December 31, 2025
Healthcare: Shenzhen Seventh People’s Hospital (深圳市第七人民医院) introduced “intelligent digital humans” and self-service terminals for patient-facing services, enabling app-based Q&A for “smart pre-triage” so clinicians can review basic symptoms and requests before the patient arrives at the consultation room, positioning the digital human as a front-end intake layer integrated with hospital workflows rather than a standalone information kiosk.
Enterprise: Finance, Insurance, And Securities: China CITIC Bank Chengdu Branch (中信银行成都分行) deployed a “digital human service guide” in customer service scenarios as part of an iterated digital product matrix aimed at more precisely responding to needs across large numbers of local market entities; Industrial and Commercial Bank of China Beijing Branch (中国工商银行北京分行) developed an “housing provident fund digital human” that lets customers complete services through voice dialogue; Shanghai Huarui Bank (上海华瑞银行) expanded end-to-end online processing for secured mortgage registration and embedded an AI digital human into its WeChat mini program to support customer-facing loan processes; Ruizhòng Insurance Jiangsu Branch (瑞众保险江苏分公司) promoted “digital human + AI” service expansion to extend online service coverage and ran internal AI innovation competitions to drive “AI+business” integration; Guangdong Bozhong (广东博众) built an adviser-style “investment-consulting digital human” and, together with Huawei Cloud (华为云), co-developed a securities-industry digital foundation, explicitly tying the digital human deployment to deep-synthesis algorithm registration/filing requirements.
Culture And Tourism: A Qiongjie County cultural heritage venue associated with the Tibet royal tombs museum (琼结县藏王陵博物馆) replaced a human guide with an AI digital human named “Dawa Zhuoma” (达娃卓玛) for visitor reception and guided interpretation; a Great Wall site experience described an interactive digital human that can converse with visitors in real time and narrate fortress-defense stories, alongside tourism-service upgrades at Beijing Mutianyu Great Wall Tourism Service Co., Ltd. (北京市慕田峪长城旅游服务有限公司); a destination “Gankeng Ancient Town” (甘坑古镇) rollout featured a conversational digital human “Li Bai” attributed to NuwaAI (女娲AI), framed as an “AI-empowered cultural-tourism” play that blends dialogue and responsive banter with on-site visitor engagement; an ethnic-intangible-heritage preservation case used portrait digital reconstruction, 3D scanning, and a digital-human driving system to revive the facial details and performance presence of an “Imakan” singer, presenting the digital human as a preservation-and-dissemination medium rather than a commercial mascot.
Education And Talent Development: Chongqing policy reporting set a 2027 target to add 20,000 core software and “AI+ application” professionals and referenced the broader “virtual digital human” commercial application research/reporting ecosystem as part of the region’s AI+ development backdrop; the Fourth “Su Goods New Farmers” internet-marketing competition described the Nanjing “AI+ New E-commerce Training Station” (南京AI+新电商实训站) donating 538 public-welfare digital-human accounts and producing more than 700 rural-revitalization short videos, treating digital humans as scalable content-production capacity for local commerce training; Nanjing University (南京大学) media cases highlighted a campus digital human “Xiao Keding” (小克鼎) and the placement of an “AI Tiaotiao” (AI挑挑) mascot into campus scenes during a major competition period to make academic events more approachable through character-like digital figures and contextualized storytelling.
Public Services And Governance: A legal-risk-prevention communication case in Zouping described a prosecutor “digital human” reminding the public about handling unfamiliar transfers—specifically emphasizing verification before clicking “refund” links—using a personified digital figure to deliver anti-fraud guidance; a Fujian Huadian storage-and-transport enterprise, Fujian Huadian Storage and Transport Co., Ltd. (福建华电储运有限公司), described an “AI+ smart Party-building” pathway that integrates nearby “red” educational resources into a platform and adds a digital human narrator to generate and present study-tour routes, positioning the digital human as an interpretive layer for standardized internal training and outreach.
Media And Entertainment: Zhejiang Satellite TV (浙江卫视) described building “new scene” products that include a digital human “Gu Xiaoyu” (谷小雨) serving as a Chinese-culture promoter for New Oriental Bǐlín Chinese (新东方比邻中文), with programming distributed to an overseas teaching base context and using the digital figure as a repeatable on-screen cultural explainer; a Spring Festival Gala production note described Volcano Engine (火山引擎) participating in program-making with “virtual hosts” and intelligent scene-generation capabilities, treating synthetic presenters as part of broadcast-scale production tooling rather than as independent performers.
Legal And Compliance Contexts: A Hangzhou Internet Court copyright “typical cases and commentary” item summarized the prevailing technical typology for virtual digital humans (e.g., real-person-driven versus computationally generated approaches) and referenced multiple Zhejiang-based corporate litigants in anonymized form (e.g., “Zhejiang X Technology Co., Ltd.”-style placeholders), using the digital-human production pipeline as the object of legal characterization and rights analysis rather than as a brand-forward product description.
December 30, 2025
Marketing and Sports Branding: Nanjing Nanshu Digital Industry Group (南京南数数字产业集团) publicly announced in Shijiazhuang on December 14 that Chinese high-jump champion Hu Linpeng was appointed as brand ambassador for its core digital human business DaNan AI Digital Human and its recruitment platform Pinzhao.com, positioning the athlete’s image and values of athletic excellence as a symbolic extension of the group’s AI-driven virtual spokesperson strategy, in which the DaNan AI digital human functions as a branded synthetic character used for corporate representation, marketing communication, and platform promotion across the group’s digital economy ecosystem.
Government and Public Administration: Under the guidance of the Guangxi Big Data Development Bureau (广西壮族自治区大数据发展局), a government-grade digital avatar of a regional Party secretary was developed and deployed after his public speech using AI glasses, with the bureau confirming that once connected to large AI models the digital human series can perform interactive communication, information delivery, and official service functions, establishing AI-driven “digital doubles” as formal interfaces between government agencies and the public for administration, policy communication, and civic engagement.
Healthcare and Public Services: The Shenzhen Municipal Health Commission (深圳市卫生健康委员会) introduced digital humans into hospital operations at Zhongshan Seventh Hospital Phase II, where AI-based digital humans and self-service systems enable patients to conduct conversational pre-diagnosis through mobile applications before arriving at clinics so that physicians receive structured patient information in advance, while in Shandong a digital prosecutor in a livestream-based legal education system delivers public legal awareness through an on-screen virtual human, demonstrating how synthetic characters are used both for medical triage and legal outreach as part of institutional service automation.
E-commerce and Digital Marketing: KeyiYun (客易云) operates a digital human livestreaming system that supplies synthetic anchors for TikTok-based cross-border e-commerce, where AI-generated virtual hosts produce multilingual product presentations, short-form video content, and live selling sessions to support international merchants, making KeyiYun’s digital humans a core infrastructure layer linking content creation, influencer-style promotion, and overseas marketplace operations into a single AI-driven marketing workflow.
Culture, Entertainment, and Tourism: NuwaAI (女娲AI) deployed a historical digital human of the poet Li Bai at Gankeng Ancient Town, allowing visitors to interact with a synthetic cultural figure for immersive heritage storytelling and tourism engagement, while Volcano Engine (火山引擎) was named the exclusive AI cloud partner for the 2026 Spring Festival Gala, providing virtual hosts, real-time interactive question-answering, and intelligent scene generation so that digital characters become on-stage presenters and audience-facing interfaces within one of China’s most important broadcast events.
Enterprise AI Infrastructure: Shiyou Technology (世优科技) in collaboration with Moore Threads (摩尔线程) released a fully domestic “digital human full-stack solution” covering real-time digital humans, AI agents, and metaverse infrastructure, representing an end-to-end Chinese technology stack that integrates GPU hardware, rendering, AI inference, and avatar systems to support enterprise-grade virtual humans for customer service, virtual exhibitions, and metaverse deployments under a sovereign, locally controlled computing environment.
Education and Scientific Communication: Yuan Sheng Dai Academy (武汉元生代学院) demonstrated an AI digital human system that, through a single interactive card and a spoken command, delivers multilingual explanations and guided tours, using synthetic characters as adaptive docents for museums, exhibitions, and educational venues, while Hunan University of Technology showcased generative digital human technologies and AIGC at its “Future Overture: 2026 Science and Art Integration Conference,” positioning virtual humans as a medium through which scientific knowledge, artistic creativity, and real-time AI generation converge into interactive educational experiences.
December 29, 2025
Cultural And Heritage: The Second National Congress of the Communist Party of China Memorial Hall used an exhibit reconstruction approach to compensate for preservation limits at the original site, adding electronic displays and a “virtual host” (虚拟主持人) plus new AR (augmented reality) elements to strengthen on-site “being there” engagement by overlaying digital content onto a recreated scene for guided viewing and interpretation; a separate Taizhou cultural venue themed around the “Zhedong Tang Poetry Road” deployed an interactive digital-human installation (数字人互动装置) in the “Visiting Scholars” setting that enables visitors to “dialogue” remotely with the poet-monk Hanshan (寒山) and unlock a structured set of interactive outcomes framed as “poetry road medals,” positioning the digital human as a cultural mediator for learning, participation, and paced discovery rather than a static display.
Entertainment And Live Events: A Sichuan campus music concert integrated AI digital humans (AI数字人) as both host and singer, treating the digital human as an on-stage performing and presenting entity within a cross-media audio-visual production; Guangxi’s “A Super Night” (A超之夜) event staged a named digital human “Baize” (白泽) as a ceremonial presenter tied to awards and “strategic releases,” while a separate Guangxi showcase emphasized “digital doubles” (数字分身) as on-stage interactive counterparts for public figures, demonstrating photo-taking and co-presence choreography as the core function; the Zigong International Dinosaur Lantern Festival (self-described as opening in late January 2026) promoted a “virtual digital human cross-industry alliance” (虚拟数字人跨界联盟) alongside AR-enhanced scenes that combine large-scale themed installations with interactive overlays, presenting digital humans as part of a broader experiential toolkit for “travel-through-time” style engagement.
Marketing And Commerce: BlueFocus (蓝色光标) described a virtual-human-centered production and deployment stack that combines a technical base with an IP portfolio, scenario landing, and tooling enablement, including a full-chain virtual human pipeline where AI-driven modeling time is reduced to minutes, plus multi-turn dialogue capability and emotion recognition spanning a stated 21 emotion dimensions, with a reported complex-problem resolution rate improvement as a performance claim for customer-facing or service-style virtual agents; Keyiyun (客易云) positioned “digital human AI livestreaming” (数字人AI直播) as a full-scenario upgrade to live commerce by reducing dependence on human hosts while keeping continuity and responsiveness, framing the digital human as an always-available presenter and interaction layer; CapCut (剪映) promoted “digital human synthesis” (数字人合成) as part of an SVIP feature bundle alongside other AI utilities, treating digital-human generation as an integrated content production capability rather than a standalone product.
Enterprise And Industrial Applications: Shiyou Technology (世优科技) announced an “AI digital human fully domestic solution” (AI数字人全国产化解决方案) presented as a full-stack approach spanning real-time digital humans, AI agents, and metaverse-oriented infrastructure, and the announcement was tied to collaboration with Moore Threads (摩尔线程) and its MUSA developer conference context, emphasizing supply-chain localization and system completeness as the differentiator; Defu Technology (德福科技) described a practical internal-facing use case where digital humans are used to automate interpretation of inspection or testing reports (数字人自动化解读检测报告), positioning the digital human as a standardized explainer interface for technical documents to reduce manual effort and improve consistency of understanding.
Education And Public Service: Beijing’s “AI + Education” initiative described a platform-scale deployment of “more than 500 digital human mentors” (500多个数字人导师) that support students across project planning, engineering ethics, and technical methods, framing the digital humans as structured, domain-scoped guidance entities embedded in a broader educational model and institutional program rollout; separately, Guangxi presented an “AI avatar/digital-helper” framing in sectoral work settings (“AI doubles” and “AI helpers” as persistent representatives) that emphasizes continuity of voice and action on behalf of individuals as the core functional promise rather than entertainment.
Governance, Safety, And Ethical Contexts: Draft governance directions for anthropomorphic interactive AI services (人工智能拟人化互动服务管理暂行办法公开征求意见) and a proposal requiring AI “companion chat” applications (AI陪聊类应用) to remind users to exit at two-hour intervals indicate an oversight posture that treats intimate, conversational virtual companions as a risk-managed service category with explicit usage-interruption mechanics; a consumer-protection and child-development angle also appeared in discussion of children’s phone-watch ecosystems where “virtual persona” (虚拟人设) status systems and social mechanics can drive prolonged daily maintenance and social comparison pressure, highlighting that virtual-identity features—whether or not they are embodied as digital humans—can produce behavioral and well-being externalities that policy and platform governance may target; on the technology and creator side, Lemon Slice was cited as enabling photo-to-digital-person generation for use in AI video creation and AI video chat, while “Video Agents” and “Creative Agents” were referenced as a way to make AI video outputs feel more character-driven through agentized control layers, linking synthetic characters and avatarized presence directly to a pipeline of image-based identity creation, performance, and interactive communication.
December 28, 2025
Cultural: Jiangsu Guandan Culture Research Institute (江苏掼蛋文化研究院) held a branch-launch ceremony in Huai’an, described as the game’s place of origin, alongside a reference to China International Travel Service Jiangsu (中国国旅(江苏)) presenting an AI digital human; the same news bundle also referenced Nanjing gold-foil craftsmanship as a national intangible cultural heritage item. In Guangzhou, a report described “interactive card + simple instruction” interactions where an AI digital human provides multilingual explanation and guided-tour services for visitors in commercial-street settings, as covered by Guangzhou Daily (广州日报大洋网). In Hangzhou’s Fuyang area, a public-facing scenario introduced a named digital person, “Wang Yang” (王阳), presented as a “digital human” in local showcase activity reported by China National Radio Zhejiang (央广网浙江频道). In Cixi, Cixi Culture and Tourism Group (慈溪文旅集团) was reported as putting its first batch of compliant digital culture-and-tourism products onto the Zhejiang Big Data Exchange Center (浙江大数据交易中心), including product categories such as smart-venue management, scenic-area interactive-screen marketing, and intangible-cultural-heritage “digital humans.” In Jilin, Jilin Culture and Tourism (吉林文旅) was reported as releasing a short drama that also incorporated digital virtual-human IP characters (初一, 玄龙) as part of its branded promotion.
Entertainment: The Guangxi “AI empowers thousands of industries” Super League finale (“A超之夜”) in Nanning was reported as staging hybrid performances that explicitly included digital humans and other mixed-media elements, with descriptions noting dance performances involving digital humans and actors, an AI digital-human release component, and other immersive formats, as reported by Xinhua Guangxi (新华网广西频道), Sina Finance (新浪财经), QQ News (QQ新闻), and Hong Kong Commercial Daily (香港商报). Separately, entertainment-industry reporting referenced Bilibili (B站) releasing its 2025 annual danmaku “tribute” statistic, situated in a wider news context that included “virtual digital human” customer-service themes tied to national standards discussions, as reported by Cover News (封面新闻).
Marketing: A series of reports framed always-on (“24 hours”) livestreaming as a core commercial use case for “digital humans,” describing the Keyi Cloud digital-human livestream system (客易云数字人直播系统) as enabling enterprises to run continuous livestream rooms, and separately describing franchise/partnering narratives around Keyi Cloud digital humans (客易云数字人) as a route to “digital commerce” positioning in Shandong-related coverage. In Jilin brand promotion, Lin Yuan Chun (林源春) was reported as being recognized as a strategic partner brand by Jilin Radio and Television (吉林广电) and as using digital-human promotion among multiple media formats to amplify product marketing.
Government And Public Services: In Wuhan, the Wuhan Municipal People’s Government (武汉市人民政府) described a “digital human” called “Wuhan Human Resources Xiao Zhiyin” (武汉人社小知音) as part of an integrated “digital-intelligence HR” platform, positioned as a unified service environment for handling affairs, job-seeking support, and entrepreneurship services, with publication context also pointing to national and provincial government portals (中国政府网, 湖北省政府网). In Guangxi, reporting described an “autonomous and controllable” AI management platform used for governance workflows, citing functions including intelligent review of legislative and normative documents and the release of a Guangxi legal-education (“普法”) digital human.
Enterprise And Industry: In Gansu, Gansu Tongxing Intelligence (甘肃同兴智能公司) was reported as supporting power-grid digitalization via a distribution-network management “three-in-one” platform that integrates large language models, digital humans, and multimodal data analysis, framed under an “AI+” approach to grid intelligence. In Hebei insurance operations, Ping An Property & Casualty Hebei Branch (平安产险河北分公司) was reported as advancing a “digital human” project to increase sales and service efficiency while extending AI into underwriting, claims, and customer service workflows. In banking hall operations and marketing scenarios, Hengyin Technology (恒银科技) was reported as deploying a self-developed AI management SaaS platform across bank-branch management, virtual digital humans, and precision marketing, with trials in multiple banks described as increasing guided transaction volumes on a monthly average basis.
Education: Zhengzhou Shengda University of Economics and Management (郑州升达经贸管理学院) was reported as receiving approval for an “AI+education” project that explicitly combines digital-human and intelligent-agent technologies to build a personalized teaching innovation platform.
Technology And Infrastructure: A cluster of industry-daily reporting described Youe Technology (世优科技) and Moore Threads (摩尔线程) jointly releasing an “all-domestic” AI digital-human solution positioned as full-stack infrastructure for real-time digital humans, AI agents, and metaverse-related foundational technologies, in connection with the Moore Threads MUSA developer conference framing (MUSA开发者大会), as carried by Yiou (亿欧) and echoed by China.com (中华网). Another report described Shanghai AI Lab/Zhiyuan Community (智源社区) coverage of a multimodal “underlying roadmap” talk that included an assertion of readiness for large-scale real-time digital-human applications and imminent product release, attributing key progress to SenseTime (商汤) across algorithms and systems. Separately, an OpenWorm (OpenWorm项目) item described “digital organism” work that simulates the biological structure of C. elegans (秀丽隐杆线虫) to build an interactive browser-based digital lifeform, presented as exploration at the intersection of AI and life simulation, as published by Mechanical and Electrical Engineer Network (机电工程师网). In corporate disclosures framed around applying digital humans for automated interpretation of inspection reports, Defu Technology (德福科技) was referenced in a financial-news context carried by National Business Daily (每日经济新闻). In metaverse-related enterprise commentary, Wangda Software (网达软件) was referenced via an Interactive Q&A channel (互动易) as claiming accumulated capabilities across multiple domains and being associated with “virtual digital human” concept categories, with the stock-movement note carried by NetEase (网易).
