A unified management and operations platform for digital humans in venues and showrooms: multiple avatars, languages and publishing channels.
Each has its own cost; here is which side we chose and why.
There is no optimal solution, only solutions that fit the scenario.
| Solution | Realism | Cost | Works offline | Best suited to |
|---|---|---|---|---|
| 2D real-person avatar + TTS | Medium-high | Low | Yes | Showroom narration, announcements, guided tours |
| 2D real-person avatar + recorded voice | High | Medium | Yes | Fixed narration scripts, promotional videos |
| 3D virtual avatar + real-time driving | High (but prone to the uncanny valley) | High | Depends on the solution | Interactive Q&A, gamified experience |
Client names are anonymized per confidentiality requirements.
The order cannot be reversed: starting with write operations or multi-step orchestration makes errors very hard to trace.
Is it one-way narration or two-way Q&A? For one-way, 2D plus recorded audio is enough; Q&A needs a knowledge base and speech recognition.
2D requires filming a real person (multiple angles, multiple expressions); record the voice from the narration script, watching pace and pauses.
Convert text into a time-stamped phoneme sequence that drives lip sync and expression. The precision of this step decides whether it 'looks like it is talking'.
Digital humans usually sit under the showroom's central control, so they must be wakeable, switchable and stoppable from it. Define the interfaces up front; changing them later is painful.
Lighting, noise and network conditions in the showroom all affect the result. Microphones and volume must be tuned on site; you cannot tune them in the office and then deliver.
No adjectives; write the specifications.
These are questions we have actually been asked, answered without marketing spin.