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Have you ever wondered what the future of digital life will really be like?
The movie "Top Gun" shows one of these scenarios, where people explore possibilities in a world of reality and reality through "avatars".
In the movie, although the female protagonist Artemis is not perfect in reality, but in the "Oasis" is a heroic heroine, which can not be separated from an important technology - virtual human.
Today, Wei Xi will talk with you about the virtual human technology and the future it represents.
Virtual reality with the screen: from a special party In this May Day holiday, CCTV's May Fourth Gala this year seems particularly unique.
One of its major highlights was that three avatars joined many young actors on the performance stage. The three avatars were Tencent Hootsuite's Tong He Guang, Xing Hitomi and Jili.
Along with the familiar melody of "New Youth", the three avatars and in Wuhan University, Renmin University campus and many young students virtual reality with the screen.
This is a new attempt by CCTV to break through the introduction of avatar technology and other cutting-edge digital technologies, creating the first immersive interactive experience of virtual programs in China.
In fact, as a national media platform, CCTV has never spared any effort in the use of new technologies in order to create a better viewing experience.
CCTV's evening party has always been an important showcase for many black technologies: AR synthesis, holographic projection, 8K live broadcast, VR live broadcast, drone array, quadruped robot and many other hard technologies have been popularized to ordinary people's lives through CCTV's evening party programs.
In a sense, CCTV's choice of new technology also represents the vane of the cutting-edge new technology of the cultural industry in different aspects.
The performance of the three avatars at the gala delivered an important signal to the audience very intuitively - avatars as a highly promising composite technology can be integrated into the cultural entertainment scene very naturally and seamlessly.
It is worth noting that the three avatars participating in the party are all from the gaming field.
This is not a coincidence in a sense, there are deeper reasons behind it -
First of all, the game industry has more profound precipitation in the technology and R&D of avatars, and can produce natural, realistic and strong interactive avatar images through its technical strength.
Secondly, the game industry has long been committed to the exploration of digital world creation and digital-real integration, and has a deeper and more forward-looking understanding of the application scenarios and development trends of virtual human.
This May 4 party children and light, star pupil and Jili performance is a miniature of the virtual human technology gradually into the ordinary user life scene, but also the future of the digital interaction of the integration of digital reality has become the norm of an important node.
There is a broader value and meaning behind the virtual human technology that is worthy of discussion and analysis by practitioners in the technology industry.
Standing at the crossroads of technology and humanities: the past life and present life of the virtual human First, let's briefly understand the virtual human.
The virtual human is not a single technology, but a product of multiple technologies.
According to the relevant definition, virtual human refers to the virtual character with digital appearance created through computer graphics, graphic rendering, motion capture, deep learning, voice synthesis and other technologies.
The fan-favorite "Hatsune Miku" is a typical virtual person, which has a beautiful character shape, recognizable voice, interactive and even live concerts.
The saturation of technical research and development investment has proven to be worthwhile, and along the way, today's Star Pupil can be called the first echelon of many virtual idols in the country in terms of image expressiveness.
Of course, in addition to a "good-looking skin", virtual humans need an "interesting soul" to really make them more valuable. "people".
People means personality, means emotion, means soul, means story, and these need from the "good-looking skin" through a vibrant image and temperature content for concrete implementation.
There is no more interactive way to vividly express the personality, affinity and infectious power of virtual people than live streaming.
Since the start of the live broadcast on B in June last year, Star pupils have been interacting with fans on a weekly basis.
On October 23rd, she had a 24-hour live birthday broadcast and interacted with Ivan_iiivan, Icy IO, and Nana7mi in the same frame with several other famous virtual hosts from B station.
In every live broadcast, Star pupil's cute personality, outstanding dancing power, and not bad talk all make this virtual fashion girl more three-dimensional and fuller.
Even from the pop-ups on the B site, attentive fans could feel the subtle transformation of Hitomi from slightly nervous at the beginning of the broadcast to comfortable later on.
At the same time, in order for Hitomi to expand her possibilities, Hitomi's operations team also allowed the fashion girl to break through the next dimensional wall.
Star pupil has become the "virtual spokesperson for Li Ning and Levi's", "MAKE UP FOR EVER Artistic Makeup Ambassador", "Changsha's first ambassador for the promotion of non-foreign heritage culture and tourism ", "the inheritor of the popularized interpretation of the Peacock Dance", and "disciple of skating champion Pang Qing and Tong Jian".