December 27, 2025
Healthcare: Desheng Technology (德生科技) is positioning an AI-assisted traditional Chinese medicine “four-diagnosis” device around automated, workflow-oriented interpretation, explicitly including a virtual digital human that can auto-explain examination results as part of intelligent auxiliary diagnosis, with deployments stated across multiple provinces including Guangdong, Anhui, and Guizhou, while Ant Group’s “Ant Afu” (蚂蚁阿福) is described as expanding health-insurance-related scenarios by packaging elite clinician expertise into always-available “AI doubles” that answer large volumes of health consultations and are framed as enabling a “medical + pharmacy + insurance” closed-loop style of digital health management service delivery rather than a single-point chatbot product.
Enterprise And Finance: In a Chongqing industrial context, an embodied-interaction digital human is described as operating in a frontline setting where it sustains conversational continuity with older adults by eliciting and following personal work-history recollections, signaling a use case that emphasizes long-horizon dialogue and rapport rather than one-shot Q&A; separately, a corporate-control story links share-auction outcomes around Xunyou Technology (迅游科技) to a buyer entity and limited-partnership structure where Borya Network (博拉网络股份有限公司) and related entities—Borya Digital Human (博拉数字人), Haixing Tian Enterprise Management (重庆海行天企业管理有限公司), Haixi Tian (海喜天), Chongqing Haoshi Haowu Technology (重庆好视好物科技有限公司), and China Everbright Group (光大集团)—surface in the disclosed chain, notable here only insofar as “digital human” appears as a named participating entity within the investment/holding structure; in Shanghai, Shanghai Suoji Digital Technology (上海所迹数科) is described as launching a site-selection service “agent digital human” on the China SME Service Network (中国中小企业服务网), built on proprietary industrial-chain databases, a site-selection knowledge base, decision-factor libraries, and a carrier knowledge graph, and designed for multi-turn dialogue that assists enterprises with location selection efficiency; in a “personal AI era” framing, Wuban (屋伴) and D.Phone (迪信通) are described as promoting a “trusted agent infrastructure” oriented around a user-centered “digital double” intended for long-term operation across multiple parties rather than replacing any single vendor role.
Education, Public Communication, And Accessibility: In Xi’an, staged demonstrations explicitly include an interactive digital human program titled “Qian Xuesen’s AI Class” (《钱学森的AI课》) alongside AI-created performance and fashion-show formats, indicating a campus-facing pattern where digital humans are used as presentational and interactive teaching media rather than only back-office automation; in Jiangxi, provincial “AI+” planning language explicitly calls for integrating AI and digital humans into education’s full process and full set of teaching elements, including the “intelligent learning companion” direction; in Jiangsu, an accessibility-focused report centers the gap between need and investment in sign-language digital humans, treating the issue as a resource-allocation choice rather than a purely technical barrier; and in Inner Mongolia, an AI “theory lecturer” digital human branded as Xintong Xiaozhi (信通小智) is described as a virtual figure created via AI planning and design and used to deliver communications/briefings in an organizational setting, with a parallel “24-hour” always-on service framing also applied to a similarly named digital human in a local youth-and-community service context.
Culture, Tourism, And Libraries: In Beijing, an “AI librarian” scenario is depicted through an AI digital human modeled as “AI Lu Xun” (AI鲁迅) in a metaverse experience space at the Beijing City Library, using dialogue to recommend and contextualize reading rather than merely retrieving catalog entries; in Shanghai, the Shanghai Library (上海图书馆) describes a tour experience where a digital human guides visitors through a Gatsby-themed banquet-hall setting, implying a cultural-heritage/curatorial interaction pattern that blends narrative guidance with place-based exploration; in Jiangsu, a “Jun Dao Suzhou” platform (君到苏州) is described as integrating cultural resources such as relics, museums, and intangible cultural heritage, with “AI anchors” and digital-human-like presenters positioned as part of the cultural-product/service supply upgrade; and in Anhui, a cultural-creative industrial park description highlights a “digital human laboratory” as an attention point within a broader cluster, indicating local-regional infrastructure being promoted as enabling capacity for digital-human production and experimentation.
Entertainment, Marketing, And Events: A commercialization narrative describes early AI digital humans beginning to monetize through brand and content deals, including the digital character Yuri (Yuri) produced by Hanqing Studio (汗青工作室) and used for endorsement work with The North Face (THE NORTH FACE), plus cross-links into entertainment IP such as the game Wuthering Waves (鸣潮) and an automotive brand example Voyah (岚图汽车), presented as evidence that the revenue path depends on actionable deliverables beyond “being able to sing”; in Guangdong’s major-sporting-event setting, digital human volunteers are described as providing 24/7 event consultation and as being paired with a music model capability to support theme-song creation while acting as a consistent, personable front end for public-facing services; in Sichuan, the Zigong International Dinosaur Lantern Festival (自贡国际恐龙灯会) is described as adding an interactive virtual digital human to shift viewing from passive sightseeing to “technology + experience,” alongside touch, sensing, and AI interaction elements; and in Yunnan, “digital human law-popularization” program branding is attached to short-video works, indicating a template where a recurring virtual presenter anchors public legal education content rather than relying on rotating human hosts.
Technology Supply, Domestic Stacks, And Virtual Human Platforms: In Beijing, Shiyou Technology (世优科技) and Moore Threads (摩尔线程) are described as releasing a “fully domestic” AI digital human solution at a MUSA developer conference, framed as end-to-end autonomy from underlying hardware through upper-layer applications and oriented toward naturalistic interaction rather than only higher visual realism, while also positioning their collaboration as contributing to an ecosystem and the shaping of domestic digital-human technical standards; outside that stack narrative, Lemon Slice (柠檬切片) is described as raising a named funding round and advancing a self-developed “digital virtual human” model line (Lemon Slice-2 / 柠檬切片二代) that can connect to knowledge bases and be configured into specified agent roles such as customer support and after-class tutoring; and Red Map Culture (红图文化) is described as opening an internal beta for a virtual-human interactive ecosystem platform called Lingxin (灵芯平台), explicitly pitching virtual figures as shifting from entertainment symbols toward everyday companionship and interaction.
Ethical And Social Contexts: A commentary-style item highlights the “AI-human hybrid” account model in which a virtual persona is presented to the public while a human operator and AI-generated content sit behind the account, and it points to disclosure ambiguity in AI-companion-like relationships as a governance and transparency risk rather than merely a UX problem; another viewpoint frames digital doubles as traceable decision-makers whose logged interactions can enable accountability and responsibility assignment back to the deploying party if deception or manipulation occurs, treating “auditability” as a core social requirement for deployed AI doubles rather than an optional safety feature.
December 26, 2025
Standards And Governance: Wuhan’s data authorities reported the release of a national standard for “virtual digital humans,” framed as moving industry capabilities from simple response to more empathic interaction; this item is presented as an institutional milestone rather than a single deployment case, but it explicitly ties “虚拟数字人” to standardized requirements for how such synthetic characters should be built and evaluated in practice, which in turn signals broader rollout expectations across public-sector and commercial applications in China.
Government And Public Services: Multiple local governance and public-service scenarios explicitly use “数字人” or virtual-host embodiments as front-end interfaces for citizen services, including an online governance platform in Chengdu’s Pidu District that supports AI consultation, online appointment/booking for dispute mediation, and related integrated service flows with a digital-human interface; Heilongjiang’s newly launched AI digital human is described as aggregating 473 high-frequency government service items and emphasizing speech/colloquial intent understanding and accurate answering as the enabling user experience; and in Hebei’s Tongbei Demonstration Zone, investment promotion reportedly used a digital-human anchor/presenter format to deliver a panoramic presentation of an industrial map and招商推介 narrative, positioning the avatar-like host as a communications device for policy and industrial messaging.
Healthcare: Guangzhou’s health authorities described upgrades to the Guangzhou Health Pass platform (广州健康通) that introduce AI triage guidance and a “digital human accompaniment” function (数字人陪诊), positioning an embodied assistant as a navigational layer for appointment-to-visit workflows and in-hospital wayfinding support intended to make care access more efficient and smoother from the patient perspective.
Education And Museums: In Chengdu, a school-based memorial museum opening tied to the anniversary of Qian Xuesen’s return reportedly used a closing “digital human video” as a narrative device, presenting a time-crossing message from Qian Xuesen to students through a synthetic character format; separately, vocational education activity in Wuhan referenced interactive engagement with an AI digital human alongside motion-capture performance demonstrations, explicitly describing high-precision capture of human movement that drives a digital-human character in real time, making the avatar the visible output of motion-capture and animation pipelines in an educational exhibition context.
Culture And Creative Industries: Fujian-related cultural reporting framed “digital humans” and “virtual digital humans” as expanding the expressive boundary of art and reshaping cultural production through technology integration, and the Tibet-related exhibition commentary similarly positioned AI digital-human guided tours as part of immersive VR-based exhibition practice that shifts museum communication toward two-way interaction; in Jilin, Jishi Media (吉视传媒) was described as using “digital human actors” and other intelligent tools to upgrade content production toward more automated and efficient workflows, explicitly treating digital humans as production assets inside media pipelines rather than merely front-end customer-service avatars.
Marketing, Commerce, And Live Streaming: Consumer-economy coverage described virtual idols and digital humans as representative “smart product” consumption highlights within China’s expanding digital consumption landscape; in Qinghai’s Hualong ramen industrial-upgrading narrative, a “digital human livestream base” is described as part of a broader digital industrial stack aimed at telling brand stories and elevating cultural meaning and market reach through live-stream formats fronted by digital human presenters; for beauty-industry live commerce, Keyiyun (客易云) was explicitly framed around “digital human AI live streaming,” presented as a method for running beauty livestream marketing with digital-human hosts; and Wufangzhai (五芳斋) appeared in market coverage that tags the company with “virtual digital human” as a concept exposure point in the context of IP economy and related thematic investing, indicating that “虚拟数字人” is being treated as a relevant commercialization theme even when the specific implementation details are not described in that item.
Enterprise And Finance: Xiaoying Tech (小赢科技) was reported as launching a virtual digital human named Win-Daidai (Win-Daidai) to support service-efficiency improvement and user-experience upgrades, framing the synthetic character as a “digital partner” evolution from conventional customer service toward a more embodied interaction layer; separately, China Telecom (中国电信) was reported as building an interactive immersive “digital-intelligence space” for the Fujian Tourism Trade Fair that showcased an AI digital-human customer-service capability and a “minute-level digital-human replication” workflow, positioning digital humans as both front-of-house service agents and rapidly produced replicas for event-facing and experiential deployments.
December 25, 2025
Enterprise And Public Services: Chongqing Bank (重庆银行) appears in procurement notices for a 2025 optimisation and upgrade of its digital human system and, separately, for a 2025 optimisation and upgrade of its digital RMB system, framing “digital human” capability as a maintainable enterprise system component rather than a one-off demo. Chutian Dragon (楚天龙) is reported as winning Phase 1 of an “intelligent scenario construction” project for the Chongqing social security–bank cooperation model, explicitly positioning its “AI digital human” capability as part of end-to-end scenario delivery by an internal team described as policy-, technology-, scenario-, and implementation-literate. Shenzhen’s Luohu government service hall deployment on HarmonyOS (鸿蒙) is described with an “AI digital human smart front desk” that uses a knowledge graph built from more than 52,000 government data items and supports natural voice interaction to answer high-frequency citizen queries with “second-level” responsiveness and reduced waiting time. Chengdu Pidu District’s integrated governance centre is described as extending a public security and comprehensive governance platform with online mediation booking, AI consultation, and “digital human mediation Q&A,” aiming to keep services local and reduce in-person trips. Tibet’s “Digital Human Resources and Social Security” service (西藏数字人社) is referenced as a channel for retirees to check benefit details in real time, alongside SMS alerts enabled through banking apps.
Healthcare And Medical Education: Tianjin Medical University is described as using a “digital human laboratory” context for anatomy teaching, including the idea of moving anatomy instruction into a digital-human-enabled lab environment as part of curriculum reform under prior leadership, treating “digital human” as an instructional infrastructure for medical training rather than a consumer-facing avatar product. Hong Kong University Shenzhen Hospital is described in a showcase format that includes “virtual humans” used for customer service and a rehabilitation approach that combines game-like interaction with movement, illustrating hospital-side adoption of virtual-agent interfaces to support both service delivery and patient training workflows.
Marketing, Commerce, And Live Operations: JD.com (京东) is described as opening “digital human live-streaming” functionality for free and attracting more than 10,000 merchant sign-ups in a short window, with the stated effect of helping merchants build live-stream operations from scratch. Keyiyun (客易云) is framed as a “digital human” solution for TikTok cross-border e-commerce, positioned around efficiency in content production and performance in short-video-plus-social-commerce flows. Beijing Consumer Association (北京消协) is described as working with eight e-commerce platforms on a commitment mechanism in which live rooms that violate rules through improper AI use, including AI digital human live-streaming and virtual-scene selling, would face blocking, highlighting compliance pressure and platform governance as part of the operating environment for avatar-based selling.
Entertainment, Media, And Cultural Presentation: Guangdong-based Quwan Technology (趣丸科技) is described as building a full-stack AI interaction technology ecosystem and deploying “digital human volunteers” in civic contexts tied to Guangzhou, presenting a public-facing digital-human role aligned with community service and event participation. Guangdong Jiangmen Broadcasting Network (江门广电网络) is described as using a “5G + AI + 4K” experience with “AI digital human + scene interaction,” plus a themed programme (“Films in Jiangmen”) that guides viewers through local film locations, combining digital humans with interactive scene design for place-based cultural engagement. Fujian’s cross-strait cultural and museum expo context is referenced as expanding artistic expression via VR, AI painting, and virtual digital humans, linking virtual-human presentation to broader culture-tech integration rather than a single named character. In Kunming, a network rule-of-law short-video activity is referenced with an award-winning series and a “digital human law-popularisation” programme label, indicating the use of digital presenters or characters for public legal education media.
Technology Platforms, Vendors, And Capital-Market Narratives: MagicFace (魔珐科技) is repeatedly positioned as a vendor for AI digital human presenters and hosted/large-screen deployments across online product launches, financial broadcasts, government service halls, cultural-tourism venues, and training or presentation content production, framing “digital human host” as a scalable packaging of generation, rendering, and delivery rather than a bespoke animation project. Silicon Intelligence (硅基智能) is framed in an IPO narrative as a large-scale “virtual human/digital human” provider with broad cross-industry commercialisation and market-share claims in “digital human intelligent agent” categories, suggesting a platform model emphasising volume and deployment breadth. SenseTime-like style “AI+emotion” capability is represented by a claim that a system can recognise 87 complex emotional states and enable digital humans to deliver “voice-and-emotion” performance, signalling a technical push toward affective multimodal interaction as a differentiator. Synanova Technology (香港智元创界科技有限公司) is presented as launching a “3D digital companion” product branded as AI Lover (AI侶), described as an embodied-style 3D digital companion intended for emotional companionship, placing companion avatars as a consumer-facing product category. Lingyun Optical (凌云光) is described in connection with an investment/participation context involving Zhipu AI (智谱), while Zhipu AI is described as a large-model vendor with solutions that include digital humans and e-commerce live-streaming digital humans, treating “digital human” as an application layer riding on foundation-model capability. Volcano Engine (火山引擎) is described as collaborating with CITIC Securities (中信证券) to build a “digital employee” system and publish a five-level standard for AI digital staff in financial services, explicitly framing “digital avatars/digital employees” as organisational-scale role augmentation with the stated target of “one post, one digital employee; one person, one digital team.” Zhiyi Vector (智医向量) is described as raising a pre-A round and defining a staged product roadmap in healthcare from a “medical brain” to “digital avatars” and then to more embodied forms, positioning “digital avatars” as an intermediate step between institutional decision systems and more agentic embodiments. Baotong Technology (宝通科技), Chuangye Heimah (创业黑马), and Mango Excellent Media (芒果超媒) appear primarily through capital-market “concept sector” tagging that bundles virtual digital humans with metaverse, AI agents, games, education, and rural e-commerce, indicating that “virtual digital human” is also being used as a market classification label rather than only a product description.
December 24, 2025
Healthcare: The University of Hong Kong–Shenzhen Hospital (香港大学深圳医院) showcased “virtual human” service scenarios including a virtual being used as a customer-service interface and a gamified rehabilitation use case where patients complete rehab training by dancing within a game-like interactive system, positioning the virtual being as a front-end interaction layer for hospital services and patient engagement; separately, Baichuan Intelligence (百川智能) framed “AI doctor” development as a goal distinct from a mere “doctor AI avatar,” emphasizing an autonomous clinical decision-making agent concept rather than a human-imitating companion layer.
Education: In Hangzhou, students used an AI virtual interaction system to converse with a “Jiang Zhu Ying” digital human (蒋筑英数字人) to support classroom experimentation, treating the digital human as an interactive instructional persona; in another classroom application, Qinglu Smart Paper-Pen (青鹿智慧纸笔) was paired with the Doubao digital human (豆包数字人) to support teaching activities by coordinating pen-and-paper capture with a digital-human interaction layer, presenting a concrete “device + digital human” co-teaching workflow; in Guangdong, Guangzhou College of Applied Science and Technology (广州应用科技学院) launched a digital school history museum that operationalizes institutional memory through a digital venue rather than a single character, but it is presented as a campus-facing digital experience enabled by digitized exhibition infrastructure.
Tourism & Culture: Hubei Cultural Tourism Group (湖北文旅集团) deployed an ultra-realistic digital human named “Chuchu” (楚楚), described as synthesized from thousands of local female facial features, to act as an on-site visitor-facing presence integrated into tourism experiences; Guizhou Tourism Group (贵旅集团) promoted the “Huang Xiaoxi” (黄小西) digital-human smart tour-guide as a practical travel assistant intended to reduce friction during travel and strengthen destination branding through an embodied guide persona; Baidu AI Cloud (百度智能云) was described as exporting a “smart tourism” solution that bundles AI with VR/AR and big-data capabilities and includes digital-human modules for cultural-and-tourism deployment, treating digital humans as one interface component inside a broader destination operations stack; Beijing City Library’s metaverse experience space featured an “AI Lu Xun” digital human (AI鲁迅数字人) trained with large language model techniques to reproduce a historical figure’s image and speech style for guidance and reader-facing interaction, functioning as an interpretive guide and cultural interface inside a virtual venue; in Heilongjiang, an “Xue Baobao” (雪宝宝) digital-human character was presented as an ice-and-snow tourism IP created by combining AI with digital-human technology to personify regional winter tourism and provide a recognizable interactive mascot.
