on a given trajectory and velocity.
* ''
Obstacle avoidance'', task of satisfying some control objective subject to non-intersection or non-collision position constraints in order to find the optimal trajectory for walking while avoiding obstacles
*
''Grasping'', which should produce the best arm and hand motion to grab an object. Grasping is often preceded by reaching, which is highly dependent on head and trunk control, as well as eye control and gaze.
* ''Behavior'', striving to give more character and personality to the animation, thus making it look more natural and personalized than mechanics-based animations. For example, speech gesture generation.
Types
There are several ways of categorising virtual humans.
* Control: Controlled by the user or the machine (
NPC).
* Purpose:
- Influencing audiences on digital channels (
Virtual influencer
A virtual influencer, at times described as a virtual persona or virtual model, is a computer-generated fictional character that can be used for a variety of marketing-related purposes, but most frequently for social media marketing, in lieu of ...
).
Example:
Lil Miquela.
- Assisting audiences on digital channels (
Virtual assistant
A virtual assistant (VA) is a software agent that can perform a range of tasks or services for a user based on user input such as commands or questions, including verbal ones. Such technologies often incorporate chatbot capabilities to streaml ...
).
Example:
Lu is both the face of Magazine Luiza and assists users by addressing their queries and resolving problems through their Instagram channel.
- Providing a graphical representation of the user in a virtual environment (
Avatar
Avatar (, ; ) is a concept within Hinduism that in Sanskrit literally means . It signifies the material appearance or incarnation of a powerful deity, or spirit on Earth. The relative verb to "alight, to make one's appearance" is sometimes u ...
). Avatars have been popularized by online worlds like
The Palace
''The Palace'' is a British drama television series that aired on ITV (TV network), ITV in 2008. Produced by Company Pictures for the ITV network, it was created by Tom Grieves and follows a fictional British Royal Family in the aftermath of t ...
,
Second Life
''Second Life'' is a multiplayer virtual world that allows people to create an Avatar (computing), avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for person ...
, Active Worlds, IMWU, Zepeto and others.
- Starring in media (
Virtual actor
A virtual actor or also known as virtual human, virtual persona, or digital clone is the creation or re-creation of a human being in image and voice using computer-generated imagery and sound, that is often indistinguishable from the real actor. ...
). This media most commonly involves movies or series. These virtual actors can either be digital representations of real actors or entirely computer-generated characters.
History
Early models
Ergonomic analysis provided some of the earliest applications in computer graphics for modeling a human figure and its motion.
William Fetter
William Fetter, also known as William Allan Fetter or Bill Fetter (March 14, 1928June 23, 2002), was an American graphic designer and pioneer in the field of computer graphics. He explored the perspective fundamentals of computer animation of a ...
, a
Boeing
The Boeing Company, or simply Boeing (), is an American multinational corporation that designs, manufactures, and sells airplanes, rotorcraft, rockets, satellites, and missiles worldwide. The company also provides leasing and product support s ...
art director in early 20th Century, was the first person to draw a human figure using a computer. This figure is known as the "Boeing Man." The seven jointed "First Man", used for studying the instrument panel of a Boeing 747, enabled many pilot motions to be displayed by articulating the figure's pelvis, neck, shoulders, and elbows. The addition of twelve extra joints to "First Man" produced "Second Man". This figure was used to generate a set of animation film sequences based on a series of photographs produced by
Eadweard Muybridge
Eadweard Muybridge ( ; 9 April 1830 – 8 May 1904, born Edward James Muggeridge) was an English photographer known for his pioneering work in photographic studies of motion, and early work in motion-picture Movie projector, projection.
He ...
.
Then several models were developed by various companies'': Cyberman'' (Cybernetic man-model) was developed by
Chrysler
FCA US, LLC, Trade name, doing business as Stellantis North America and known historically as Chrysler ( ), is one of the "Big Three (automobile manufacturers), Big Three" automobile manufacturers in the United States, headquartered in Auburn H ...
