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Virtual human information


A virtual crash test dummy

A virtual human (or digital human)[1] is a software fictional character or human being. Virtual human 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[2] and Unity by acquiring Wētā FX[3] have enabled real-time interactions with digital humans using physically based rendering.

  1. ^ Magnenat-Thalmann, Nadia; Thalmann, Daniel (November 24, 2005). "Virtual humans: thirty years of research, what next?". The Visual Computer. 21 (12): 997–1015. doi:10.1007/s00371-005-0363-6. ISSN 0178-2789. S2CID 10935963.
  2. ^ "MetaHuman | Realistic Person Creator". Archived from the original on August 23, 2023. Retrieved August 23, 2023.
  3. ^ "Artistry Tools | Unity". Archived from the original on August 26, 2023. Retrieved August 23, 2023.

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Virtual Human Computer Interaction

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Virtual reality

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Virtual Woman

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and performance of digitally animated 2D or 3D figures and objects in a virtual environment that are rendered in real-time by computers. It is most commonly...

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Virtual pet

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Visible Human Project

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which produces the VH Dissector, a virtual dissection program that uses the Visible Human datasets. University of Michigan Visible Human Project page...

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the difference between human and computerized intelligence was done void of visual influences. With today's VI bots, virtual intelligence has evolved...

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interpersonal distance. Participants were immersed in a 3D virtual room in which a virtual human representation (that is, an embodied agent) stood. The focus...

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