Marketing & E-commerce: In a trade-and-commerce context, merchants were described as creating digital humans modeled on their own appearance to introduce products continuously across time zones, explicitly targeting cross-border selling pain points by providing 24/7 product presentation and reducing reliance on live human staffing; in Qingyang, a local media organization described launching a digital-human application as part of building a “smart” integrated-media center and a live-stream e-commerce ecosystem, positioning the digital human as an on-camera or front-end presenter embedded in a “media + commerce” operating model rather than as a standalone novelty; KeYiyun (客易云) promoted a “TK digital human” (TK数字人) solution aimed at local-life group-buy marketing workflows, framing the digital human as a templated, repeatable performance layer for short-form promotional content and conversion-oriented sales messaging.
Entertainment & Creative Production: Shengda AI (盛大AI) presented its Tokyo research institute’s work on digital-human interaction intelligence and spatiotemporal intelligence, including a framework named “Mio” described as an end-to-end systematic approach intended to address perceived deficits in digital-human interaction quality (framed as lacking “soul”), positioning the work as foundational R&D for more convincing synthetic-character interaction rather than a single commercial character release.
Enterprise & Customer Service: A national standard for customer-service–type virtual digital humans was referenced in the context of making virtual customer-service agents more “understanding,” implying standardized technical requirements for客服型虚拟数字人 and formalizing expectations for behavior and interoperability in service deployments; China Construction Bank (中国建设银行) and Postal Savings Bank of China (中国邮政储蓄银行) were referenced through procurement notices that explicitly involve “digital employee assistant” and “digital employee system” development and, in the latter case, small-sample digital-human and video-production software development, indicating institutional adoption of digital-human or digital-employee representations as internal productivity and service tooling; Silicon Intelligence (硅基智能) was described as commercializing “virtual digital human + AIGC” full-scenario solutions and positioning this bundle as a core business direction, implying a platformized approach that treats digital humans as deployable assets across multiple business contexts; Zhipu AI (智谱) was referenced as offering digital-human and e-commerce live-stream digital-human solutions in the context of a planned Hong Kong listing, while Lingyun Guang (凌云光) was referenced as seeking to subscribe to Zhipu AI shares, linking capital activity with an enterprise-facing solution line that includes digital humans as productized offerings.
December 23, 2025
Tourism And Cultural Heritage: Chongqing Youth Vocational and Technical College (重庆青年职业技术学院) reported the deployment of a high-fidelity digital human commentator called “Yu Chao Commentator Lao Song” (渝超解说老宋), developed by its AI faculty team and delivered with a collaborator identified as the Song Yang team (宋扬团队) as an “AI + cultural tourism” application that positions a realistic synthetic character as a destination- or content-facing explainer; Shaanxi cultural tourism reporting in Xi’an referenced “digital human bilingual videos” (数字人双语视频) as a format used to reach inbound travelers amid expanded visa-free transit and longer stopovers, framing virtual presenters as multilingual tourism promotion and guidance assets rather than static media; Sichuan cultural heritage coverage described AI digital-human guided interpretation (AI数字人讲解) paired with online digital exhibitions and offline exhibitions to support “living” presentation of grotto history, using a virtual guide to bridge on-site and remote audiences; Xiamen’s “Future Tour Guide Star” university competition highlighted contestants creating distinctive virtual digital humans (虚拟数字人) and using interactive dialogue to demonstrate deep integration between AI and tourism promotion, emphasizing conversational tour-pitching and scenario demonstration as an industry-facing skill; Shanxi local-culture promotion referenced a digital human “Jin Yiyi” (晋依依) positioned for “health-preservation tourism” (养生旅游) outreach, alongside international communication efforts that use creators and visiting influencers, indicating a pattern where region-branded synthetic characters are treated as recurring cultural IP for place marketing and interpretation.
Government And Public Services: Jiangsu’s governance-service reporting described residents interacting with “Xiaodu Digital Human” (晓都数字人) on a large screen rather than a traditional staff member, with the system presented as enabling near-instant recognition of citizen requests (“second-level recognition”) and functioning as an AI front desk for intake, triage, and response; Heilongjiang coverage similarly described a newly launched AI digital human on a smart terminal that answers spoken queries and is deployed within a provincial digital government operations context, presenting the character as an access layer for service navigation and query handling; JD.com (京东) was reported to have launched “Jingmin Tong” (京民通) to enter the government-service track and build a local-life service ecosystem loop, while also noting that JD’s digital-human livestreaming was made free to all merchants, tying public-service ambitions to a broader platform strategy in which digital humans support both civic service experiences and commerce enablement on the same platform surface.
Education And Youth Services: Xinhua’s Beijing-focused education reporting described classroom use of a historical-figure digital human “Su Shi” (数字人苏轼) as an instructional entry point for AI-supported teaching practice, positioning the synthetic character as a narrative and dialogue scaffold inside lessons rather than as a standalone product; a Hefei school case described AI digital-human broadcasting in politics classes to deliver global economic topics and described history classes relying on an AI historical-materials database to dynamically present content, implying that digital humans are being used as on-screen presenters anchored to curriculum content pipelines; an “embodied emotional intelligence” platform launch at Anhui Innovation Museum (安徽创新馆) in Hefei presented digital humans as capable of “expressive, voice-and-emotion rich” presentation (“声情并茂”) with a “sense of vitality,” supported by a fine-grained emotion analysis component claiming recognition of 87 complex emotion states and construction of an “emotional capability map” across more than 200 dimensions, plus a “stereoscopic emotional creation” capability that drives digital-human expression; the All-China Women’s Federation (全国妇联) was reported to have officially launched a digital human named “Lianlian” (联联) producing short AI videos under a “service delivery” series focused on family education, healthy living, rights protection, and shifting social customs, presenting a public-interest use case where a synthetic character serves as a consistent explainer and campaign messenger; Zhejiang local work summaries referenced the Hangzhou Women’s Federation (杭州市妇联) releasing a “DeepSeek + women’s work” operations guide and separately referenced a “digital colleague” in Jiaxing named “Jiajia” (嘉佳), indicating a workflow pattern where internal staff-facing guidance and externally visible digital-human roles are paired to expand capacity and standardize service communication.
Healthcare And Rehabilitation: Southern Smart Media Technology Co., Ltd. (广东南方智媒科技有限公司) was credited as technical support in reporting that framed “empathetic” (会共情) digital-human customer service as more welcome, positioning affect-sensitive virtual agents as a differentiator for service acceptance and suggesting that emotion modeling is being operationalized as a product feature for customer-facing virtual beings; separate coverage of the University of Hong Kong–Shenzhen Hospital (港大深圳医院) described “virtual humans as customer service,” and also described a rehabilitation mode where people “dance while gaming” to complete rehab training, presenting two concrete clinical-facing uses: front-desk/service navigation via a synthetic character and therapy adherence via embodied, interactive motion/game experiences anchored by a virtual interface.
Marketing, Livestream Commerce, And Consumer Promotion: BlueFocus (蓝色光标) was described in the context of Hainan duty-free promotion as providing virtual livestreaming (including a product called “BlueFocus Smart Streaming”/“Lanbiao Zhibo” 蓝标智播) and digital-human products to help promote duty-free business models that combine domestic/overseas, online/offline, and duty-free/taxable channels, framing digital humans as scalable presenters for commerce campaigns; Keyi Cloud (客易云) was repeatedly referenced via “digital human livestream systems” and “AI livestream” offerings aimed at small and medium enterprises, with the core promise described as lowering cost and enabling brands to build proprietary livestream IP through a dedicated synthetic host; Shanghai reporting also referenced a “Luo Yonghao digital human” (罗永浩数字人) used for livestream selling with performance compared against a human baseline in a short opening window, reinforcing the pattern of celebrity-anchored synthetic hosts as commerce accelerators; TikTok (抖音海外版) was explicitly named as a livestream destination in the context of “Keyi Cloud digital humans” enabling new TikTok livestream experiences, indicating that these systems are positioned as cross-border channel tools as well as domestic commerce infrastructure.
Enterprise, Devices, And Core Technology Development: Moore Threads (摩尔线程) was reported to have released an “AI computer” and separately a 9,999 RMB MTT AIBOOK (MTT AIBOOK) featuring an integrated Yangtze Intelligent SoC (长江智能SoC) and a built-in 2D digital human called “Xiaomi” (小麦), with customization described as being possible from a single portrait image or real-person video to quickly generate a 2D digital-human “digital double” (数字分身), and with stated applications spanning content creation, intelligent assistant functions, and online education; the device stack was described as including an AIOS system (AIOS), MUSA development tools (MUSA), on-device large models, Windows/Android app virtualization, and GPU rendering capable of supporting digital-human rendering with sub-second generation claims and 2K-definition digital-double customization, presenting a concrete endpoint package where the synthetic character is a first-party UI layer integrated into consumer hardware; Zhipu AI (智谱) and Lingyun Guang (凌云光) were referenced in Hong Kong capital-markets reporting describing Lingyun Guang’s subsidiary planning to subscribe as a cornerstone investor in Zhipu’s Hong Kong IPO while noting their long-term cooperation in industrial big data and AI digital-human business, and describing solution domains including customer-service digital humans and e-commerce livestream digital humans, positioning digital humans as a packaged enterprise solution line adjacent to industrial AI deployments; Tencent Hunyuan (腾讯混元) was referenced in research coverage with Shanghai Jiao Tong University (上海交通大学) that examined multi-agent dynamics under extreme competitive pressure, presented as relevant to LLM multi-agent systems and explicitly tied to a “digital human team,” indicating that some digital-human groups are engaged in frontier agent-society behavior research rather than only avatar rendering; a “first national standard” for virtual digital humans was referenced as having been released for customer-service-type virtual digital humans (客服型虚拟数字人), framing a standards milestone aimed at technical specification and normalization for service-oriented synthetic characters; Hefei University of Technology (合肥工业大学) was referenced via a team’s TIMAR (TIMAR) approach for 3D virtual humans enabling more realistic dialogue interaction by retaining and using prior-turn history across the full conversation to decide current behavior, presenting a concrete memory-and-dialogue structuring method intended to make interactive synthetic characters more coherent over time.
December 22, 2025
Enterprise And Computing: Moore Threads (摩尔线程) launched its first “AI computer” positioned as a “computing-power notebook,” and its CEO Zhang Jianzhong stated that the device integrates a company-built 2D digital human named Xiaomai (小麦) that can sing, draw, answer questions, and conduct voice interaction; related reporting also ties the same product line to an onboard AI agent and to broad compatibility claims spanning Windows virtual machines, Linux, Android containers, and domestic operating systems, alongside the company’s release narrative around a new GPU architecture called Huagang (花港) with stated improvements in compute-density and energy efficiency, framing the digital human as part of a combined development–office–entertainment workflow on-device rather than a standalone app experience.
Healthcare: Ant Group (蚂蚁集团) was discussed in relation to “Ant A’fu” (蚂蚁阿福) and a platform-scale rollout of “AI clones” of clinicians, described as involving 500 doctors from top-tier (3A) hospitals to extend specialist services beyond time and location constraints, with one cited Hangzhou doctor’s AI clone reported as serving 3.68 million users—presented as orders-of-magnitude beyond the doctor’s offline annual capacity—indicating a medical-access model that treats an AI “doctor double” as a high-volume service interface rather than a single-character companion, and positioning trust as a limiting factor despite the reach implied by the usage figures.
Government And Public Services: Public service deployment was described at the level of service points rather than named vendors, including Beijing’s “15-minute medical insurance service circle” implementation where service stations are configured with distinct functional zones and explicitly include an “AI digital human” area intended to support public inquiries and transactions, and a separate conceptual framing by Tencent’s chief scientist Zhang Zhengyou that defines embodied intelligence to include agents with virtual bodies such as digital humans—used to contrast with disembodied systems—placing “digital humans” in the policy-and-service discourse as a recognizable form factor for citizen-facing AI interaction even when the underlying provider is not identified in the report excerpt.
Education And Tourism: Xiamen’s “Future Tour Guide Star” university competition described a tourism-promotion segment in which participants used AI tools to create vivid virtual digital human characters and drive interactive dialogue-based presentations of tourism scenarios, while Kunming’s Panlong District digital-economy showcase described multi-screen interaction, an editable VR publishing space, and “thousand-people-thousand-faces” virtual digital humans as demonstrators of personalized content delivery and immersive presentation; together these cases treat the virtual human/avatar primarily as a configurable presenter and interactive guide layered over tourism narratives and district-level “digital city” promotion rather than as an individually branded synthetic character.
Marketing And Live Commerce: Keyiyun (客易云) was referenced through a digital-human livestreaming use case framed as cross-language and cross-culture engagement, including a mechanism for audiences to ask questions via real-time comment “bullet screens” and for the digital human to respond by combining a cultural knowledge base with real-time search capability, positioning the system as an interactive host for global-facing broadcasts where Q&A latency and multilingual accessibility are core product claims rather than photorealism or character lore.
Entertainment, Gaming, And Capital-Market Positioning: Baotong Technology (宝通科技), Yunnan Tourism Co., Ltd. (云南旅游股份有限公司), and Huanrui Century (欢瑞世纪) were each referenced in market-style writeups that tag “metaverse” and “virtual digital human” as concept drivers alongside adjacent sectors such as games, film/TV, and tourism transport services, indicating that “virtual digital human” is being used as a thematic categorization for investor-facing narratives across media and tourism-linked equities in the excerpts provided, without specific named characters, platforms, or deployments described beyond the concept associations.
Retail And Consumer Services: Kidswant (孩子王) was referenced in connection with an “intelligent transformation” strategy showcased at its 2025 global partner conference and consumer event in Nanjing, where “digital human” appears among the highlighted elements, implying a retail-facing adoption pattern in which virtual humans are positioned as part of a broader smart retail stack for the maternal-and-child sector, though the excerpt does not specify the character form, deployment channel (in-store, app, livestream), or the underlying vendor stack.
December 21, 2025
Healthcare: Changzhou’s “holographic health chart” initiative (“one person, one file, one code”) describes an AI digital-human interface that interprets medical reports and supports a shift from reactive treatment to proactive prevention, presented as an applied outcome of integrating “AI + medical large models” into personal health records. Jilin’s “Chinese Medicine large model” release (“众星・长白岐黄”) explicitly includes a digital-human component alongside an “AI + TCM” action plan led by Changchun University of Chinese Medicine (长春中医药大学) with participation by Jilin Business and Technology College (吉林工商学院), framing the digital-human layer as part of an institutional model-to-service pipeline rather than a standalone character. Beijing’s “15-minute medical insurance service circle” notes AI digital humans deployed inside service kiosks (驿站) in areas such as assisted service, self-service handling, and policy communication, positioning digital humans as front-end service agents embedded in standardized public-service points rather than as consumer apps.
Cultural And Tourism: Chongqing’s “Tongsheng Langlang—2025 Yuhǎo Huānchàng Pǐndú Huì” is presented as a large-scale family-education and parent–child growth event that used a “real host + digital-human host” format (“真人+数字人”主持), treating the digital human as a co-presenter within a live civic cultural program rather than an online-only avatar. In Shaanxi, a tourism-facing digital human wearing Qiang ethnic attire is described at the entrance of Qingmuchuan Ancient Town (青木川古镇) to explain the site’s history (“past and present”), and the same regional package references a “5G digital rural big-data cloud” as an enabling infrastructure backdrop for broader digital governance and tourism services. The World Internet Conference (世界互联网大会) case on the “Ji Xiaolan” (纪晓岚) digital human frames a historically grounded, knowledge-base-driven conversational figure: the system is said to be built on a large corpus of ancient texts, aiming for multi-turn, logically coherent dialogue and historically matched appearance and voice, explicitly justifying the character choice as cultural transmission through interactive knowledge access. Chengdu’s digital cultural-creative examples include the Wuhou Shrine “Little Zhuge” (武侯祠“小诸葛”) digital-human guide and a “Panda Home digital trendy-toy center” (熊猫家园数字潮玩中心), positioned as operational showcases for XR immersive experiences and AIGC creation supply–demand matching in a city-level digital-creative ecosystem.
Marketing, Commerce, And Media Production: Guangxi’s cross-border e-commerce promotion event (“Guangxi Silk Road E-commerce Carnival”) features the Guangxi Department of Commerce’s digital human “Shāngwù Jūn” (广西商务厅数字人“商务君”) as an on-site explainer for ASEAN-to-China online sales performance, using the digital human as a spokesperson-like interface for public commerce messaging in a trade-promotion setting. Chinese Online (Chinese Online, 中文在线) is described presenting an “AI four-piece suite” in the library sector, explicitly including a “digital-human smart screen” (数字人智慧屏) among packaged products and solutions, with product framing oriented to institutional deployment rather than influencer-style performance. China Financial Information Network (China Financial Information Network, 中国金融信息网) describes “JoyStreamer” as a digital-human livestreaming system with a cost model benchmarked at one-tenth of human livestreaming and claims of performance exceeding a large share of human streamers; it is framed as already serving tens of thousands of brand merchants across dozens of retail categories, making the digital human a scalable sales/merchandising interface rather than a single character IP. Ningfeng Intelligence (Ningfeng Intelligence, 凝丰智能) is presented at Shanghai’s metaverse innovation conference as demonstrating rapid scene construction: selecting 3D models, images, and voice assets to assemble a dancing digital-human girl scene in under a minute, emphasizing toolchain speed and multimodal asset composition for creator workflows rather than only the final avatar.
Enterprise, Infrastructure, And Tooling: Meituan (Meituan, 美团) is reported releasing and open-sourcing “LongCat-Video-Avatar,” positioned as a SOTA virtual-human video-generation model built on a “LongCat-Video” base and described as supporting three generation modes—text, image, and video—so that the same model can produce virtual-human video from different input modalities; the emphasis is on model capability as a reusable production engine rather than a single branded character. SenseTime (SenseTime, 商汤) appears in an enterprise/government build context through “SenseTime Large Device” (商汤大装置) working with the Shanghai Municipal Planning and Natural Resources Bureau (上海市规划资源局) to build the “Yunyuxingkong” large model (云宇星空大模型), and is also referenced in connection with national-standard activity around customer-service virtual digital humans; taken together, the appearance is of a platform provider spanning domain-model construction for municipal planning data and formalized technical frameworks for service-oriented virtual-digital-human systems. C114 Communications (C114通信网) frames “1ms city computing-network” practice reviews as using digital humans for cross-branch and data-center collaboration and for cloud rendering in digital film/TV production, treating digital humans as a coordination/visualization layer riding on low-latency compute-network infrastructure rather than primarily as consumer-facing companions. Huawei (Huawei, 华为) is mentioned in an Anhui government–enterprise context as participating in provincial digital practice narratives, with the surrounding description pointing to regional innovation-center layouts and enterprise technical problem-solving; within the same regional grouping, Jianghuai Automobile (JAC Motors, 江淮) and Chery Automobile (Chery, 奇瑞) are cited as targets of technical攻关, implying that digital/AI capability-building (including digital-human-adjacent “digital practice” language in the broader digest) is being tied to industrial enterprise transformation rather than entertainment-only deployment.