Corporation for modeling human activity in and around a car. It is based on 15 joints; the position of the observer is predefined. ''Combiman'' (Computerized biomechanical man-model) was specifically designed to test how easily a human can reach objects in a cockpit; it is defined using a 35 internal-link skeletal system. ''Boeman'' was designed in 1969 by Boeing Corporation. It is based on a 50th-percentile three-dimensional human model. He can reach for objects like baskets, collisions are detected, and visual interferences are identified. Boeman is built as a 23-joint figure with variable link lengths. ''Sammie'' (System for Aiding Man Machine Interaction Evaluation) was designed in 1972 at the University of Nottingham for general ergonometric design and analysis. This was, so far, the best parameterized human model and it presents a choice of physical types: slim, fat, muscled, etc. The vision system was very developed and complex objects have been manipulated by Sammie, based on 21 rigid links with 17 joints. Another interesting Virtual Human, ''Buford'' was developed at
Rockwell International
Rockwell International was a major American manufacturing conglomerate (company), conglomerate. It was involved in aircraft, the space industry, defense and commercial electronics, components in the automotive industry, printing presses, avioni ...
to find reach and clearance areas around a model positioned by the operator. The figure represented a 50th-percentile human model and was covered by CAD-generated polygons. Buford is composed of 15 independent links that must be redefined at each modification.
In facial modelling,
Parke produced a representation of the head and face at the
University of Utah
The University of Utah (the U, U of U, or simply Utah) is a public university, public research university in Salt Lake City, Utah, United States. It was established in 1850 as the University of Deseret (Book of Mormon), Deseret by the General A ...
, and three years later, he proposed parametric models to produce a more realistic face.
Some researchers have also used elementary volumes to create virtual human models e.g. cylinders by Poter and Willmert or ellipsoids by Herbison-Evans. Badler and Smoliar proposed Bubbleman as a three-dimensional human figure consisting of a number of spheres or bubbles. The model was based on overlap of spheres, and the intensity and size of the spheres varied depending on the distance from the observer.
In the early 1980s, Tom Calvert, a professor of kinesiology and computer science at
Simon Fraser University
Simon Fraser University (SFU) is a Public university, public research university in British Columbia, Canada. It maintains three campuses in Greater Vancouver, respectively located in Burnaby (main campus), Surrey, British Columbia, Surrey, and ...
, attached potentiometers to a body and used the output to drive computer-animated figures for choreographic studies and clinical assessment of movement abnormalities. Calvert's animation system used the motion capture apparatus together with
Labanotation
Labanotation (grammatically correct form "Labannotation" or "Laban notation" is uncommon) is a system for analyzing and recording human movement (Notation, notation system), invented by Austro-Hungarian choreographer and dancer Rudolf von Laban ...
and kinematic specifications to fully specify character motion.
In the same time, the
Jack software package was developed at the Center for Human Modeling and Simulation at the
University of Pennsylvania
The University of Pennsylvania (Penn or UPenn) is a Private university, private Ivy League research university in Philadelphia, Pennsylvania, United States. One of nine colonial colleges, it was chartered in 1755 through the efforts of f ...
, and was made commercially available from
Tecnomatix, Jack provided a 3D interactive environment for controlling articulated figures. It featured a detailed human model and included realistic behavioral controls, anthropometric scaling, task animation and evaluation systems, view analysis, automatic reach and grasp, collision detection and avoidance, and many other useful tools for a wide range of applications. "
Production of films and demos
In the beginning of the Eighties, several companies and research groups produced short films and demos involving Virtual Humans. In particular,
Information International Inc, commonly called Triple-I or III showed the potential for computer graphics to do amazing things, by producing a 3D scan of Peter Fonda's head, and the ultimate demo, “
Adam Powers, the Juggler".
In 1982, Philippe Bergeron,
Nadia Magnenat-Thalmann and
Daniel Thalmann
Prof. Daniel Thalmann is a Swiss and Canadian computer scientist and a pioneer in Virtual humans. He is currently Honorary Professor at EPFL, Switzerland and Director of Research Development at MIRALab Sarl in Geneva, Switzerland.