All of these labels make Star pupil a vivid case of helping and feeding a diverse industry as a new generation of virtual idols, and further broadening the application scenarios of virtual human technology.
Star pupil originated from the game, but has long since transcended it.
She has come a long way, epitomizing the integration of the virtual human as an emerging industry to help the digital reality.
Virtual human technology didn't happen overnight If you think Tencent's first foray into virtual idols will quickly turn Star pupils into an industry benchmark, then you're wrong.
In fact, as one of the first domestic technology companies to lay out virtual humans, Tencent's accumulation and breakthrough of virtual human technology did not happen overnight -
As early as 2018, NExT Studios participated in the joint creation of the high-fidelity virtual human Siren with real-time expression action drive, which once caused an industry sensation at the time.
Matt, born a year later, was already able to achieve voice-driven facial expressions through AI technology, closely associating voice with vivid facial expressions and emotions.
In 2021, Tencent NExT Studios launched China's first digital journalist and the world's first digital astronaut, Xiaodan, with Xinhua News Agency based on real-time high-fidelity avatar technology, completing several aerospace reports.

It can be clearly seen that with the progress of game technology represented by deep learning, real-time rendering, CG, motion capture and machine vision, the image of the avatar Lara Croft has changed from blurred to clear, from clumsy to animated, from cartoon to real.
And the vividness and fullness of the virtual human image in turn further enhance the game experience.
In the more macroscopic next-generation Internet "super digital scene", the game technology and the avatar technology derived from it will become the "meta-technology" in the future digital-real fusion industry in a sense, and will play the role of "dream-making workshop It will play the role of infrastructure of "dream workshop".
The core logic behind this is that - whether according to the blueprint of the meta-universe or the definition of the next-generation all-real Internet - the next computing platform will definitely blur the boundary between "reality" and "virtual". The next computing platform will definitely blur the boundary between "reality" and "virtual".
And in this process, "identity" is an extremely important part of it.
What does that mean?
In today's online world, what defines our identity is a simple avatar in WeChat, a cartoon hero in Glory of Kings, a bust without legs in Facebook's VR social scene, they are now very single and very "not vivid".
The most essential reason behind this is that the bandwidth of these "Avatar" inputs is too small, and it cannot intuitively reflect our "essence" including movements, postures, and emotions.
In the future, the bandwidth of this input will definitely be improved, and by then, as real humans, we can complete the real "online", which actually belongs to the broad sense of virtual human technology.
And no matter how the next generation of computing platform changes, "people" and "world" these two factors are very critical.
The human includes both us and our digital body, including others and "others' digital body", and also includes the completely digital "pure virtual human".
The world includes both the real world and the virtual world, and also includes the world of digital-real integration.
In order to realize the mapping and extension of the real world, the virtual human technology "spillover" from the game technology can create virtual human and "real doppelganger" which are no different from the real person, and the game technology itself can efficiently and high quality build from 0 both shape, sound and color of the Digital scenes.
Don't think that the future I describe is far away, in fact, we can already see the "spillover" of game technology not only to the avatar industry, but also to more industries and scenarios - -For example, game technology is widely used in film and television.
For example, game technology is widely used in the film and television production industry, which can effectively enhance the flexibility and expressiveness of film and television creation, while reducing filming costs.
In the 2019 hit series "The Mandalorian," the production team used Unreal Engine4 to create detailed Star Wars scenes for digital virtual filming.
The automotive industry also benefits from technologies stripped down to games, such as game engines as real-time 3D creation platforms that can be applied to segments such as design, simulation training and autonomous driving in the automotive industry.
For example, in autonomous driving, Tencent TAD Sim introduces UE4, which can achieve environmental simulation effects by simulating weather and traffic conditions under real driving conditions with the help of a physics engine.
Game engine-driven digital twin systems can also help smart city planning. For example, Hong Kong Airport has developed an airport operation and maintenance system based on digital twin.
When John*Carmack, the originator of the game engine, developed the DOOM (Doom) engine and announced in 1997 that he would open source it, he would not have imagined that the technology he pioneered would go beyond games and be so widely used in film and television, automobiles, automation, and many other industrial fields decades later.
Director Edward Yang said that after the invention of movies, human life has been extended at least three times.
In a sense, after the invention of games, the life of human beings has been extended at least three times on the basis of movies.
What connects the "game world" with the "real world" is the technology behind the ninth art game that keeps "turning corruption into magic".
At that time, the game will no longer be a game.

