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Virtual Beings Links 2024-02 (February)

Highlights for February 2024

Entertainment and Media Applications

NBC Sports, in partnership with motion capture startup Movrs, has utilized advanced tracking technology to analyze the athleticism of elite gymnasts, integrating virtual representations to visualize physical performance metrics. While not a fully autonomous digital human, this application showcases how motion data and virtual rendering are being used to bridge real-world athleticism with digital embodiments for sports entertainment and analysis. Similarly, the user-generated content describing the use of the Metahuman Animator and Perception Neuron 3 suit highlights the practical workflow of producing lifelike digital humans with facial capture via mobile phone. This emphasizes grassroots-level creation of expressive virtual beings for personal or creative media projects.

Marketing and Enterprise Communication

L-Bank, a German state development bank, in collaboration with creative agency Jung von Matt Neckar, launched “Lea,” a digital avatar designed to present the bank’s 2024 annual report. This avatar serves as a public-facing, interactive representation, merging financial communication with the digital human medium to enhance transparency and engagement. The project exemplifies the corporate application of avatars for stakeholder communication, positioning digital humans as a tool for business-to-public interaction in formal enterprise contexts.

Technology and Platform Development

iFLYTEK has applied for a patent involving the automated generation of personalized 2D virtual human videos. This system presents these virtual humans to users to enhance engagement and personalization, indicating a move toward scalable synthetic character creation for customer interaction, potentially across platforms such as education, marketing, or digital services. Separately, Imascono Art S.L. developed V·E·G·A, a virtual being that reflects broader conceptual discussions on the role of synthetic characters as persuasive agents—blurring boundaries between simulation and reality in user experience. The post links this development to the psychological premise underlying virtual beings, where belief and perception are central to effective interaction.

Generative AI and Avatar Creation Tools

Companies such as Synthesia, Soul Machines, and HeyGen are leading innovations in digital avatar creation through generative AI technologies. These firms enable the scalable, realistic generation of digital humans for uses ranging from marketing to corporate training and content creation. The technologies allow avatars to exhibit human-like expressions, speech, and interactivity, with applications that span global enterprise communication and media production, further illustrating the expanding ecosystem of AI-generated characters as digital workforce tools.

See also:

Virtual Beings Meta Guide


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  • Meta’s humanoid robotics push extends its virtual beings strategy into dual-use AI embodiment
  • Meta Superintelligence Labs Faces Instability Amid Talent Exodus and Strategic Overreach
  • Meta Restructures AI Operations Under Alexandr Wang to Drive Superintelligence
  • From Oculus to EagleEye and New Roles for Virtual Beings
  • Meta Reality Labs and Yaser Sheikh Drove Photorealistic Telepresence and Its Uncertain Future

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