Governance, Standards, And Risk: The first national standard in China’s virtual digital human field is repeatedly referenced as “Information Technology—Customer-Service Virtual Digital Human—General Technical Requirements” (《信息技术 客服型虚拟数字人通用技术要求》), described as filling a technical-specification gap and providing unified technical requirements and evaluation criteria for R&D, production, and application of customer-service virtual digital humans; the repeated framing moves the category from ad hoc deployments to a compliance-oriented baseline for service-grade systems. Beyond the national standard, a Ministry of Industry and Information Technology solicitation is mentioned for industry standards including “General Security Capability Requirements for Digital Human Systems for AI Safety Governance” (《人工智能安全治理数字人系统通用安全能力要求》), explicitly pulling digital-human systems into security-capability and governance language rather than only UX and realism metrics. Risk reporting on AI-enabled fraud describes a combined pipeline of face/identity synthesis (“AI face-changing”), large-language-model-driven persona fabrication, and virtual-human face/video chat used for emotional scams that later convert trust into financial extraction narratives, positioning virtual-human technology as an operational component in social-engineering attacks rather than a neutral interface. A legal/industry observation item (2025 annual dispute-resolution review) references disputes involving virtual streamers’ “operator behind the avatar” (“中之人”) and AI voice-right/personality-right infringement cases, indicating that virtual-human commercialization is producing contract and personality-right liabilities alongside content and platform growth.
December 20, 2025
Standards And Governance: China’s first national standard for customer-service virtual digital humans, titled Information Technology—General Technical Requirements for Customer-Service Virtual Digital Humans (《信息技术客服型虚拟数字人通用技术要求》), was reported as formally issued, positioning customer-service virtual beings as a major application area and framing an industry-wide baseline for R&D, production, deployment, and evaluation; reported technical emphases include the shift from merely responding to demonstrating “empathic” interaction, with one widely repeated requirement being an emotion-interaction success rate of at least 80% in recognizing user emotions such as joy and sadness (Huashang Daily 华商报; Huashang Net 华商网; The Paper 澎湃新闻; TaiboNet 泰伯网; Rednet Hunan 湖南红网; Sina Tech 新浪科技; Qianzhan “Global Industry Morning Brief” 前瞻经济学人; Qunyi Futures 群益期货; Zhejiang News / Chinanews 浙江新闻-中国新闻网; Tianji / “Tech Express” 天极网; and other finance-news syndications such as Oriental Fortune “Caifuhao” 财富号-东方财富, Securities Star 证券之星, and Sina Finance 新浪财经), while a separate local governance move in Hangzhou reported the release of two group standards that explicitly include “digital human application management norms” for sharing-economy platform operators, indicating operational-compliance expectations for how platforms deploy digital humans in workforce-sharing scenarios (Hangzhou Net 杭州网).
Healthcare: Multiple reports describe healthcare-facing virtual beings converging on triage, pre-consultation, and always-on “doctor replica” services rather than autonomous diagnosis, including “Ant Afu” (阿福) in a workflow where the virtual agent handles consultation and pre-triage and can hand off to a named doctor’s AI “digital double” or online consultation when needed, with explicit boundary-setting that diagnosis remains with clinicians (WallstreetCN 华尔街见闻; Yicai 第一财经), and Baidu’s upgrade release of a “Wenxin Health Butler” positioned as a 24-hour family-doctor-style system that supports large-scale doctor AI replicas and multimodal input (text, voice, images) alongside links to licensed physicians in public hospitals (China Consumer News 中国消费者报); healthcare-adjacent evaluation was also reported through a smartphone-video-based Parkinson’s assessment framework emphasizing “digital biomarkers,” but without a digital human persona being the central artifact (Nankai University News 南开大学新闻网), and an applied-care case list in Foshan included an “AI medical guidance/triage digital human” as a published innovation example (Foshan News 佛山新闻网; Guangdong Jinfutec Co., Ltd. 广东金赋科技股份有限公司).
Finance And Public Services: Digital humans are described as practical interfaces for policy communication, consumer protection, and service reminders, including Yunnan’s rollout of consumer-protection and financial-education branding that explicitly references a “consumer-protection digital human” used within broader outreach programs and education campaigns (Kunming Information Port 昆明信息港), Tibet’s adjustment to pension-benefit disbursement where individuals can use bank counters, mobile-banking apps, or a named “Tibet digital human” channel for reminders and benefit-status access (Sina Finance 新浪财经), and an insurance-industry report describing a “first” AI digital human for agriculture/rural insurance (the “three rural” domain) built on large-model foundations as part of broader digital-finance case activity (NetEase 网易); banking-sector procurement activity in Tianjin is also framed around constructing an “intelligent digital human platform” as one of several AI project lines disclosed over multiple months (Mobile Payment Network 移动支付网; Tianjin Bank 天津银行), and a legal-docket note references a contract dispute involving an entity named “Digital Human” and multiple corporate defendants in a court hearing context without describing a virtual-being deployment (Sina Finance 新浪财经; Tianyan Tech Tianjin Co., Ltd. 天津天堰科技股份有限公司; Shandong Digital Human Technology Co., Ltd. 山东数字人科技股份有限公司; Wuhan Jinmao Engineering Technology Co., Ltd. 武汉金茂工程科技有限公司; Hubei Three Gorges Polytechnic 湖北三峡职业技术学院; Yichang Chengfa Health-Care Industry Investment Co., Ltd. 宜昌城发康养产业投资有限公司).
Culture And Tourism: Digital humans are presented as tools for red-tourism interpretation, heritage “revival,” and local cultural-performance digitization, including Nanchang’s red-culture study-tourism innovation that combines 5G, VR, AI, and digital-human technology to digitize experiences such as the Nanchang Ship Theme Park (The Paper 澎湃新闻), an Anhui audiovisual-and-cultural-tourism conference account where a prize-winning work titled The Ivory Storyteller (《象牙说书人》) is described as using AI digital-human techniques to “revive” Huizhou pinghua storytelling as a model of intangible-cultural-heritage continuation (People.cn Anhui 人民网安徽频道), and Hefei’s Science & Art Week opening that included an on-site “digital human anchor” announcing multiple “science-art fusion” cultural-tourism scenarios and project packages (Hong Kong Commercial Daily 香港商报).
Media And Entertainment: Several items describe virtual beings either as synthetic performers or as production assets, including a Shanghai “metaverse three-year promise” feature describing an event claimed as a global first where ten virtual idols appeared on the same screen in a latency-free live broadcast, framed as enabled by metaverse infrastructure supporting digital humans and VR/AR interaction (Jiefang Daily / JFDaily 解放日报 / jfdaily.com), film-production commentary describing “digital biological characters” integrated with live actors as a growing form of cinematic VFX practice (NetEase 网易), and a cluster of reports stating Meituan’s LongCat team released and open-sourced a SOTA virtual-human video-generation model called LongCat-Video-Avatar, characterized as supporting text-, image-, and video-driven generation modes and focusing on more lifelike motion and longer-form output (IT Home IT之家; Bian Niushi 鞭牛士; PingWest 品玩; Meituan 美团).
Enterprise And Metaverse Technologies: Enterprise deployments emphasize “digital human + immersive interaction” as a productized capability, including Xinhua’s “Universe Gate” (新华网·宇宙之门) project reported as achieving a breakthrough via a core “immersive, no-wear motion-capture digital human interaction system,” described as co-advanced with a digital-technology partner and framed as reaching an “international advanced” level in evaluation language (Xinhua Jiangsu 新华网江苏频道; Coolyue Technology 酷约科技; Xinhua Net 新华网), investment-facing corporate Q&A describing a metaverse product system built on VR, 3D reconstruction, spatial computing, AI, and blockchain that explicitly includes virtual digital humans alongside metaverse showrooms and remote collaboration products (Far-Glory Software 远光软件; Oriental Fortune “Caifuhao” 财富号-东方财富), and corporate activity notes that link “digital human live-streaming” and AI marketing tooling to an “AI + traditional Chinese medicine” transformation narrative in a pharmaceutical context (Conba 康恩贝; Zhejiang University 浙江大学; NetEase 网易); additional market-news items mention “virtual digital human” as a concept label attached to listed firms without describing a specific virtual-being deployment (Yunnan Tourism Co., Ltd. 云南旅游股份有限公司; Baotong Technology 宝通科技; Sina Finance 新浪财经).
December 19, 2025
Standards And Governance: China’s first national standard for a customer-service virtual digital human system, “Information Technology—General Technical Requirements for Customer-Service Virtual Digital Humans” (《信息技术客服型虚拟数字人通用技术要求》), frames an end-to-end technical specification for service-oriented virtual beings, defining a reference system architecture and core modules spanning avatar/image generation, visual interaction, speech interaction, affective/emotional interaction, avatar driving/animation, and operations-and-maintenance, with an explicit expectation that such systems can move beyond basic responsiveness toward emotion-aware interaction, including correctly identifying user affect such as joy and sadness, and reflecting this in interaction quality and service outcomes.
Healthcare: Baidu (百度) announced an upgraded “Wenxin Health Steward” (文心健康管家) positioned as a 24-hour “family doctor” style AI companion covering lightweight symptom consultation, complex disease planning, and broader health management workflows, and reported plans to add a duplex digital human capability (双工数字人) alongside functions described as digital-human follow-up and multidisciplinary consultation group chat, aiming to operationalize continuous, proactive care-style interaction rather than one-off Q&A; separately, Aier Eye Hospital (爱尔眼科) was described as using self-developed medical systems that include digital human components and remote consultation capability as part of its healthcare service innovation stack.
Education: NetEase Youdao (网易有道) described a strategic upgrade that includes a “virtual human oral English tutor” (虚拟人口语私教) built on its “Ziyue” education large model (子曰教育大模型), framing a synthetic character teacher for spoken-language practice; in a lab-teaching context, Shandong Mantianxing Information Technology (山东满天星信息科技有限公司) described an “AI Digital Human Teacher” (AI数字人教师) that combines a large model, digital-human driving, and an experimental-teaching knowledge graph to provide always-on instruction-like interaction with capabilities characterized as listening/speaking, demonstrating, and analysis; in cultural education programming, an “AI digital human explanation” (AI数字人讲解) format was also used as an instructional device inside an immersive “walking red classroom” stage-course design.
Marketing And E-Commerce: SenseTime (商汤) presented a marketing-oriented digital human agent, “Ruying Marketing Agent” (如影营销智能体), positioned as a digital-human Agent for e-commerce operations with the stated objective of reducing costs and increasing efficiency in tasks associated with store operations; in community integrity enforcement, Xiaohongshu (小红书) was reported to have taken action against AI-generated “virtual persona” content used in renovation/home-improvement posts—examples described as fabricated “couples” used as lead-generation funnels by decoration companies—treating synthetic-character deception as a platform governance and marketing-abuse problem rather than a creative application.
Enterprise And Public Services: China Mobile Hubei (湖北移动) described a virtual human named “Lingxi” (灵犀) as a home/large-screen gateway agent that routes users into household content and services at scale, reporting large volumes of user jumps via the virtual human and stating the rollout of dozens of “Lingxi agents” (灵犀智能体) to expand household information-consumption scenarios; at the municipal/community level, a Shanghai Jing’an district governance column used a digital human “Xiaozhi” (晓治) as the recurring synthetic speaker to explain building-group governance and a rotating-duty制度 narrative to residents, presenting the avatar as a stable interface for civic communication; in Hefei, a government service digital human “Hexiao i” (合小i) was described as enabling conversational processing of administrative services (“chat while handling affairs”), framing the avatar as an interactive front-end for e-government workflows; in Chongqing, rumor-control communications were described as using IP-style virtual characters including a panda persona “Yuke Yukai” (渝可渝爱) and a digital human “Shancheng Xia” (山城侠) to deliver anti-misinformation content as short-form narrative pieces.
Culture, Tourism, And Heritage: Poly Culture (保利文化) was described as showcasing front-edge cultural digitization outputs including digital humans, and specifically referenced a “3D Digital Human Cloud Cabinet” (3D数字人云柜) alongside a multifunctional holographic display cabinet for cultural relic protection, positioning the digital human component inside a conservation-and-exhibition technology package; in Hunan, a “Hunan Historical Figures Image Restoration Project” (湖南历史人物影像复原项目) presented ten “digitally resurrected” (数字重生) historical figures as animated digital human embodiments—Qu Yuan (屈原), Jia Yi (贾谊), Cai Lun (蔡伦), Ouyang Xun (欧阳询), Zhou Dunyi (周敦颐), Hu Hong (胡宏), Zhang Shi (张栻), Li Dongyang (李东阳), Wang Fuzhi (王夫之), and Wei Yuan (魏源)—framing dynamic avatarization as a cultural-preservation and public-engagement method; in Jilin tourism promotion, a short-drama project for Changbai Mountain used a “digital human performance” (数字人演绎) element in its fantasy romance narrative packaging; in documentary/immersive storytelling coverage, a named historical figure “Liu Bingzhong” (刘秉忠) was described as a deliberately characterized digital human guide with a composed, learned, lightly humorous persona designed to speak in modern-adjacent language so audiences perceive the synthetic character as “alive,” indicating scripted persona design as a core technique for heritage-facing avatars.
December 18, 2025
Healthcare: Ant Group (蚂蚁集团) promoted its AI health product “Ant Alfo” (蚂蚁阿福), described as an “AI health steward” that enabled well-known clinicians to open “AI doubles” (AI分身) so users can access doctor-like services at scale; reports referenced nationally prominent doctors and academicians including Liao Wanqing (廖万清), Dong Jiahong (董家鸿), Wang Jun (王俊), Chen Zijiang (陈子江), Wang Jian’an (王建安), Wang Ningli (王宁利), and Duan Tao (段涛), and characterized uptake in terms of app ranking, monthly active user scale, and user distribution in lower-tier cities, with additional coverage by Cover News (封面新闻), Economic Observer (经济观察网), and Yicai (第一财经).
Education: Shandong Mantianxing Information Technology (山东满天星信息科技有限公司) presented an “AI digital human teacher” that combines large models, digital-human driving, and an experimental-teaching knowledge graph to provide 7×24 online instruction with speech, procedural demonstration, and analysis capabilities for laboratory-style learning; separately, Liaoning University’s School of Marxism (辽宁大学马克思主义学院) described building an “AI+ ideological and political course” digital teaching resource library with Zhongteng Linghang (Liaoning) Cultural Technology (中腾领航(辽宁)文化科技有限公司), explicitly citing a digital-human interaction engine and knowledge-graph construction as core components; in Hubei, Wuhan Transport Vocational College (武汉交通职业学院) described a “walking red classroom” that incorporated an AI digital-human explanation segment associated with the 87th Meeting Site Memorial (八七会议会址纪念馆), alongside dramatization, speeches, archival video, and folk songs; in Shandong, a digital-media training program described a “Lightning” digital human (闪电数字人) cultural-creative series used in recurring study-tour activities for primary and secondary students, with distribution via The Paper (澎湃新闻).
Tourism And Culture: Yunnan Tourism Co., Ltd. (云南旅游股份有限公司) was noted in market coverage as being associated with the “virtual digital human” concept alongside online travel and other sector tags, with location details tied to Kunming (昆明) in Yunnan (云南) reported by Sina Finance (新浪财经); a separate cultural-tourism vignette described an AI virtual digital human “Lü Youyou” (驴悠悠) acting as a personal travel consultant that tailors routes based on visitor stamina and interests, presented as part of a broader smart-scenic-area package that also mentioned patrol and mobility-assist devices, in coverage distributed by Jiangxi Daily’s platform (大江网).
Marketing And Commerce: JD.com (京东) was reported to have made its digital-human livestreaming feature set freely available and to have drawn rapid merchant sign-ups, with claims that its system supports long-duration stable streaming, includes hundreds of ready-made digital-human personas and hundreds of voice options with ongoing updates, and has been used by large numbers of brand merchants; additional coverage framed JD’s digital humans as a cross-scenario “AI marketing” standard, including cooperation with Shanxi cultural tourism (山西文旅) that blended local cultural-heritage IP and regional food culture into marketing content, with distribution including Ebrun (亿邦动力) and China.com Finance (中华网财经); SenseTime (商汤科技) announced “Ruying Marketing Agent” (如影营销智能体), positioning a digital-human agent that can replicate a real person’s livestream room at high quality, with coverage by Phoenix Technology (凤凰网科技).
Enterprise, Public Services, And Smart City: Shanghai Pudong (上海浦东) described an employment-service digital human that provides online functions such as job-search basics, micro-lessons on careers, and policy interpretation, integrated into a service model spanning career guidance, employment training, recruitment activities, and internships/placements; Hubei Mobile (湖北移动) described a home-service virtual human “Lingxi” (灵犀) that drives user “jump-through” interactions on TV, alongside a catalog of sub-agents and usage metrics; Zhongke Jincai (中科金财) described a “metaverse technology service matrix” that includes a digital-human content production engine and related metaverse components built around a Web3.0 rule framework; sector-themed market notes referenced CapCloud (开普云) in connection with “virtual digital human,” multimodality, and cloud data-center concepts, and CloudWalk Technology (云从科技) in connection with concept labels that include virtual digital humans and smart-city/computer-vision themes, with distribution including Securities Star (证券之星) and Eastmoney (东方财富); an industry-exhibition listing by China.com (中华网) grouped “metaverse” and “digital human” among policing and legal-tech showcase themes for a 2026 governance-related expo.
Creation Tools And Synthetic Characters: Alibaba (阿里巴巴) was described as integrating Qwen (千问) with Wanxiang 2.6 (万相2.6) to enable “one-click role swapping” and “co-acting” AI short videos inside the Qwen app’s “AI Little Theater” (AI小剧场), including the creation of personal “digital doubles” (数字分身) for composited scenes, with coverage by InfoQ (InfoQ) and a hands-on style report by Zhidx (智东西).
Cultural Industries And Governance Contexts: Guangzhou’s digital culture narrative linked “deep integration of culture and technology” to new digital cultural formats and noted the China Digital Entertainment Conference (中国数字文娱大会) being hosted in the city through a structure involving the China Association of Performing Arts (中国文化娱乐行业协会), Tianhe District Government of Guangzhou (广州市天河区人民政府), and Yangcheng Evening News Media Group (羊城晚报报业集团), with distribution by Yangcheng Evening News (羊城晚报) and additional conference coverage by NetEase (网易); a locality profile described FaceUnity (相芯科技) as a Zhejiang University CAD&CG National Key Lab (浙江大学CAD&CG全国重点实验室) spin-out focused on a full-stack “algorithm–engine–hardware” AI system and work centered on “digital humans,” distributed by Gongshu News (拱墅新闻网); a consumer-risk report described Xiaohongshu (小红书) acting against AI-generated “virtual persona” renovation posts (including fabricated “couple” identities) used for lead-generation by decoration businesses, in coverage distributed by Leikeji (雷科技).