Biography ...
produced
Dream Flight, a film depicting a person (articulated stick figure) transported over the Atlantic Ocean from Paris to New York. The film was completely programmed using the MIRA graphical language, an extension of the
Pascal language based on
graphical abstract data types. The film got several awards and was shown at the
SIGGRAPH
SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques) is an annual conference centered around computer graphics organized by ACM, starting in 1974 in Boulder, CO. The main conference has always been held in North ...
‘83 Film Show. Another film became a breakthrough in 1985, the film "
Tony de Peltrie
Tony de Peltrie is a Canadian animated short film from 1985. The short shows the first computer-animated human character to express emotion through facial expressions and body movements, which touched the feelings of the audience.Philippe Bergeron ...
" that used for the first time facial animation techniques to tell a story. During the same year, the Hard Woman video for the
Mick Jagger
Sir Michael Philip Jagger (born 26 July 1943) is an English musician. He is known as the lead singer and one of the founder members of The Rolling Stones. Jagger has co-written most of the band's songs with lead guitarist Keith Richards; Jagge ...
's song was developed by
Digital Productions that showed a nice animation of a stylized woman. At the same time, "The Making Of Brilliance" was created by
Robert Abel & Associates as a TV commercial, and showed incredible motion and rendering for its time.
In 1987, the
Engineering Institute of Canada The Engineering Institute of Canada (EIC) ( French: l'Institut canadien des ingénieurs; ICI) is a federation of fourteen engineering societies based in Canada, covering a broad range of engineering branches, and with a history going back to 1887. ...
celebrated its 100th anniversary. A major event, sponsored by
Bell Canada
Bell Canada (commonly referred to as Bell) is a Canadian telecommunications company headquartered at 1 Carrefour Alexander-Graham-Bell in the borough of Verdun, Quebec, in Canada. It is an ILEC (incumbent local exchange carrier) in the province ...
and
Northern Telecom
Northern may refer to the following:
Geography
* North, a point in direction
* Northern Europe, the northern part or region of Europe
* Northern Highland, a region of Wisconsin, United States
* Northern Province, Sri Lanka
* Northern Range, a ra ...
, took place at the
Place des Arts
frame, View of the Place des Arts esplanade. The Musée d'art contemporain is on the left; behind it is the Salle Wilfrid-Pelletier, with the Théâtre Maisonneuve on the right.
Place des Arts () is a major performing arts centre in Montreal, Q ...
in
Montreal
Montreal is the List of towns in Quebec, largest city in the Provinces and territories of Canada, province of Quebec, the List of the largest municipalities in Canada by population, second-largest in Canada, and the List of North American cit ...
. For this event,
Nadia Magnenat-Thalmann and
Daniel Thalmann
Prof. Daniel Thalmann is a Swiss and Canadian computer scientist and a pioneer in Virtual humans. He is currently Honorary Professor at EPFL, Switzerland and Director of Research Development at MIRALab Sarl in Geneva, Switzerland.
Biography ...
simulated
Marilyn Monroe
Marilyn Monroe ( ; born Norma Jeane Mortenson; June 1, 1926 August 4, 1962) was an American actress and model. Known for playing comic "Blonde stereotype#Blonde bombshell, blonde bombshell" characters, she became one of the most popular sex ...
and
Humphrey Bogart
Humphrey DeForest Bogart ( ; December 25, 1899 – January 14, 1957), nicknamed Bogie, was an American actor. His performances in classic Hollywood cinema made him an American cultural icon. In 1999, the American Film Institute selected Bogart ...
meeting in a cafe in the old town of Montreal. This film
Rendez-vous in Montreal was the first film that has modelled 3D legendary stars. The film is a result of an extensive research on the 3D cloning aspect of real humans as well as the modelling of their behaviour.