Have you ever wondered what the future of digital life will really be like?
The movie "Top Gun" shows one of these scenarios, where people explore possibilities in a world of reality and reality through "avatars".
In the movie, although the female protagonist Artemis is not perfect in reality, but in the "Oasis" is a heroic heroine, which can not be separated from an important technology - virtual human.
Today, Wei Xi will talk with you about the virtual human technology and the future it represents.
Virtual reality with the screen: from a special party In this May Day holiday, CCTV's May Fourth Gala this year seems particularly unique.
One of its major highlights was that three avatars joined many young actors on the performance stage. The three avatars were Tencent Hootsuite's Tong He Guang, Xing Hitomi and Jili.
Along with the familiar melody of "New Youth", the three avatars and in Wuhan University, Renmin University campus and many young students virtual reality with the screen.
This is a new attempt by CCTV to break through the introduction of avatar technology and other cutting-edge digital technologies, creating the first immersive interactive experience of virtual programs in China.
In fact, as a national media platform, CCTV has never spared any effort in the use of new technologies in order to create a better viewing experience.
CCTV's evening party has always been an important showcase for many black technologies: AR synthesis, holographic projection, 8K live broadcast, VR live broadcast, drone array, quadruped robot and many other hard technologies have been popularized to ordinary people's lives through CCTV's evening party programs.
In a sense, CCTV's choice of new technology also represents the vane of the cutting-edge new technology of the cultural industry in different aspects.
The performance of the three avatars at the gala delivered an important signal to the audience very intuitively - avatars as a highly promising composite technology can be integrated into the cultural entertainment scene very naturally and seamlessly.
It is worth noting that the three avatars participating in the party are all from the gaming field.
This is not a coincidence in a sense, there are deeper reasons behind it -
First of all, the game industry has more profound precipitation in the technology and R&D of avatars, and can produce natural, realistic and strong interactive avatar images through its technical strength.
Secondly, the game industry has long been committed to the exploration of digital world creation and digital-real integration, and has a deeper and more forward-looking understanding of the application scenarios and development trends of virtual human.
This May 4 party children and light, star pupil and Jili performance is a miniature of the virtual human technology gradually into the ordinary user life scene, but also the future of the digital interaction of the integration of digital reality has become the norm of an important node.
There is a broader value and meaning behind the virtual human technology that is worthy of discussion and analysis by practitioners in the technology industry.
Standing at the crossroads of technology and humanities: the past life and present life of the virtual human First, let's briefly understand the virtual human.
The virtual human is not a single technology, but a product of multiple technologies.
According to the relevant definition, virtual human refers to the virtual character with digital appearance created through computer graphics, graphic rendering, motion capture, deep learning, voice synthesis and other technologies.
The fan-favorite "Hatsune Miku" is a typical virtual person, which has a beautiful character shape, recognizable voice, interactive and even live concerts.
The saturation of technical research and development investment has proven to be worthwhile, and along the way, today's Star Pupil can be called the first echelon of many virtual idols in the country in terms of image expressiveness.
Of course, in addition to a "good-looking skin", virtual humans need an "interesting soul" to really make them more valuable. "people".
People means personality, means emotion, means soul, means story, and these need from the "good-looking skin" through a vibrant image and temperature content for concrete implementation.
There is no more interactive way to vividly express the personality, affinity and infectious power of virtual people than live streaming.
Since the start of the live broadcast on B in June last year, Star pupils have been interacting with fans on a weekly basis.
On October 23rd, she had a 24-hour live birthday broadcast and interacted with Ivan_iiivan, Icy IO, and Nana7mi in the same frame with several other famous virtual hosts from B station.
In every live broadcast, Star pupil's cute personality, outstanding dancing power, and not bad talk all make this virtual fashion girl more three-dimensional and fuller.
Even from the pop-ups on the B site, attentive fans could feel the subtle transformation of Hitomi from slightly nervous at the beginning of the broadcast to comfortable later on.
At the same time, in order for Hitomi to expand her possibilities, Hitomi's operations team also allowed the fashion girl to break through the next dimensional wall.
Star pupil has become the "virtual spokesperson for Li Ning and Levi's", "MAKE UP FOR EVER Artistic Makeup Ambassador", "Changsha's first ambassador for the promotion of non-foreign heritage culture and tourism ", "the inheritor of the popularized interpretation of the Peacock Dance", and "disciple of skating champion Pang Qing and Tong Jian".