December 17, 2025
Healthcare: In Wuhan, the Wuhan Federation of Trade Unions partnered with Beijing Chaoshou International Health Management Co., Ltd. (北京茶寿国际健康管理有限公司) to build an “AI digital human–assisted employee health management” program in which employees use an AI “health steward” interface for health consultation and body-conditioning guidance, framed as shifting from “passive treatment” toward ongoing health management; in Changsha-focused reporting about Aier Eye Hospital (Aier Eye Hospital; 爱尔眼科), digital-human usage is referenced in connection with its operations and broader innovation narrative, and in Beijing marketing-case copy Aier Eye Hospital is also cited as a client context where digital-human capabilities are used in service delivery and/or content operations, while a separate entry on an oncology-prevention conference describes “digital avatars” of top medical experts as a means to preserve specialist accuracy and distribute expertise at scale through AI-mediated access (no specific vendor named).
Education: A Heilongjiang Daily report describes universities working with an unnamed information-network company to build “real-person interactive” English-learning resources aligned to teaching syllabi, where students wear VR headsets to enter simulated communicative environments and interact with virtual humans for individualized learning resources; a Xinjiang education report describes an “AI classroom” that uses Alibaba (阿里巴巴) capabilities, and specifically notes classroom scenes where a digital human takes on an in-lesson role (for example, embodying a reform-era village cadre) to interact with students as part of “intelligent+” teaching.
Entertainment And Cultural Contexts: A Xinhua feature set in Beijing describes a virtual digital human named “Jin” (锦) presented in a textile-heritage venue connected to Tongniu (Tongniu; 铜牛), where the character can be awakened by voice address and perform dance movements, positioning the digital human as an interactive cultural/brand presentation; in Shaanxi, a regional report describes Yulin Library’s local-culture digital human “Jun Xiaobao” (郡小宝) as a service-facing character that supports library guidance and regional cultural integration; in Hangzhou school-based cultural programming, a local report describes a campus non-material-cultural-heritage venue that includes a digital human “Intangible Heritage Xiao Xi” (非遗小西) used for hosting/announcing within themed spaces such as a “tea house” setting; separately, coverage of the GAIR 2025 talk by Yu Liang of Westlake University references high-precision digital-human reconstruction research from Yuanxi Lab (no company named) and lists three projects—UP2You, ETCH, and Human3R—presented as recent progress lines in digital-human rebuilding.
Government And Public Services: Multiple local-government service contexts reference digital humans as interactive front ends: in Hefei, “He Xiao i” (合小i) is described as a government-service digital human enabling “chat while doing” handling of services; in Shanghai Pudong, the “Pu Xiao Zhi” (浦晓职) digital human image is described as being formally released as part of an employment-focused action initiative; in Tianjin, “digital human Q&A” is described as a planned intelligent function to be explored within a government service map; across these entries, the repeated functional pattern is a conversational, guided-service interface that routes citizens to information and transactions without naming a single unified vendor.
Commerce, Marketing, And Live E-Commerce: A Entrepreneurship Bang report on the dating/relationship market describes Soul App (Soul) launching an AI virtual companion feature, with users purchasing virtual gifts for AI virtual persons and competing on gift leaderboards via paid “sweetness value” mechanics; in Nanjing-focused reporting, Silicon Intelligence (Silicon Intelligence; 硅基智能) is cited for having digital-human technology widely applied in government, healthcare, and finance, with its digital-human live-streaming platform included in a provincial “digital consumption innovation scenario” selection; platform-scale commercialization is also described for JD.com (JD.com; 京东), where “JD digital human” live-streaming is said to have opened full functionality free for a limited period, attracting over 10,000 merchant sign-ups, with the platform described as having launched 400+ digital-human characters and 200+ voice types and reporting large-scale “Double 12” usage with many sessions and extensive total streaming hours; market/stock reporting on a “virtual digital human sector” mentions Zhejiang Wenhu Internet (Zhejiang Wenhu Internet; 浙文互联) as a constituent with a cited price move, and separate promotional-content entries reference Keyi Cloud (Keyi Cloud; 客易云) in the context of “digital human AI live streaming” positioned as an e-commerce efficiency tool; a Beijing ad-operations recommendation blurb cites 58.com (58.com; 58同城) as a client case where full-funnel traffic integration and “intelligent delivery” optimization are described alongside a digital-human capability reference in the same services narrative.
Infrastructure, Telecom, And Core Technology Directions: A communications-industry report describes China Mobile (China Mobile; 中国移动) and ZTE (ZTE; 中兴通讯) announcing 6G transmission-related results and frames “virtual digital humans” as part of the new experiences 6G is expected to support, alongside immersive video calling and intelligent sensing, implying higher network requirements and a shift toward networks that can interpret context rather than only transmit information; a separate Hong Kong-facing commentary item quotes YunTianlifly (YunTianlifly; 云天励飞) leadership in a broader futurist claim set that includes digital-human/digital-robot population projections, treating digital humans as a strategic technology direction rather than a single product case.
Digital Identity, Personal Clones, And Assetization: A PANews item describes HolmesAI (HolmesAI; HolmesAI) raising a new US$5 million round, positioning itself in an “AI + digital clone” track with over one million users, and stating that funds will be used to push “assetization” and “all-capability” expansion of digital clones, including blockchain-based rights confirmation so users can own clone-derived income and an intended extension of its core engine from social scenarios into transaction scenarios; separate commentary in a general-interest piece also frames the “philosopher digital clone” idea as a form of always-available consultative model, presenting digital doubles as an interface for knowledge access rather than entertainment.
December 16, 2025
Enterprise And Public Services: Chongqing Municipality (重庆市人民政府) signed a cooperation memorandum with the Infocomm Media Development Authority of Singapore (新加坡资讯通信媒体发展局) framed around jointly building a “digital land–sea new corridor,” with the news report also showing a market-style reference to “BJ Digital Human” (BJ数字人) without describing an application scenario; Shanghai Pudong launched a “Yucai Tuoxin” action and publicly released the employment-service persona “Jiuzai Pudong · Puxiao Zhi” (“就在浦东·浦晓职”) as a digital-human image used at a ceremony; Hainan’s city-development reporting described an “AI recruitment interactive machine” that uses an AI digital human to collect job intentions and immediately recommend matched roles; Xiong’an’s cultural-tourism mini program “Xiongan Jian” (“雄安见”) was described as using digital-twin technology from Xiongan Xingyuan (雄安兴元) to produce an AI digital-human tour guide, with additional VR collaboration discussions for public-service use such as disaster-prevention drills and science popularization exhibits; Shandong’s Qilu Evening News video items were explicitly branded as “Xiaoshan Xiaoshui digital-human broadcasts” (“小山小水数字人播报”) used for policy interpretation and biodiversity communication in an ecology/culture context, indicating routine government-media or public-information delivery via a named digital-human presenter.
Healthcare: Ant Group (蚂蚁集团) was reported as assigning the Chinese name “Ant A Fu” (“蚂蚁阿福”) to its AI health assistant AQ, adding “small health goal” functionality, and positioning the product as a multi-function health AI that connects at national scale to hospitals, doctors, and “famous-doctor AI clones” (名医AI分身), while repeatedly emphasizing that AI responses are for reference and not a substitute for professional diagnosis; Wuhan Municipal Federation of Trade Unions (武汉市总工会) and Beijing Chashou International Health Management (北京茶寿国际健康管理有限公司) were reported as jointly building an “AI digital-human” health steward/manager for worker health, framed as shifting from passive treatment to proactive prevention, which implies an interactive digital-human interface sitting on top of a health-management service workflow rather than a static informational avatar.
Marketing And Commerce: JD.com (京东) was reported as running a “digital-human livestream” free-use campaign that enabled “zero-cost to start streaming,” attracting over ten thousand merchants within ten days, and the same reporting line described JD’s digital-human offering as having hundreds of digital-human “appearances” and hundreds of voice options with frequent updates; Keyiyun Digital Human (客易云数字人) was described as a “super salesperson” for TikTok cross-border e-commerce (TikTok跨境电商), positioning the digital human as a sales-facing agent for product promotion and conversion in livestream or short-video commerce; Hunan’s seasonal-economy reporting referenced “digital-human livestream selling” (数字人直播带货) as a visible practice during a pre–Spring Festival consumption ramp, indicating routine use of sales avatars as a channel tactic rather than a single named case.
Entertainment And Culture: SenseTime (商汤) was reported as releasing its Seko 2.0 series-generation platform with claims of cutting “manga drama” (漫剧) production time by 80%–90%, and the same item contrasted the platform’s target capabilities with limitations commonly seen in “traditional digital-human technology” in complex scenarios such as multilingual and multi-person interaction where lip-sync alignment can fail, placing the digital-human problem explicitly inside multi-character audiovisual generation; Guangdong’s digital-entertainment coverage described a museum-night-tour companion digital human themed as Su Dongpo (“苏东坡”) and grouped it with immersive technologies like VR and “naked-eye 3D,” positioning the digital human as an interactive cultural-guide persona in night-tour museum experiences; a Zhejiang audio-visual industry feature described a venue where visitors use VR headsets for immersive scenes (e.g., pyramids, Mars canyons) while a virtual digital human performs singing as part of a special “music festival” experience, framing the avatar as a stage performer within a themed immersive attraction; Sohu’s business profile of a Shanxi-linked media entity described Zhisheng Media (智胜传媒) creating Shanxi’s first hyper-realistic virtual digital human “Qingniao” (“青鸟”) by combining Shanxi culture with newer technology, explicitly presenting a named synthetic character as a regional cultural-tech showcase rather than a commerce-only anchor.
Education And Skills: A Jilin vocational college competition report described a provincial contest centered on the fusion of “virtual digital humans” and livestream e-commerce, with large-scale participation and multiple awards, framing virtual anchors as an applied AI skills domain inside higher education; Hubei education coverage referenced a “intangible cultural heritage digital human” (非遗数字人) making its first appearance at the Wuhan Design Biennale, positioning a digital-human persona as a carrier for heritage presentation in a design-exhibition setting; an economic daily report on 6chan.AI (6chan.AI) described an “AI clone” (AI分身) creation interface that allows users to choose a language model and input persona descriptions in Chinese to generate a personal AI clone or an NPC in roughly ten minutes, explicitly treating synthetic characters as user-generated agents inside a forum environment rather than a standalone avatar product.
Industry And Safety: China Automotive Technology and Research Center’s Tianjin Testing Center (中汽研汽车检验中心(天津)有限公司) was reported as creating a dedicated “digital human” for vehicle crash testing, which indicates a simulation or analysis avatar specialized for collision scenarios rather than a consumer-facing presenter; Inner Mongolia’s computing-industry reporting referenced Xuanwu Intelligent Computing (Inner Mongolia) Information Technology (玄武智算(内蒙古)信息科技有限…) in connection with green computing-power ecosystems and explicitly listed “digital humans” as a class of applications with strict high-coordination requirements, situating digital humans as a demanding workload category for regional compute infrastructure; Guangdong Bozhong (广东博众) was reported as advancing an “AI investment adviser” service model where its digital human passed China’s deep-synthesis algorithm filing requirements and later connected with large models including DeepSeek (DeepSeek) to accelerate intelligent upgrades, placing a regulated digital-human interface into financial advisory workflows rather than generic customer service.
Ethical Contexts: An opinion-style item from Jiefang Daily’s domain argued that as “digital humans” become more human-like, governance should “hold the line,” explicitly calling for an ethical governance framework for digital-human development and treating the central risk as the gap between rapidly iterating capabilities and the need for enforceable boundaries; a separate commentary-style item criticized repetitive “digital-human broadcasts,” “obviously fake” AI images, and formulaic AI writing as “AI slop,” which implicitly frames low-quality synthetic presenters and mass-produced synthetic media as a credibility and information-quality problem tied to deployment incentives rather than a purely technical limitation.
December 15, 2025
Culture And Tourism: Multiple Shaanxi/Xi’an and national culture-and-tourism reports describe “digital humans” being deployed as interactive front-end experiences that make ice-and-snow culture “perceivable, touchable, and interactive” alongside other display technologies such as naked-eye 3D, positioning digital humans as part of an on-site immersive consumption scene rather than a back-office tool. A separate report on “immersive experiences” in cultural tourism describes a concrete case study of a digital-human tour guide embodied as the historical poet Li Bai, who can recite poetry while guiding visitors through the Xi’an Stele Forest (碑林) and can also switch roles into an intelligent travel steward that provides personalized recommendations, framing the digital being simultaneously as a narrative performer, a guided-interpretation interface, and a personalization layer for trip planning.
Government Services: In Anhui/Hefei reporting on “AI + government services,” a named digital human, Xiao Lu (小璐), is presented as a continuous-service (“24/7”) virtual clerk that integrates multiple functions across the service chain: answering questions, guiding submissions, and performing procedural checks described as “answer, process, and review” (答、办、审). A concrete user-facing capability highlighted is form validation: the AI digital human not only informs applicants which materials are required but also checks submitted forms for errors, with deployment described at a scale of roughly 1,700 service items, positioning the digital being as a unified interface for eligibility guidance, document preparation, and compliance checking inside a single online workflow.
Payments And Consumer Platforms: An InfoQ report tied to AICon Beijing frames Alipay (支付宝) as using AI to drive segmented-user growth, and it explicitly references internal product/engineering ownership spanning account products, vendor widgets, and an “Asian Games digital human” (亚运数字人) as core business development areas. In this depiction, the digital human is treated as an integrated platform capability within a mass consumer payment app context, aligned with audience-specific engagement and product operations rather than a standalone mascot, and it is linked to a broader toolkit of AI-driven growth and experience personalization inside the Alipay ecosystem.
Enterprise And Commerce: In Hangzhou commercial-district innovation reporting, a “digital human system” is mentioned as part of retail/space transformation, with outcomes framed in operational terms such as traffic growth after renovation, implying use of a digital being as an on-premise interaction or guidance layer in a commercial complex rather than a purely online assistant. Separately, a Hangzhou company is described as combining GEO optimization services with “digital human livestreaming,” presenting the digital being as a sales and marketing execution component within performance-oriented growth services where the virtual persona functions as a stream host or “digital employee” for conversion. In exhibition and showroom construction coverage, an “AI 3D+” approach is described as integrating virtual digital humans with smart guidance to build dynamically evolving “intelligent venues,” positioning the digital being as a guide/host interface inside a managed physical-digital exhibition environment, linked to 3D content pipelines and interactive navigation.
Events And Education: In Beijing health-promotion conference reporting, a joint laboratory explicitly named as the Peking University–Shiyou Digital Human Training Joint Laboratory (北大-世优数字人训练联合实验室) appears as the organizer/undertaker for a high-level “medical-sports integration” forum, indicating a formal research-and-training institutionalization of digital-human development in a health-related academic setting. In a separate business-organization annual meeting report, “digital human creative photo” is presented as an event experience component, using a digital-human imaging interaction as a participatory, onsite engagement mechanism rather than a service agent, consistent with light-weight deployment of synthetic character experiences for conference-style activation.
Standards And Governance: Shanghai municipal innovation-competition coverage describes a proposal to issue identity credentials for “digital entities” under the Suishenma (随申码) system, framing a platform-level governance mechanism that would assign standardized, code-based identities to categories including virtual humans and intelligent agents alongside other digital entities, with the explicit aim of supporting a future digital society’s interoperability and regulation needs. A specific entrant solution, the “Suishenma · Digital Intelligence Avatar Platform” (“随申码”·数智分身平台), is attributed to Shanghai Wushiwu Culture Technology (Shanghai Wushiwu Culture Technology Co., Ltd., 上海吾是吾文化科技有限公司) and is described as extending the Suishenma identity architecture to digital entities, implying a unified identity/credentialing layer for synthetic characters as regulated participants in civic and commercial processes. Separately, ethics-focused commentary emphasizes that as digital humans become more human-like, governance frameworks need to anticipate risks created by deep technical embedding in real-world contexts, framing ethical constraints as a parallel requirement to capability expansion rather than an afterthought.
Entertainment: Securities Times coverage presents Fengshang Culture (Fengshang Culture, 锋尚文化) launching its first virtual singer, SHINY, as a synthetic character positioned for cultural performance and content production, with the company’s strategy described as a broader layout across virtual-human technology R&D, content creation, and scenario deployment in the cultural performing-arts sector. In this framing, SHINY is treated as both a character property and a production pipeline outcome, intended to support “virtual–real” integrated performance narratives and to anchor further commercial and creative experimentation in virtual-performer formats.
December 14, 2025
Government And Public Services: Shanghai’s “Suishenma” (随申码) application-innovation competition surfaced proposals to issue identity credentials to “digital humans” (数字人), framing virtual beings as administrable entities inside civic digital infrastructure, while Guanshanhu District in Guiyang promoted “Digital Human Resources and Social Security” (数字人社) as an interface for public services with reported online handling volume far exceeding in-person windows, and Shandong’s AI industry action-plan language explicitly included digital humans as a component in a broader governance stack for public services, social governance, and public safety (随申码; 数字人社; Shandong AI plan).
Commerce And Marketing: KeyiYun (客易云) was presented as providing a “digital human” solution positioned as an efficiency engine for TikTok cross-border live-commerce, targeting constraints typical of human hosts such as time-zone coverage, language capability, and staffing intensity by shifting selling and interaction work into a synthetic character/host workflow; in retail modernization case writeups tied to Zhejiang projects, “digital human systems” were described as part of commercial-space upgrades associated with substantial footfall uplift and revenue expectations, implying use of virtual staff/hosts or guided-interaction avatars as an on-site or omnichannel conversion layer (KeyiYun; Zhejiang retail cases).
Culture And Tourism: Reports on “culture-and-tourism integration” highlighted immersive interaction patterns that place visitors inside reconstructed spaces via XR/VR, including Sanxingdui’s device-light “walk into the excavation” style interaction with gesture-controlled virtual artifacts and Shanghai Astronomy Museum’s VR roaming of Dunhuang caves; related coverage also described a “digital human guide” shaped as a Li Bai persona capable of reciting poetry while guiding visitors at Xi’an’s Beilin and extending into an intelligent travel-concierge role, while Hejie Kang Cultural Tourism (赫捷康文旅) described a metaverse tourism platform that recreates scenic areas and folk-craft workshops and lets visitors create a “digital clone” (数字分身) to participate in virtual intangible-heritage classes, online markets, and virtual concerts as a continuous off-site experience layer (Hejie Kang Cultural Tourism; Sanxingdui XR; Shanghai Astronomy Museum VR; Xi’an Beilin Li Bai digital guide).