In 1988 "
Tin Toy
A tin toy, or tin lithograph toy, is a mechanical toy made out of tinplate and colorfully painted by chromolithography to resemble primarily a character or vehicle.
History
Tinplate was used in the manufacture of toys beginning in the mid-19th ...
" was the first film made by computer to obtain an
Oscar
Oscar, OSCAR, or The Oscar may refer to:
People and fictional and mythical characters
* Oscar (given name), including lists of people and fictional characters named Oscar, Óscar or Oskar
* Oscar (footballer, born 1954), Brazilian footballer ...
(as Best Animated Short Film). It is the story of a tin
one-man band
A one-man band is a musician who plays a number of instruments simultaneously using their hands, feet, limbs, and various mechanical or electronic contraptions. One-man bands also often sing while they perform.
The simplest type of "one-man ban ...
toy, attempting to escape from Billy, a silly infant. The same year, deGraf/Wahrman developed "Mike the Talking Head" for
Silicon Graphics
Silicon Graphics, Inc. (stylized as SiliconGraphics before 1999, later rebranded SGI, historically known as Silicon Graphics Computer Systems or SGCS) was an American high-performance computing manufacturer, producing computer hardware and soft ...
to demonstrate the real-time capabilities of their new 4D machines. Mike was driven by a specially built controller that allowed a single puppeteer to handle many parameters of the character's face, including mouth, eyes, expression, and head position. The
Silicon Graphics
Silicon Graphics, Inc. (stylized as SiliconGraphics before 1999, later rebranded SGI, historically known as Silicon Graphics Computer Systems or SGCS) was an American high-performance computing manufacturer, producing computer hardware and soft ...
hardware provided real-time interpolation between facial expressions and head geometry as controlled by the performer. Mike was performed live in that year's
SIGGRAPH
SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques) is an annual conference centered around computer graphics organized by ACM, starting in 1974 in Boulder, CO. The main conference has always been held in North ...
film and video show.
In 1989, Kleiser-
Walczak produced Dozo, a computer animation of a woman dancing in front of a microphone while singing a song for a music video. They captured the motion using an optically-based solution from
Motion Analysis Motion analysis is used in computer vision, image processing, high-speed photography and machine vision that studies methods and applications in which two or more consecutive images from an image sequences, e.g., produced by a video camera or high-s ...
with multiple cameras to triangulate the images of small pieces of reflective tape placed on the body. The resulting output is the 3-D trajectory of each reflector in the space.
In 1989, in the film "
The Abyss
''The Abyss'' is a 1989 American science fiction film written and directed by James Cameron and starring Ed Harris, Mary Elizabeth Mastrantonio, and Michael Biehn. When an American submarine sinks in the Caribbean, a US search and recovery tea ...
", a particular sequence shows a watery pseudopod acquiring a human face. This represented an important step for future synthetic characters as it was then possible to transform one shape to another human face. In 1989, Lotta Desire, actress of "The Little Death" and "Virtually Yours" demonstrated advanced facial animation and first computer-animated kiss. Then, "
Terminator II" movie marked in 1991 a milestone in the animation of virtual humans mixed with real people and decors.
In the nineties, several short movies were produced, the most well-known is “
Geri's Game
''Geri's Game'' is a 1997 American animated short film produced by Pixar and written and directed by Jan Pinkava. The film was Pixar's first film to feature a human as its main character. The character later made an appearance in ''Toy Story 2'' ...
” from
Pixar
Pixar (), doing business as Pixar Animation Studios, is an American animation studio based in Emeryville, California, known for its critically and commercially successful computer-animated feature films. Pixar is a subsidiary of Walt Disney ...
which received the
Academy Award
The Academy Awards, commonly known as the Oscars, are awards for artistic and technical merit in film. They are presented annually by the Academy of Motion Picture Arts and Sciences (AMPAS) in the United States in recognition of excellence ...
for Animated Short films.