All of these labels make Star pupil a vivid case of helping and feeding a diverse industry as a new generation of virtual idols, and further broadening the application scenarios of virtual human technology.
Star pupil originated from the game, but has long since transcended it.
She has come a long way, epitomizing the integration of the virtual human as an emerging industry to help the digital reality.
Virtual human technology didn't happen overnight If you think Tencent's first foray into virtual idols will quickly turn Star pupils into an industry benchmark, then you're wrong.
In fact, as one of the first domestic technology companies to lay out virtual humans, Tencent's accumulation and breakthrough of virtual human technology did not happen overnight -
As early as 2018, NExT Studios participated in the joint creation of the high-fidelity virtual human Siren with real-time expression action drive, which once caused an industry sensation at the time.
Matt, born a year later, was already able to achieve voice-driven facial expressions through AI technology, closely associating voice with vivid facial expressions and emotions.
In 2021, Tencent NExT Studios launched China's first digital journalist and the world's first digital astronaut, Xiaodan, with Xinhua News Agency based on real-time high-fidelity avatar technology, completing several aerospace reports.

It can be clearly seen that with the progress of game technology represented by deep learning, real-time rendering, CG, motion capture and machine vision, the image of the avatar Lara Croft has changed from blurred to clear, from clumsy to animated, from cartoon to real.
And the vividness and fullness of the virtual human image in turn further enhance the game experience.
In the more macroscopic next-generation Internet "super digital scene", the game technology and the avatar technology derived from it will become the "meta-technology" in the future digital-real fusion industry in a sense, and will play the role of "dream-making workshop It will play the role of infrastructure of "dream workshop".
The core logic behind this is that - whether according to the blueprint of the meta-universe or the definition of the next-generation all-real Internet - the next computing platform will definitely blur the boundary between "reality" and "virtual". The next computing platform will definitely blur the boundary between "reality" and "virtual".
And in this process, "identity" is an extremely important part of it.
What does that mean?
In today's online world, what defines our identity is a simple avatar in WeChat, a cartoon hero in Glory of Kings, a bust without legs in Facebook's VR social scene, they are now very single and very "not vivid".
The most essential reason behind this is that the bandwidth of these "Avatar" inputs is too small, and it cannot intuitively reflect our "essence" including movements, postures, and emotions.
In the future, the bandwidth of this input will definitely be improved, and by then, as real humans, we can complete the real "online", which actually belongs to the broad sense of virtual human technology.
And no matter how the next generation of computing platform changes, "people" and "world" these two factors are very critical.
The human includes both us and our digital body, including others and "others' digital body", and also includes the completely digital "pure virtual human".
The world includes both the real world and the virtual world, and also includes the world of digital-real integration.
In order to realize the mapping and extension of the real world, the virtual human technology "spillover" from the game technology can create virtual human and "real doppelganger" which are no different from the real person, and the game technology itself can efficiently and high quality build from 0 both shape, sound and color of the Digital scenes.
Don't think that the future I describe is far away, in fact, we can already see the "spillover" of game technology not only to the avatar industry, but also to more industries and scenarios - -For example, game technology is widely used in film and television.
For example, game technology is widely used in the film and television production industry, which can effectively enhance the flexibility and expressiveness of film and television creation, while reducing filming costs.
In the 2019 hit series "The Mandalorian," the production team used Unreal Engine4 to create detailed Star Wars scenes for digital virtual filming.
The automotive industry also benefits from technologies stripped down to games, such as game engines as real-time 3D creation platforms that can be applied to segments such as design, simulation training and autonomous driving in the automotive industry.
For example, in autonomous driving, Tencent TAD Sim introduces UE4, which can achieve environmental simulation effects by simulating weather and traffic conditions under real driving conditions with the help of a physics engine.
Game engine-driven digital twin systems can also help smart city planning. For example, Hong Kong Airport has developed an airport operation and maintenance system based on digital twin.
When John*Carmack, the originator of the game engine, developed the DOOM (Doom) engine and announced in 1997 that he would open source it, he would not have imagined that the technology he pioneered would go beyond games and be so widely used in film and television, automobiles, automation, and many other industrial fields decades later.
Director Edward Yang said that after the invention of movies, human life has been extended at least three times.
In a sense, after the invention of games, the life of human beings has been extended at least three times on the basis of movies.
What connects the "game world" with the "real world" is the technology behind the ninth art game that keeps "turning corruption into magic".
At that time, the game will no longer be a game.
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