Entertainment And Media: Fengshang Culture (锋尚文化) promoted a virtual singer, SHINY, as a flagship virtual idol output and framed “AI avatar/digital double” (AI分身) techniques as enabling virtual hosts and virtual guests with real-time audience interaction in large events and concerts, and as a production enabler for culture-and-tourism performances where virtual characters deepen immersion; at a Greater Bay Area AI industry event, Guangzhou Xinghuo Shenzhi Technology (广州星火深智科技) and Guangzhou Quwan Network Technology (广州趣丸网络科技) discussed AIGC pipelines for digital-human livestreaming and short-drama production, emphasizing localization via local data injection into creation workflows; in film/TV industrial digitalization coverage, Zhixiang Future (智象未来) and Changjiang Film & Television (长江影视) were described as pursuing an AI-visual-generation loop that explicitly includes digital human development alongside script creation, VFX, and post-production to reduce cost, shorten cycles, and stabilize output quality (Fengshang Culture; Guangzhou Xinghuo Shenzhi Technology; Guangzhou Quwan Network Technology; Zhixiang Future; Changjiang Film & Television).
Gaming And AI Companions: A consumer-focused report on “virtual boyfriend” attachment used the game “Love and Deepspace” (恋与深空) as a concrete case in which a named synthetic character, Qin Che (秦彻), is treated as an emotionally salient AI companion figure, with users integrating “companionship” interactions into everyday contexts such as the office, illustrating how character-driven game content can function as an ongoing relationship-like virtual-being use case rather than a one-off narrative experience (恋与深空; 秦彻).
Education And Training: Inner Mongolia’s vocational-school digital-campus push explicitly listed “digital human interactive interaction” (数字人交互互动) as part of campus digitization, positioning avatars or digital humans as front-end interfaces for teaching, services, or student support, and a Shanghai school report described an “AI digital human” launched as a dynamic digital embodiment of campus spirit and values, treated as a visible extension of campus culture construction through a virtual persona rather than a static media asset (Inner Mongolia vocational digital campus; Shanghai school AI digital human).
Enterprise, Compliance, And Sector Platforms: Guangdong Bozhong (广东博众) was described as exploring a new model for AI investment-advisory services with a digital-human component that had obtained deep-synthesis algorithm filing with the Cyberspace Administration of China and had initiated industry–academia collaboration with Guangdong University of Technology (广东工业大学), indicating a compliance-first posture for deploying a synthetic persona in regulated advisory contexts; separate discussion of “digital employees” (数字员工) framed virtual beings as workforce-like agents whose capability rises as backstage data and knowledge are unified, implying digital-human front ends paired with knowledge graphs and large models as scalable enterprise operators; in Shandong cultural-model awards coverage, productized stacks were named that include a “digital human platform” (数字人平台) alongside the “Fanxing” agent-development platform (繁星智能体开发平台) and the “Haoyu” culture-and-tourism digitization platform (浩宇文旅数字化平台), indicating an ecosystem model where digital humans are treated as deployable modules within broader agent and sector digitization toolchains (Guangdong Bozhong; Guangdong University of Technology; Fanxing; Haoyu).
Legal And IP Contexts In China: A dispute report described Huaxing Chuangye (华星创业) suing Three-Body Universe (三体宇宙) over a large IP-licensing conflict connected to ambitions in metaverse, VR, and digital-human directions, illustrating how rights-chain clarity and authorization scope can become binding constraints when building virtual beings tied to major narrative IP; separately, a data-bureau “unveiling-and-leading” (揭榜挂帅) program in Shanxi enumerated data-governance and standards directions that are typically prerequisite layers for compliant deployment of digital-human services at scale, even when digital humans are not the sole stated target (Huaxing Chuangye; Three-Body Universe).
December 13, 2025
Enterprise And Infrastructure: Multiple Sichuan–Chengdu reports framed “digital human” services as a low-latency, real-time interactive interface built on city-scale computing networks, with “virtual digital human” business positioned to deliver near face-to-face dialogue experiences for customer interaction while Sichuan advances clustered computing centers and multi-tier latency circles to support always-on, interactive digital services; the reporting outlets involved were Feixun Network (飞象网) and NetEase (网易), and the use case emphasis was infrastructure-enabled real-time digital-human interaction rather than a single named character or product.
Marketing And E-commerce: Several reports described digital humans as standardized, scalable performers for live commerce and content production, including training in Chengdu that explicitly covered “digital human live-stream simulation” as hands-on work within short-video and live e-commerce operations, and industry-oriented descriptions of “digital human anchors” packaged as repeatable “AI MCN” operating models that export livestreaming methodologies as a deployable solution; related examples also included SME-oriented “digital human live-streaming systems” positioned as a substitute for hiring human hosts, and provincial telco network upgrades cited as enabling “digital human live-streaming” to run smoothly all day and directly support online sales; the companies and institutions appearing in these use cases were China Education Online (中国教育在线), Keyi Cloud (客易云), Yizhi Technology (一知科技), Qianxun (谦寻), China Telecom Shaanxi (中国电信陕西公司), and Shaanxi Hongding Famous Doctors Hall Pharmaceutical (陕西红顶名医堂药业有限公司).
Entertainment And Media Production: Digital humans were presented as core production assets for virtual performance and AI-assisted filming, including a virtual singer SHINY launched as a flagship synthetic performer supported by a pipeline that combines traditional CG, AI algorithms, and virtual-engine integration, with the organization highlighting accumulated talent, digital assets, and technical workflows for virtual digital humans and stage design; separate reporting on micro short dramas described an “AI film studio” model where script generation, digital-human acting, AI editing, and multilingual automated translation/distribution are integrated into production and release workflows; an additional case described a company planning virtual-character development under a major sci-fi IP with intended deployment across short video, short drama, and AI live-streaming scenarios; the entities named in these entertainment contexts were Securities Times (证券时报), Fengshang Culture (锋尚文化), The Paper (澎湃新闻), NetEase (网易), and Huaxing Chuangye (华星创业).
Gaming And AI Companionship: A consumer-focused report described a “virtual man” relationship dynamic emerging from gameplay and social-media circulation of recorded plot segments, with the user then maintaining companion-like use in everyday settings such as the office via in-app “companionship” functionality, illustrating a use case where synthetic characters operate as affective companions rather than performers or service clerks; the outlet named in this context was 36Kr (36氪).
Government And Public Services: Multiple local-government service scenarios used “government-service digital humans” as front-end guides and AI clerks for 24/7 access and faster consultations, including “zero-wait” guided handling with results that can be taken away via QR code, a district-level digital persona credited with reducing average consultation time from 15 minutes to 2 minutes with second-level response and precise answers, and named examples of digital-human service staff in several Beijing districts and Tianjin that act as AI counters or consultation guides; a separate Gansu case positioned a “natural resources large model” pilot as providing digital-human interaction among core capabilities that support intelligent Q&A and domain workflows such as investigation/monitoring and farmland protection; the organizations and outlets named across these government-service contexts were China.com (中华网), NetEase (网易), People’s Daily Online (人民网), China News Service (中国新闻网), Xinguangshitong (新广视通), and SuperMap (超图).
Healthcare: A healthcare enterprise case described combining a medical multimodal large model with “doctor digital avatar” technology to multiply expert capacity at scale, claiming deployment that enabled thousands of top experts to have AI “splits” and cumulative service to very large numbers of users, framing the digital-human component as a clinician-facing persona layer on top of multimodal medical reasoning; the company and platform named in this context were Tonghuashun (同花顺) and WiseDiag under Zhizhen Technology (智诊科技).
Culture, Tourism, And Metaverse Experiences: A Hangzhou–Hong Kong themed “metaverse experience week” was promoted as an immersive program covering metaverse concepts, VR/AR, AI digital humans, and location-based entertainment (LBE), presented as “technology + cultural tourism”玩法 delivered at a designated venue associated with a university-linked innovation institute; the organizations named in this tourism-and-experience context were China.com (中华网), Hong Kong Polytechnic University (香港理工大学), and the Hong Kong Polytechnic University Hangzhou Technology Innovation Institute (香港理工大学杭州技术创新研究院).
Enterprise Collaboration And Workplace Agents: A Hefei-oriented case framed digital humans as an interaction layer within private-deployed large models and “quantum AI intelligent agents,” describing a document-printing cloud cabinet that integrates quantum security modules and supports digital-human interaction as part of human–agent collaboration in future cloud-office scenarios; the company named in this context was NetEase (网易) and Yunxi Quantum (云玺量子).
Events, Sports, And City Branding: Guangzhou-related reporting described “digital human” embodiments for large-event assistance, including an “intelligent assistant” using large-model Q&A with a digital-human persona and voice interaction, while a separate city-partnership narrative positioned an “AI digital human mid-platform” alongside gameified operations and global distribution networks as reusable capabilities for municipal-scale cultural export and major-event activation; the companies and outlets named in these event-and-city-branding contexts were OFweek Weike (维科号), 37 Interactive Entertainment (三七互娱), and New Express (新快报).
December 12, 2025
Government And Public Services: Hunan Provincial People’s Government (湖南省人民政府) and Hunan Online (华声在线) report that Yueyanglou District’s Dongting Online Digital Industry Park introduced AI capabilities aimed at small and medium merchants, explicitly including AIGC tools such as AI short-video generation and digital-human livestreaming to reduce costs and improve efficiency. Guizhou Provincial People’s Congress (贵州省人大) references Guangxi’s “AI digital human” use in public legal education, framed as an approach to make outreach more vivid (the example given is “folk-song style” law promotion paired with an AI digital human). Fuzhou News (福州新闻网) reports a “3D digital human police” avatar named “Rong Xiao’an” (榕小安) appearing in commercial districts as a policing and public-safety presence. Southeast Net (东南网), under the Fujian Daily Press Group (福建日报报业集团), reports on an “12328 Transportation Supervision Hotline digital human” (《12328交通运输监督服务热线数字人》), described as an intelligent agent embedded into hotline service workflows, with a named project lead (Hong Yiyong, 洪艺勇) referenced for the project.
Culture And Tourism: China Daily Guangxi Channel (中国日报网广西频道) reports that Guangxi’s major state-owned cultural and tourism enterprise launched the “One-Click Tour Guangxi” (一键游广西) comprehensive smart tourism service platform and introduced what it describes as the first province-level cultural-and-tourism digital-human recommender officer, the “Liu Sanjie digital human” (刘三姐数字人), positioning it as a front-end guide/recommendation persona within provincial tourism digitization efforts. NetEase (网易) also carries a Shandong-related tourism-and-culture digitization story citing immersive cultural presentation examples that include a “digital human Confucius” (数字人孔子) and a metaverse-style experience titled “Lu Canal Metaverse” (《鲁运河元宇宙》), framed as ways to break time-and-space constraints in cultural storytelling and visitor experience design.
Media, Entertainment, And Virtual Idol Work: Xinhua Daily (新华日报) reports that Hangzhou released an international communication virtual idol named “Aurora,” with on-site commentary from the Hangzhou International Network Communication Center and academic participants, framing the project as an attempt to move beyond surface-level “digital human” novelty toward a more audience-facing international communication persona. China.com Entertainment (中华网娱乐) references Zhejiang TV’s 2026 New Year’s Eve gala planning as incorporating digital-human interaction and AI elements into stagecraft, presented as part of the production approach rather than a standalone product. Sohu (搜狐) discusses the rapid entry of AI digital-human anchors into livestreaming and attributes this to large-model-driven improvements in both appearance and behavioral expressiveness (“form” and “spirit”), treating digital-human hosts as an emerging competitive factor in influencer-style content ecosystems in Hangzhou.
Marketing, E-Commerce, And Short-Form Video Production: NetEase (网易) carries multiple items describing “Ke Yiyun Digital Human” (客易云数字人) as a toolset used for TikTok marketing and for livestream scenarios, including entertainment livestreaming and e-commerce livestreaming; the claims in these items focus on customization of digital-human hosts for different themes and audiences and on using digital humans to improve livestream output and differentiation. Sina Finance (新浪财经) reports that Jiecheng Century Technology (北京捷成世纪科技股份有限公司) opened a public beta for “ChatPV,” described as providing AI-enabled video creation functions that include film/TV secondary-creation support, one-click video generation, digital humans, and text-to-video generation, positioning digital-human capability as one module inside a broader AI content production suite.
Enterprise And Infrastructure Enablers: NetEase (网易) reports that in Chengdu’s digital cultural-creation context, “Jingxiuzifei” (景秀子非) relies on a “1ms city computing network” (1ms城市算网) characterized by large bandwidth and low latency to support virtual/digital-human-related workloads, and China Telecom Chengdu Branch (中国电信成都分公司) is referenced as a service enabler in the same local computing-network narrative. Sina Finance (新浪财经) also references Sichuan News Media Group (四川新闻网传媒(集团)股份有限公司) in a market-style item that tags the firm to “virtual digital human” and AIGC concept exposure, without providing a specific named digital-human product. JD.com (京东) is referenced in a Hong Kong-related business item that also states JD’s “digital human livestream” capability was made free and open to all merchants, presented as a platform-level merchant enablement move rather than a single branded character.
December 11, 2025
Healthcare: Mashang Consumer Finance (马上消费) was cited for a “smart elderly-care emotional companion digital human” named Peipei (裴裴), positioned as an applied outcome alongside a large-model application-building platform, with the pairing implying a productized digital-human companion designed for senior-care interaction and emotional support within a broader enterprise AI stack.
Entertainment And Cultural Tourism: 37 Interactive (三七互娱) was described as a Guangzhou-grown digital culture company that became a Guangzhou “city partner” in 2025, framed as a deeper government–enterprise collaboration than sponsorship and tied to a game-led city “digital twin” narrative following the popularity of “Dawanji” (大湾鸡), indicating the use of game content and associated digital production capabilities as part of city-scale digital-twin co-development; Ximalaya (喜马拉雅) appeared via the “Ximalaya Tao Cang Ideal Village” (喜马拉雅陶仓理想村), which was portrayed as a “technology”-oriented cultural-tourism complex combining “sound economy” with tourism and listing digital-human-facing experiences including a digital human music festival and an audiobook library, with adjacent art/creative extensions implied.
Marketing And Live Commerce: JD.com (京东集团) was explicitly linked to “digital human live-streaming” as a showcased frontier capability at a 2025 global supply-chain business summit, positioning digital humans as a customer-facing interface embedded into commercial operations alongside deeper AI-driven supply-chain restructuring; Beijing Consumers Association (北京消协) was referenced in connection with consumer-risk concerns around AI digital humans and AI scene-based live-stream selling on e-commerce platforms, highlighting the governance and compliance pressure specifically tied to synthetic presenters used in commerce persuasion and conversion.
Government Services And Legal Contexts: Zhangjiakou Qiaodong District (张家口市桥东区) was described as using an “intelligent auxiliary digital human” to address a specific business-administration pain point involving paid-in capital compliance for existing companies, implying a procedural guidance and decision-support avatar embedded in local administrative workflows; Yaohai Court (瑶海法院) was reported to have an AI virtual human branded “Yaofa·Xinghuo” (瑶法•星火) for diversified dispute resolution, with functions extending beyond conversational guidance to recommending court case repositories and multi-party mediation resources and linking governance actors such as comprehensive governance centers, community grid workers, and professional mediation organizations into an “front-end intelligent guidance, mid-end diversified resolution, back-end tracking” pipeline; Shanghai Baoshan District (上海宝山区) was said to be developing a government-service digital human named “Baoni HUI” (宝你HUI) and an AI assistant “Xiaobao” (AI小宝) for its “One-Stop Service” channel, explicitly noting DeepSeek (DeepSeek) as part of the underlying AI technology mix; Jiangsu’s large-item transport permitting workflow was described as enabling a digital human “Su Dazhi” (苏大智) to pull declaration data with one click so that “declaration equals acceptance,” associating the avatar with automation of form-fill, license verification, and reduction of redundant fields, and the operating entity context was the Ministry of Transport (交通运输部) reporting on provincial transport administration process redesign; Dongsheng Town in Haidian District (海淀区东升镇) was described as deploying a virtual-digital-human “smart legal education mediation officer” (东升数智普法调解员) into community groups at scale to deliver legal education and mediation-oriented interactions in grassroots governance settings; Kunming Information Port (昆明信息港) was referenced as producing a “digital human legal education” program column titled “Rule of Law e-Station” (法治e站), implying a recurring synthetic-presenter format for public legal guidance content.
Education And Public Communication: Chongqing Normal University (重庆师范大学) was described as using a holographic classroom scenario where a teacher and the digital human “Shi Xiaoya” (师小雅) co-appeared to demonstrate large-model operating logic, positioning the avatar as a didactic co-presenter for AI general-education instruction; Henan Elephant Media Group (河南大象融媒体集团) was mentioned as hosting an experience area where visitors engaged in real-time dialogue with virtual digital humans, explicitly framed as an interactive demonstration of conversational capability; Hubei Science And Technology Vocational College (湖北科技职业学院) was reported to have a “intangible cultural heritage digital human” that debuted at the Wuhan Design Biennale, indicating a synthetic character used for cultural heritage presentation in a design-exhibition context; Jilin People’s Publishing House (吉林人民出版社) was cited for launching a “Ji Yu” digital human cloud exhibition hall (“吉遇”数字人云展馆) as one of two digital publishing projects put online, implying a publisher-operated digital-human presentation venue within an education/media environment.
Enterprise, Industry, And Platform Technologies: SenseTime (商汤科技) was reported to have released SekoTalk (SekoTalk), characterized as a real-time voice-driven digital human, which implies a low-latency speech-to-animation/face performance pipeline intended for interactive or broadcast-grade synthetic presenters; Keyiyun (客易云) was positioned as providing OEM/white-label digital human technology specifically to reduce cost and increase efficiency for e-commerce live-streaming while also enabling personalized service, framing its offering as an industrialized toolchain for repeatable deployment of synthetic hosts; Force Digital (原力数字) was described in a capital-markets context as having undertaken a provincial R&D special project on high-precision ultra-realistic digital human efficient production technology, with stated outcomes already applied to its core business, indicating a production pipeline innovation focus rather than a single-character deployment; China Mobile Cloud (移动云) was presented as providing cloud compute resources that, together with Guangxi Chuangqi Hengda Information Technology (广西创启恒达信息技术有限公司), underpinned solution sets explicitly including digital humans, intelligent customer service, and AI office, framing digital humans as one of three “benchmark” deliverables built from integrated cloud-side compute plus AI capabilities; Dingjie (鼎捷) was referenced through an executive viewpoint that framed AI-driven future-factory reconstruction as requiring incremental implementation and the integration of industrial-mechanism AI with management-mechanism AI, and it explicitly associated the “unbounded communication” layer with digital humans and intelligent devices, positioning digital humans as an interface component inside manufacturing digitalization rather than a consumer-facing character.