More recent research
Behavioral animation was introduced and developed by
Craig Reynolds. He had simulated flocks of birds alongside schools of fish for the purpose of studying group intuition and movement. By integrating numerous virtual humans to inhabit virtual worlds, Musse and Thalmann then initiated the field of
crowd simulation
Crowd simulation is the process of simulating the movement (or ) of a large number of entities or characters. It is commonly used to create Virtual cinematography, virtual scenes for visual media like films and video games, and is also used in cri ...
.
Starting in the nineties, researchers have shifted to real-time animation and to the interaction with virtual worlds. The merge of
Virtual Reality
Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
, Human Animation and
Video Analysis Video content analysis or video content analytics (VCA), also known as video analysis or video analytics (VA), is the capability of automatically analyzing video to detect and determine temporal and spatial events.
This technical capability is used ...
techniques has led to the integration of Virtual Humans in Virtual Reality, the interaction with these virtual humans, and the self-representation as a clone or avatar or participant in the
Virtual World
A virtual world (also called a virtual space or spaces) is a Computer simulation, computer-simulated environment which may be populated by many simultaneous users who can create a personal Avatar (computing), avatar and independently explore th ...
.
Interaction with Virtual Environments was planned to be at various level of user configuration. A high-end configuration could involve an
immersive environment
In virtual reality (VR), immersion is the perception of being physically Presence (telepresence), present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other Stimulation, stimuli t ...
where users would interact by
voice
The human voice consists of sound made by a human being using the vocal tract, including talking, singing, laughing, crying, screaming, shouting, humming or yelling. The human voice frequency is specifically a part of human sound produ ...
,
gesture
A gesture is a form of nonverbal communication or non-vocal communication in which visible bodily actions communicate particular messages, either in place of, or in conjunction with, speech. Gestures include movement of the hands, face, or othe ...
and physiological signals with virtual humans that would help them explore their digital data environment, both locally and over the
Web
Web most often refers to:
* Spider web, a silken structure created by the animal
* World Wide Web or the Web, an Internet-based hypertext system
Web, WEB, or the Web may also refer to:
Computing
* WEB, a literate programming system created by ...
. For this, Virtual Humans started to be able to recognize gestures, speech and expressions of the user and answer by speech and animation. The ultimate objective of this development is to create realistic and believable virtual humans with
adaptation
In biology, adaptation has three related meanings. Firstly, it is the dynamic evolutionary process of natural selection that fits organisms to their environment, enhancing their evolutionary fitness. Secondly, it is a state reached by the p ...
,
perception
Perception () is the organization, identification, and interpretation of sensory information in order to represent and understand the presented information or environment. All perception involves signals that go through the nervous syste ...
and
memory
Memory is the faculty of the mind by which data or information is encoded, stored, and retrieved when needed. It is the retention of information over time for the purpose of influencing future action. If past events could not be remembe ...
. These virtual humans paved the way of today research to produce virtual humans that can act freely while simulating emotions. Ideally, the goal is to have them aware of the environment and unpredictable.
Applications
* Virtual people for simulation-based learning and training (transportation, civil engineering, etc.), skill development, team coordination, and
decision-making
In psychology, decision-making (also spelled decision making and decisionmaking) is regarded as the Cognition, cognitive process resulting in the selection of a belief or a course of action among several possible alternative options. It could be ...
.
* Virtual users for the
ergonomic analysis in work environments and vehicles.
*
Virtual presenters for TV and the Web.
* Virtual individuals and crowds for the simulation and training in case of emergency situations.
* Virtual mannequins for the
clothing industry
Clothing industry or garment industry summarizes the types of trade and industry along the production and value chain of clothing and garments, starting with the textile industry (producers of cotton, wool, fur, and synthetic fibre), embelli ...
.
*
Virtual actor
A virtual actor or also known as virtual human, virtual persona, or digital clone is the creation or re-creation of a human being in image and voice using computer-generated imagery and sound, that is often indistinguishable from the real actor. ...
s for movies.
*
Virtual patient
The term virtual patient is used to describe interactive computer simulations used in health care education to train students on clinical processes such as making diagnoses and therapeutic decisions. Virtual patients attempt to combine modern tech ...
s for
orthopedic surgery
Orthopedic surgery or orthopedics ( alternative spelling orthopaedics) is the branch of surgery concerned with conditions involving the musculoskeletal system. Orthopedic surgeons use both surgical and nonsurgical means to treat musculoskeletal ...
,
plastic surgery and
prostheses
In medicine, a prosthesis (: prostheses; from ), or a prosthetic implant, is an artificial device that replaces a missing body part, which may be lost through physical trauma, disease, or a condition present at birth (congenital disorder). Prosthe ...
and
rehabilitation.
* Virtual people for the treatment of
social anxiety disorder
Social anxiety disorder (SAD), also known as social phobia, is an anxiety disorder characterized by sentiments of fear and anxiety in social situations, causing considerable distress and impairing ability to function in at least some asp ...
and phobia and virtual psychotherapies.
* Virtual inhabitants for virtual cities and architectural simulation with buildings, landscapes and lights, etc.
*
Virtual characters for
computer games
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
and Lunaparks/casinos.
* Virtual athletes for sport simulation and teaching.
* Virtual soldiers for military applications such as battlefield simulation, team training, and peace-keeping operations.
*
Virtual characters for interactive drama
* Virtual workers for the simulation of human activity in industrial or other workplace environments.
* Virtual ancient people for inhabited
cultural heritage
Cultural heritage is the heritage of tangible and intangible heritage assets of a group or society that is inherited from past generations. Not all heritages of past generations are "heritage"; rather, heritage is a product of selection by socie ...
sites.
* Virtual representations of participants in
virtual conferences in order to reduce the transmission
bandwidth
Bandwidth commonly refers to:
* Bandwidth (signal processing) or ''analog bandwidth'', ''frequency bandwidth'', or ''radio bandwidth'', a measure of the width of a frequency range
* Bandwidth (computing), the rate of data transfer, bit rate or thr ...
requirements.
* Virtual employees for design and
maintenance
The technical meaning of maintenance involves functional checks, servicing, repairing or replacing of necessary devices, equipment, machinery, building infrastructure and supporting utilities in industrial, business, and residential installa ...
of equipment: design for access, ease of repair, safety, tool clearance, visibility, etc.
* Virtual people for
human factor analysis.
*
Virtual influencer
A virtual influencer, at times described as a virtual persona or virtual model, is a computer-generated fictional character that can be used for a variety of marketing-related purposes, but most frequently for social media marketing, in lieu of ...
- Studies show that human-like appearance of virtual humans show higher message credibility than anime-like virtual humans in advertising context.
[Kim, EA., D. Kim, Z. E, and H. Shoenberger]
The next hype in social media advertising: Examining virtual influencers’ brand endorsement effectiveness
. Frontiers in Psychology, 2023. 14:1089051.
See also
*
*
References
Further reading
Books about virtual humans
* Nadia Magnenat-Thalmann (Editor), Daniel Thalmann (Editor), ''Handbook of Virtual Humans'', , 468 pages, Wiley, August 2004 (ACM Digital Library)
* Peter M. Plantec, ''Virtual Humans: A Build-It-Yourself Kit, Complete with Software and Step-by-Step Instructions'', Amacom, 2003
* David Burden, Maggi Savin-Baden, ''Virtual Humans Today and Tomorrow'', 2020, Chapman and Hall/CRC
Books with some contents of virtual humans
* Wayne E. Carlson, ''Computer Graphics and Computer Animation: A Retrospective Overview'' licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
* ''Modeling Communication with Robots and Virtual Humans'', Second Ziff Research Group 2005/2006 International Workshop on Embodied Communication in Humans and Machines, Bielefeld, Germany, April 5–8, 2006, Revised Selected Papers
{{Animation
Computer animation
3D computer graphics
Animated characters