Finance, Capital Markets, And Consumer Social Platforms: Hengyin Technology (恒银科技) appeared via a market note stating it led gains within a “virtual digital human” sector segment on December 10, with the framing limited to capital-market performance rather than a described deployment; Soul App (Soul) was described as monetizing avatar/virtual-companion ecosystems, including gift-giving features and leaderboards for virtual companions and extensive paid customization of virtual personas, implying a platform model where synthetic characters and editable avatars drive recurring consumer spend through social signaling and digital goods economies.
Commercial Real Estate And Experiential Venues: Furong Xintiandi Shopping Center (芙蓉新天地购物中心) in Xi’an was reported as upgrading into the “NE99” (NE99) digital entertainment complex flagship format and explicitly listed AI digital-human intelligent interaction, an “AI future camera,” and multi-level interactive installations as integrated features, indicating a venue-level deployment pattern where digital humans function as on-site interactive characters within a broader immersive retail-entertainment stack.
December 10, 2025
Education: In Xi’an (Shaanxi), a junior-high Chinese-language “master teacher studio” within the Xi’an Jingkai No.1 School “Famous School+” education consortium integrated a digital human for classroom instruction, using the digital human as part of a lesson on Tao Yuanming’s “Drinking Wine (V)” to guide students through conceptual contrasts (“being” and “non-being”) and support literary interpretation as a structured, AI-assisted teaching activity.
Marketing And Consumer Protection: In Beijing, the Beijing Consumers Association advanced compliance boundaries for AI in e-commerce by organizing a national first “AI technical specification application commitment” signed by eight platform enterprises, with reported concerns that AI digital humans can appear emotionally inauthentic and may mislead purchasing decisions, and with the focus on regulating AI-scene live commerce and digital-human livestream selling; the participating platforms included JD.com (京东), Meituan (美团), and Pinduoduo (拼多多), framing synthetic media and virtual presenter techniques as potential sources of false marketing, disclosure risk, and consumer decision manipulation that require enforceable “red lines.”
Public Services And Civic Information: JD.com (京东) expanded a “citizen services” module across multiple provinces and cities while separately promoting digital-human livestream capability as free for merchants, positioning digital humans as scalable, standardized service and commerce presenters; in Shanghai-linked public-information distribution, an AI digital human named “Lianlian” was used to narrate practical “life tips” content as an ongoing series, reflecting the operational pattern of deploying a named synthetic presenter for routine civic-style communication.
Cultural Tourism And Heritage: In Fujian, the 2025 Fujian Tourism Trade Fair in Quanzhou was described as offering immersive experiences where visitors could use VR to “travel” to the Song–Yuan era Quanzhou port and hold interactive dialogues with AI digital humans to learn intangible cultural heritage stories, combining VR scene reconstruction with conversational digital-human interfaces; in Zhejiang, mixed-reality viewing of classical-book culture was described through MR glasses that transform heritage spaces via audiovisual immersion and introduce digital humans as part of the interpretive layer, aligning digital humans with guided narration inside MR heritage experiences rather than stand-alone chat products.
Healthcare And Assistive Accessibility: In Guangzhou (Guangdong), sound-to-sign accessibility tools incorporated an AI sign-language digital human as the communication interface, with SoundAI (音书科技) described as providing both a dedicated “AI sign-language translation device” and a “sign-language translation mini-program,” treating the digital human as the front-end embodiment of translation output for accessibility services; in traditional Chinese medicine, Gushengtang (固生堂) described a “National Doctor AI Avatar” used to handle follow-up consultation demand and to support training and capability growth for younger doctors, presenting the avatar as a capacity-expanding clinical workflow layer rather than only a marketing presenter.
Enterprise And Industrial Applications: In Hainan, TianDi Online (天地在线) was described as drawing attention for VR/AI digital-human deployment as part of a broader push tied to deepened cooperation with a state-owned strategic shareholder, emphasizing digital marketing, cultural creativity, and “digital content” directions where digital humans function as branded interactive media assets; in Fujian-based public-sector digitalization, ST E-Linkcare (ST易联众) was described across lines of business spanning digital medical insurance, digital healthcare, and digital HR/social-security services, implying digital-human-related capability sits within broader government-facing software-and-service stacks rather than as a single-purpose character product.
Media, Entertainment, And Virtual Performance: In Henan, a provincial broadcasting system described its laboratory direction as exploring AIGC, digital humans, and XR technologies integrated with audio-video production for well-known program brands and VR content production, treating digital humans as part of an end-to-end media pipeline; in Chongqing (Yongchuan), film-and-television technology ambitions referenced real-time rendering at very large scale, including a stated technical requirement to render up to 15,000 digital humans simultaneously on screen, positioning “mass digital crowds” as a stress-test scenario for real-time rendering and virtual production workflows; outside Mainland China, a Malaysian clan association banquet used an AI virtual host named “Dai Wanqing,” illustrating a ceremonial-event use case where a synthetic character substitutes for a human MC as the centerpiece of a live public program.
Patents And Core Interaction Technology: Super Brain Information Technology (Nanjing) (南京超级头脑信息技术有限责任公司) disclosed a patent application for a web-based digital-human interactive system designed to achieve precise synchronization between audio and digital-human animation, reflecting an engineering emphasis on timing alignment between speech streams and character performance; Sichuan Wutong Technology Group (四川物通科技集团有限公司) disclosed a granted patent for a brain–computer interface plus AI “brain-controlled” digital-human interaction system, indicating an interaction modality that treats intent signals as control inputs to digital-human behavior, with the digital human functioning as the expressive/interactive endpoint of a neuro-input loop.
AI Avatars, Personal “Clones,” And Creator Tooling: Shifang Ronghai (Shenzhen) Technology (深圳十方融海科技有限公司) was linked to a sports-event breakout example where an “AI avatar” of an athlete (“AI Momo”) was commissioned by parents and produced via an authorized merchant using the company’s “Xiaozhi AI” (小智AI) as the base capability, while the creator identity “Huazha Sancha” (画渣三查) was cited as participating in the customization, illustrating a consumer-commissioned, personality-targeted synthetic double used for celebratory or social storytelling; Changzhuo Technology (畅卓科技) was described as offering a multi-pose rapid-capture system for AI avatars aimed at efficient short-video production, citing model-optimization and diffusion-based generation techniques to raise inference speed and reduce parameter load, framing “AI doubles” as a production pipeline for high-throughput creator content rather than one-off novelty.
Regulation, Misuse, And Ethical Contexts: In advertising enforcement, a Pudong market-regulation case was described where AI was used to generate “host” and “expert” virtual digital humans for promotional purposes and was sanctioned as an Advertising Law violation, treating synthetic presenters as an enforcement target when used to misrepresent authority or expertise; broader consumer-risk discussion around digital-human livestream selling emphasized that synthetic media can amplify false marketing and decision distortion if identity, disclosure, and claims are not constrained; a separate public-commentary line framed the virtual-human era as involving the creation and operation of “digital beings,” highlighting the need to balance adoption with governance as “digital subjects” gain social and cultural influence.
Brands And Digital-Human Marketing Assets: Gold Medal Home (金牌家居) was described as linking “metaverse” and virtual-digital-human positioning to the creation of an industry-first brand digital human named “Jin Chan Zi” (金婵紫), with the stated purpose of attracting younger consumers and producing controlled, repeatable branded content as a risk-managed alternative to human spokesperson volatility; Tencent (腾讯) was cited in the context of performance advertising tooling (“Conversion Bao”), positioned as part of post-investment or post-deployment measurement and conversion workflows that can be paired with virtual-digital-human content output to manage delivery, attribution, and campaign efficiency.
Large-Model And Platform Ecosystem Context: Baidu (百度) framed “digital-human technology” as one of the capabilities now extending beyond chatbots within the large-model wave, alongside code agents and general-purpose application trajectories, implying that platform-level model progress is being packaged into production-ready digital-human stacks; MiHoYo (米哈游) was linked to a specialized studio, Inverse Entropy Studio (逆熵工作室), responsible for a virtual digital human named “Luming” (鹿鸣) and for brain–computer interface projects, with additional investment links to Shanghai Jiao Tong University Affiliated Ruijin Hospital Brain Disease Center (上海交通大学附属瑞金医院脑病中心), indicating an R&D path where a virtual character program and BCI exploration are co-located in a single innovation structure; SenseTime (商汤) appeared in the context of a “medical world model” financing narrative that included the forward-looking claim that individuals may have personal “digital doubles” used for virtual simulation comparisons of treatment plans, placing digital selves inside clinical decision modeling as a potential future workflow rather than a present-day consumer avatar feature.
December 9, 2025
Media And Broadcasting: NetEase (网易) describes AI virtual hosts and “digital humans” being used as on-camera stand-ins for streamers who do not want to appear, emphasizing practical substitution in live presentation, including lip-sync alignment and the claim that mainstream TV channels are already deploying AI virtual anchors; Streaming Media (流媒体) presents a broadcast-industry workflow for generating “lightweight” AIGC-based broadcast digital humans, attributed to an engineer at Beijing Radio and Television Station (北京广播电视台), framing the digital-human pipeline as a production technology for on-air and station operations rather than as a single character IP.
Entertainment And Advertising: 360 Entertainment (360娱乐) reports on an AI-generated female screen performer presented as a virtual character named Tilly, framed as entering Hollywood-facing commercial production and triggering industry debate about cost, speed, and creative labor; the report links the character’s emergence to Dutch actor-comedian Eline van der Velden and her associated team and describes advertising-oriented usage where a presenter/host substitute, scenes, and actions can be generated rapidly from inputs such as publicly available social photos, positioning Tilly as a virtual performer used across ads and print-style media placements.
Culture And Museums: Sina Finance (新浪财经) describes a museum-facing AI digital-human guide system at the Tianjin National Maritime Museum (天津国家海洋博物馆), characterized as supporting public education and smarter visitor services through speech recognition and natural-language interaction, with the digital human operating as an interpretive interface for exhibits; The Paper (澎湃新闻) describes an “intangible cultural heritage digital human” interactive element embedded in an exhibition setting in Shanghai that lets visitors engage with traditional pattern meanings and craft techniques through a conversational or interactive digital persona rather than passive display.
Tourism: Nankai University (南开大学) carries commentary drawn from Tianjin Daily framing “AI + cultural tourism” as enabling new visitor experiences through text-to-video generation, digital-human dialogue, and multi-scenario interaction, positioning digital humans as front-end experiential interfaces that reshape cultural-tourism content production and dissemination; Tianjin Daily (天津日报) similarly frames digital humans as part of a broader bundle of large-model products modernizing cultural-tourism content and network-media delivery, emphasizing personalization and richer experiential layers as the purpose of deploying digital-human interaction in tourism contexts.
Healthcare And Medical Services: China Youth Online (中青在线) places “medical digital humans” among the concrete applications discussed under an “AI-empowered full lifecycle healthcare” framing, listing them alongside early tumor screening and fetal disease diagnosis/intervention as emerging clinical and service directions highlighted in a Beijing conference context; Sohu (搜狐) reports on a named national medical-insurance digital human called Yixiaobao (医小保) used to publicly introduce a commercial insurance drug catalog at an innovation-drug development meeting in Shanghai, presenting the digital human as an official-facing explainer interface for policy-adjacent information rather than a clinical agent; China Securities Journal (中国证券报) reports that United Imaging Group (联影集团) showcased a medical digital-human product described as a uAI Avatar alongside multiple medical intelligent agents at a major radiology meeting, and attributes additional products to United Imaging Healthcare (联影医疗) as the developing entity, placing the digital-human avatar inside a medical-imaging and clinical-workflow technology portfolio.
Government And Public Services: Yangcheng Evening News (羊城晚报) reports that Guangzhou’s industrial and information policy services included a named policy digital human called Suixiaoxin (穗小信) that served more than 15,000 users, framing the digital human as a public-facing service interface for government policy access; Guangzhou Municipal Government (广州市人民政府门户网站) references the same national medical-insurance digital human Yixiaobao (医小保) in an official context tied to the release and explanation of “dual directories” for insurance and commercial health coverage, positioning the digital human as a standardized spokesperson-like explainer for program design and catalog background.
Enterprise, Platforms, And Creative Tooling: Nanfang Plus (南方+) describes a “digital human volunteer” built by Quwan Technology (趣丸科技) and presented as capable of fluent dialogue and a friendly persona in a public exhibition setting, using the volunteer concept to frame service, guidance, and engagement functions rather than entertainment IP; Shanghai Securities News (上海证券报) references Baidu (百度) in a corporate-news setting that also situates “Huiboxing” as participating in industry governance/standardization, implying a relationship between platform governance and the broader live-streaming or content ecosystem in which digital humans appear; The Paper (澎湃新闻) also cites Tongyi Wanxiang (通义万相) as an enterprise-grade multimodal generative model under Alibaba Cloud (阿里云), specifically noting strong lip-sync alignment as a capability relevant to virtual human generation and audio-precise presenter-style outputs, framing it as tooling for creators and organizations navigating an “AI video” production environment.
Research And Digital Humanities: Sina Finance (新浪财经) reports on a collaborative academic initiative described as the “Zhijing” project in AI humanities and arts research, with organizational involvement from Peking University School of Arts (北京大学艺术学院), the Tsinghua University–Tongfang CNKI Digital Humanities Joint Research Center (清华大学-同方知网数字人文联合研究中心), the China National Academy of Arts (中国艺术研究院), and the Hebei Academy of Fine Arts (河北美术学院), where “digital humanities” and AI research framing provides the context in which digital representations of humans and culture are treated as research objects and methods rather than consumer-facing virtual characters.
December 8, 2025
Healthcare: United Imaging (联影集团) presented an “intelligent medical digital human” called uAI Avatar that is positioned as a multilingual, patient-facing assistant able to remember a patient’s appearance and repeat prior consultation details, guide users through hospital workflows such as appointment booking, registration, and payment, and provide personalized navigation and triage-style suggestions as part of an “AI + healthcare” product showcase that paired the digital human with other AI-enabled imaging and diagnostic offerings.
Public Services And Governance: Multiple reports describe government-linked “digital human” deployments framed as service interfaces rather than entertainment characters, including the National Healthcare Security Administration’s AI digital human “Yi Xiaobao” (医小保) used on-site at an innovation-drug conference to explain the commercial health insurance catalog and the inclusion of specific drugs in the 2025 commercial insurance innovation-drug list, and Guangzhou Baiyun Airport’s deployment of a smart sign-language translation device that combines sign-language recognition with a digital human to support communication at information counters for deaf and hard-of-hearing travelers.
Culture And Tourism: Chengdu’s second batch of digital cultural-creative scenario listings included several “digital human” and metaverse-related supply–demand matchmaking items aimed at accelerating commercialization, specifically naming Mingtu Tech (明途科技) for a “culture–commerce–tourism–sports” full-domain intelligent-agent digital human service platform, Xinglanxing Digital Tech (星蓝星数字科技) for naked-eye 3D holographic display equipment positioned for experiential content landing, and Yingmu Tech (影目科技) for AR smart glasses as part of a broader effort to connect new digital production tools with consumer-facing cultural and tourism experiences.
Media And Content Creation: A Yancheng-based producer profile highlighted 369 Culture & Technology (叁陆玖文化科技有限公司) using AI-driven short-video workflows to realize previously high-cost visual creativity, with the description explicitly linking AIGC-style production to the “awakening” of digital humans inside virtual scenes as a narrative/production device for filmed content; separately, a WeChat/tech commentary stream carried by 53AI (53AI) framed “AI doubles” and “digital identities” as a consumerizable layer for agent products, pointing to tooling and prompts marketed around building personal AI “stand-ins” and referencing products and concepts such as MinerU (MinerU) and Second Me (Second Me) as examples used to argue that many agent offerings are performing superficial intelligence while still being packaged as personalized digital counterparts.
Education: A rural teacher-training report in Hunan described classroom use of an AI digital human named “Xingbao” (星宝) as part of a demonstration lesson on how technology changes daily life, presenting the digital human as an instructional aid embedded in standard teaching activities rather than a standalone character product.
Enterprise And Industry: A financial-market brief referencing a company’s historical investor Q&A noted that Chuangye Heima (创业黑马) had described a Web3.0-related line of business as a “metaverse digital human accelerator,” positioning digital humans as part of an enterprise service stack tied to commercialization and incubation rather than a single end-user application.
December 7, 2025
Cultural And Tourism: Sichuan Wutong Technology Group (四川物通科技集团有限公司) was presented in Chengdu as promoting an “AI + XR immersive fusion platform” project positioned for digital cultural and creative scenario deployment, framed as an extension of the company’s accumulated Internet of Things capabilities into immersive experience production and delivery within Chengdu’s digital cultural-creative pipeline. SenseTime (商汤科技) collaborated with Sanmenxia Culture And Tourism Group (三门峡市文旅集团) and the Lingbao Municipal Government (灵宝市政府) to release an “Laozi Digital Human” (老子数字人) at Hangu Pass in Lingbao, described as an AI large-model–driven cultural-tourism digital human intended as a nationally first-of-its-kind example in that specific framing, tied to local cultural heritage activation and visitor-facing presentation.
Government And Public Services: In Hefei’s government service center, a “digital human” was described as being deployed for on-site public consultation via a large display, positioned as part of a combined online-and-offline service upgrade intended to improve citizen handling of administrative matters through interactive guidance and inquiry at the service counter environment.
Retail And Live Commerce: Keyi Cloud (客易云) was described as offering a “digital human livestream system” positioned to support retail-sector digital transformation, with the framing emphasizing the use of digital humans as a live-commerce capability to change retail operations and selling workflows through automated or semi-automated livestreaming presentation.
Events And Public Communication: In Xining, the use of a “digital human” was described as a new-media method for releasing youth volunteer service results and issuing a volunteer initiative, positioning the digital human as a formal presenter within an International Volunteer Day themed event. Qinghai Xinhua Department Store (青海新华百货) appeared within a “youth-friendly” street-opening and related activities that included “digital human cloud explanations” as part of an immersive, on-site experience design that blended guided presentation with themed cultural programming and公益 elements. Xinzhou Net Culture Media Co., Ltd. (忻州市忻州网文化传媒有限公司) was referenced in connection with an upcoming digital cultural-tourism experience venue in Xinzhou Ancient City that included interacting with a named digital person “Xinxin” (欣欣) and other experience modules presented as local-culture engagement.
Entertainment And Sports Spectatorship: Feixiang Network (飞象网) described an arena spectator scenario in which “digital human” interactions were part of the technology layer added to the viewing experience during the 2025 Chengdu International Table Tennis Federation Mixed Team World Cup competition period at the Sichuan Provincial Gymnasium, with the digital-human component presented as an audience-facing interactive element integrated into the event environment.
Standards, Consumer Protection, And Compliance: Baidu (百度) was referenced in connection with participation in drafting or promoting “digital human grading standards” via its Huibo Xing initiative (慧播星), framed as part of an effort to accelerate industry standardization. Beijing Consumers Association (北京消协) was referenced as working with eight platforms to define AI compliance “six red lines,” explicitly including concerns that AI digital humans could mislead consumer decision-making and emphasizing the need for clear identification of AI-generated content alongside restrictions on face-swap impersonation used for selling.
Creator Economy And Shanghai “AI + Cultural Creative” Entrepreneurship: Maice Data Technology (Shanghai) Co., Ltd. (上海脉策数据科技有限公司) was referenced through a case framed around data intelligence reshaping cultural-tourism industry models. Yingmou Technology (Shanghai) Co., Ltd. (影眸科技(上海)有限公司) was referenced as presenting “AI + digital human” technology positioned to extend boundaries across film/television, marketing, and virtual interaction. Shanghai Miaowen Creative Technology Co., Ltd. (上海妙文创意科技有限公司) was referenced as presenting an “AI + exhibition hall” case positioned as a practical application of AI in cultural-creative commercial presentation settings.
Digital Human Generation, Animation, And Patents: MoFA Technology (Shanghai) Information Technology Co., Ltd. (魔珐(上海)信息科技有限公司) and Shanghai Mowu Technology Co., Ltd. (上海墨舞科技有限公司) were referenced as holding a patent related to generating 3D digital human motion sequences, framing the work as a technical method for producing digital-human motion data or action sequences. China Mobile (中国移动通信集团有限公司), Migu Culture Technology Co., Ltd. (咪咕文化科技有限公司), and Hangzhou FaceUnity Technology Co., Ltd. (杭州相芯科技有限公司) were referenced together as obtaining a patent for a fabric simulation method and related device/terminal/storage medium, representing an enabling simulation capability that can support digital content production pipelines where realistic cloth behavior is required for high-fidelity virtual character or digital human presentation.
December 6, 2025
Public Services And Governance: China Mobile Pu’er Branch (普洱移动) presented a dual-scenario AI digital human deployment at the 2025 China (Pu’er) International Tea & Coffee Expo, centered on a consumer-facing guide digital human named “Kamei” (咖妹) that delivered end-to-end on-site narration of event highlights with multimodal interaction support; multiple local governance and public-safety deployments were also reported, including a Constitution-promotion digital human “Zhuang” (壮) showcased in Nanning as part of Guangxi’s AI-enabled legal outreach, and Fuzhou’s first policing 3D digital human “Rong Xiao’an” (榕小安) trialed in a street-level police service station to support public-facing policing services and guidance; additional public-outreach deployments described AI digital humans used inside mobile browsing experiences to deliver legal-education tours and interactive features such as shareable postcard-style messages, and a Luohu port scenario that used an “AI digital human” at the checkpoint to promote biometric and intelligent guidance services as part of cross-boundary service modernization.
Marketing And Commerce: Yunnan Tourism Co., Ltd. (云南旅游股份有限公司) was described in market coverage as being associated with “virtual digital human” and “metaverse” concept exposure alongside tourism and ride-hailing themes, while broader commerce reporting highlighted the rapid uptake of AI digital-human livestreaming and virtual-scene selling intended to improve shopping experiences but also linked to consumer-risk concerns when merchants use synthetic content for misleading promotion; platform-side commercial adoption was also framed as moving toward “IP-linked” digital-human marketing, illustrated by JD.com (京东) and Lenovo (联想) being cited as collaborating to pursue virtual-IP marketing tied to digital humans, and by Meituan (美团) being referenced in adjacent e-commerce coverage about expanding trust-building “assurance” categories and flexible verification mechanisms in prepaid consumption contexts; creator-side tooling advances were exemplified by Kuaishou Kling (快手可灵) Digital Human 2.0 being reported as broadly available with a simplified workflow aimed at producing speaking-and-performing digital humans with longer single outputs, supported by multimodal understanding and video generation with tighter lip-sync and finer emotion/motion control, and by commentary noting photo-to-digital-human generation for short-video matrix production as a practical route to scale content without conventional filming.
Enterprise And Industrial: Nanjing Qiangsi Digital Technology Co., Ltd. (南京强思数字科技有限公司) was reported as receiving a granted patent for a large-model-driven “digital delivery factory” digital-human intelligent interaction method and system, positioning the digital human as an interactive layer inside standardized enterprise delivery processes; Baosight Software Co., Ltd. (上海宝信软件股份有限公司) was reported as receiving granted patents covering digital-human configuration and interaction methods for industrial metaverse and digital-twin contexts, emphasizing digital-human setup and interactive mechanisms integrated with industrial digital twins; in security operations, Anheng Information (安恒信息) was described as debuting an AI security-service “digital employee” that converts expert security experience into a digital-human-like operational role for service delivery; and in corporate training and performance enablement, Zhongguancun Kejin (中关村科金) was described as using multimodal interaction modes including voice, digital humans, and text to place employees into high-fidelity simulated business scenarios for repeated practice, with the system adapting its dialogue logic to the trainee’s responses to emulate realistic customer communications.
Gaming And Entertainment: Huya (虎牙) was described as building AI-enhanced esports viewing around interactive virtual humans that combine high-fidelity character generation and dynamic facial-expression simulation to enable real-time audience interaction, shifting commentary from one-way narration toward responsive, persona-driven engagement; separate entertainment commentary framed “digital characters” in cinema as part of a longer trajectory of CG-driven performance but argued that even advanced synthesis can still produce perceptible unnaturalness in motion and expression, and an additional industry claim about livestream ecosystems asserted that a large share of “celebrity selling” visibility can be sustained by digital humans rather than constant human presence, tying entertainment commercialization to rights and licensing of a creator’s digital-human persona.
Education And Cultural Contexts: In formal education, Beijing University of Posts and Telecommunications (北京邮电大学) was cited in coverage of “virtual humans” being used in higher education through a platform described as “You Baigong” (邮百工), where educators can load knowledge, lesson plans, and course resources behind virtual-human front-ends to support teaching scenarios; in school-level practice sharing, Guangzhou Olympic Middle School (广州奥林匹克中学) and Guangzhou Tianhe Foreign Language School (广州市天河外国语学校) were cited in connection with classroom examples that used AI-driven instructional applications, including demonstrations where a “digital human” is used to model problem-solving or instructional prompts; in cultural heritage digitization, Baidu (百度) was cited via its Wenxin Agent platform (百度文心智能体平台) as hosting an “Henan Intangible Cultural Heritage Digital Human Agent” (河南非遗数字人智能体) positioned as a “living” digital preservation approach that supports ongoing heritage communication rather than static archiving; and in cultural tourism environments, a Wuhan historic district deployment described visitors using 5G+AR devices to follow a digital human guide through museum-like spaces, framing the digital human as an interpretive layer for place-based learning.
Healthcare: Aier Eye Hospital Group (爱尔眼科) appeared in market coverage as being associated with “virtual digital human” and “intelligent healthcare” concept exposure alongside AI-related themes, without detailing a specific deployed digital-human product; separately, Shensi Electronics Co., Ltd. (神思电子技术股份有限公司) was referenced in a provincial AI-company list framed around technical strength and market application depth, with the reported evaluation criteria emphasizing AIGC content quality, platform adaptation, and the naturalness of digital-human interaction, indicating that healthcare-adjacent and public-service-adjacent deployments are being assessed partly by interaction realism and content reliability rather than by model scale alone.
Ethics And Regulation: Soul App (Soul) was described as operationalizing AI-ethics governance for human–machine interaction by clearly labeling AI virtual humans as “virtual humans” to ensure users understand the interaction counterpart, and by pointing to mechanisms such as participation in industry forums and partial model openness as ways to increase transparency; consumer-protection reporting in Beijing framed the same risk space—AI digital-human livestreaming and AI scene-based selling—by describing a three-month investigation that led to an AI responsibility pledge and a compliance “red line” commitment signed by eight platforms, with the core concerns focusing on inadequate oversight, potential deception of consumer decision-making, and synthetic-tech misuse that amplifies false marketing risk; separate market-news items also referenced ST Kaiyuan (ST开元) in concept trading coverage that bundled “virtual digital humans” with metaverse and online-education themes, illustrating how regulatory attention and speculative capital narratives are evolving in parallel even when deployment specifics are not disclosed.
December 5, 2025
Enterprise And R&D: In Nanjing, Mobvoi (出门问问创新科技有限公司) is cited as an example of code-generated “digital humans” being developed and demonstrated in an enterprise setting, within a broader report about Nanjing firms moving from standalone innovation to joint “innovation consortium” R&D; in the same Jiangsu/Nanjing context, Aosaikang (江苏奥赛康) is referenced via an in-progress laboratory effort in the Jiangning High-Tech Zone that is framed as intensive team-based攻关, presented alongside the digital-human example as part of a regional innovation narrative that links advanced software production and applied industrial research.
Public Services And Government Service Delivery: In Wuxi, a service-oriented digital human named “Fubao” (福宝) is described as enabling a “chat while handling affairs” (边聊边办) model intended to change how people access services, with the emphasis on bringing policy support “to the door” and using conversational interaction to deliver targeted assistance more efficiently to residents in need.
Governance, Standards, And Compliance: Multiple reports describe governance responses to rapid diffusion of AI-driven digital-human livestreaming and virtual-scene selling, including a Beijing consumer-association–linked process culminating in platform-side application commitments that explicitly name the risk pattern (misuse and rule-breaking in AI digital-human livestream and virtual-scene commerce) and place it in a consumer-protection frame; alongside this, Baidu (百度) is reported as participating as a core driver in launching work with industry bodies to compile a functional-quality grading standard for “digital human” products, positioning product classification and standard-setting as a formal mechanism to steer market behavior and system quality.
Commerce, Livestreaming, And Platform Tools: JD.com (京东) is described as opening its digital-human livestreaming capability free to merchants, distributing access through its merchant tooling workflow (subscription via the JD merchant service marketplace/京麦 and the “JD Official Digital Human” entry), and emphasizing an always-on livestreaming model with automated real-time responses and scaled distribution via AI clipping/fragmentation for traffic maximization; in adjacent coverage about platform governance commitments, Meituan (美团) is explicitly named among the participating platform companies in the same compliance-oriented conversation about regulating AI digital-human livestream and virtual-scene commerce practices.
Judicial And Dispute-Resolution Services: A court-deployed AI virtual human called “Yaofa·Xinghuo” (瑶法·星火) is described as being enabled in a mediation–litigation linkage environment and a governance center, built on iFlytek (科大讯飞) Spark large model V4.0 (讯飞星火大模型V4.0), with the functional emphasis placed on flexible avatar generation and fluent expression to support diversified dispute-resolution assistance workflows rather than entertainment-oriented interaction.
Education And Campus Administration: In Beijing, an AI financial digital human named “Jiaoxiaocai” (交小才) is reported as launched at Beijing Jiaotong University as part of “smart campus” construction, framed as a practical service interface for finance-related campus needs and as an example of technology-enabled education administration upgrading rather than a research prototype.
Corporate Training And Workplace Enablement: In Suzhou High-Tech Zone, Xuanxing Smart Tech (江苏绚星智慧科技有限公司) is presented in the context of generating “digital character” images to meet diverse personalization needs, with the company positioned as an enterprise-training innovation firm and the avatar-style capability described as part of how training and workplace content can be delivered through more individualized, persona-based interfaces.
Industrial, Exhibition, And Visitor-Facing Interaction: In Nanning, Runjian Co., Ltd. (润建股份有限公司) is described through an exhibition-like setting that includes “digital human intelligent Q&A” as a visitor interaction mode (noted alongside other interactive demonstration elements), indicating use of virtual-beings-style interfaces for guided information access in public-facing environments; in Shanghai, Shanghai Electric (上海电气) is described as using AI digital-human–based safety communication as part of internal fire-safety publicity and training activities, treating the digital human as a repeatable corporate communication carrier for compliance and safety messaging.
Cross-Border Commerce Infrastructure And Regional Digital Trade: In Urumqi, the opening of a cross-border e-commerce livestreaming dedicated line is described with local firms using customized digital humans as part of AI-enabled cross-border retail operations, linking the virtual-being interface directly to livestream commerce execution and the logistics/telecom infrastructure narrative around expanding a “digital silk road” style trade channel.
Digital Human Industry Reporting And Case Recognition: In Hong Kong-related coverage, Shiyou Technology (世优科技) is reported as having a case included in the “China Digital Human Development Report 2025” (《中国数字人发展报告2025》) and tied to an industry association’s publication of “Digital Human Scenario Application Cases,” indicating recognition through formal reporting and case cataloging; separately, “Bota” (波塔) is referenced as an AI digital human highlighted as a “typical case” in industry-facing coverage, presented as part of a narrative about digital-human capability moving toward broader accessibility and practical deployment.
December 4, 2025
Marketing And E-commerce: JD.com (京东) is described as fully opening its digital-human livestream capability for free to merchants, positioning the service for continuous 7×24 live selling and framing “digital doubles” that can appear in livestream rooms to interact with audiences without time-and-location limits; the capability is attributed to progress around the JoyAI large model (JoyAI大模型) and is associated with earlier high-visibility “executive/celebrity digital human” use, including references to a Liu Qiangdong digital human and a pipeline where large numbers of brand presidents will enter livestreams in digital-human form, with cited brand and partnership examples that extend beyond pure commerce into promotion scenarios, including Shanxi Cultural Tourism (山西文旅) and Lenovo (联想) as noted collaborators and additional named brands Hisense (海信), Samsung (三星), Procter & Gamble (宝洁), MCM (MCM), and Enya Guitars (恩雅吉他) as examples of companies whose executives or brand presences are linked to this “digital human / digital double” livestream format and related brand endorsement or cultural-tourism publicity scenarios.
Enterprise And Customer Service Platforms: Xiaoying Tech (小赢科技) is reported to have launched a virtual digital human named Win-Daidai (Win-Daidai) to support service-efficiency and user-experience upgrades, presented as a concrete customer-service “digital partner” deployment; in parallel, Silicon Intelligence (硅基智能) is framed as scaling toward a large inventory of digital humans and pursuing a Hong Kong listing narrative around being a “digital human” leader, with the company positioned in an ecosystem that explicitly names Tencent (腾讯) and China Merchants Bank International (招银国际) as backing parties, and the broader “virtual digital human” industry context in these reports emphasizes multimodal, interactive, and agent-like evolution where digital humans are treated as enterprise-facing interaction surfaces rather than static avatars.
Public Services, Governance, And Civic Communication: Several civic deployments are described as case-style uses of AI virtual beings for guidance and public communication, including a legal/mediation setting where the Yaohai Court (瑶海法院) introduces the AI virtual human “Yaofa·Xinghuo” (瑶法·星火), explicitly built on iFlytek (科大讯飞) Spark large model V4.0 (讯飞星火大模型V4.0) and characterized by flexible persona/image generation plus fluent expression for dispute-resolution workflows; public legal education messaging in Nanning is linked to a “law-popularization AI digital human” named Zhuangzhuang (壮壮) with described functions spanning singing folk songs, explaining law, and answering questions; and employment or public-service outreach examples include an “AI digital human” branded as a “Douxiaoqing Employment Direct Bus” (斗小青就业直通车) intended to communicate job opportunities, indicating a pattern of government-adjacent virtual presenters used for explainers, Q&A, and guidance in public-facing contexts.
Education, Libraries, And Cultural Institutions: In higher-education and campus services, Hunan City University (湖南城市学院) is reported to have put an “AI librarian” digital persona “Chengxiaotu” (橙小图) into service via the library website for dialogue-based assistance, while also enabling an on-site digital-human experience in the library hall to increase interactivity; in Shaanxi-related education events, the All-China Women’s Federation (全国妇联) is linked to a digital human “Lianlian” (联联) used for online presentation and showcasing of patriotic education bases; and in Beijing academic exchange coverage, Peking University (北京大学) is associated with an “AI digital human teacher” workflow described as one-click generation of teaching videos, indicating an institutional use case where a digital human is the delivery interface for instructional content rather than a simple text-only assistant.
Entertainment, Media, And Digital Production: Performance and cultural-promotion reports describe a dance drama “Five Stars Rising in the East” (《五星出东方》) using a digital human “Jinxiaoxiu” (锦小绣) as an announcer/invitation role tied to the production’s publicity, linking stage arts promotion to a named virtual presenter; in education-forum programming, an AI virtual host pairing “Xiaoqing” (小清) and “Xiaolan” (小澜) is described as co-hosting sessions with school leadership, showing the “virtual host” pattern in institutional events; and in virtual production infrastructure, a film-industry cluster narrative references a micro-scale, ultra-high-precision facial scanning system “Dome Light Field” (穹顶光场) used to increase the precision and efficiency of digital-human modeling, framing capture hardware/software pipelines as a practical enabler for higher-fidelity synthetic characters.
Technology, Standards, And Risk Contexts: On the ecosystem and standardization side, Baidu (百度) is referenced as a core promoter involved with initiating digital-human grading/standard work with industry bodies, while Kuaishou (快手科技) and SenseTime (商汤科技) appear as named participants in an “AI+ industry” forum context where digital humans and embodied digital humans are positioned as a next-generation human–computer interaction form and as “dynamic windows” capable of deeper user connection; on the enabling-technology/IP side, Guangzhou Chuangli Information Technology (广州创力信息科技有限公司) is described as obtaining a patent for a big-data-based digital-human language training method and system, indicating formalized training and evaluation pipelines for speech/language behavior; and on misuse and transparency concerns, the “AI double” (AI分身) discussion highlights consumer-harm scenarios where face-swapped or impersonation-style synthetic presenters are used for livestream selling and where public figures’ likenesses can be appropriated, while Soul App (Soul) is cited in a separate context emphasizing transparency and informed-consent mechanisms for AI virtual humans that can incorporate authorized, location-aware context to shape suggestions or conversation topics, presenting disclosure and user authorization as an explicit governance design response to the same broader risk landscape.
December 3, 2025
Healthcare: Public-health digitization in Changzhou added a personalized “AI digital human” (AI数字人) to a resident health-record system described as “one person, one file, one code,” positioning the digital human as an interface for medical services built on customized medical large-model capabilities rather than a generic chatbot. In parallel, Gushengtang (固生堂) described “AI + TCM” deployments that include a “National TCM Doctor AI avatar” (国医AI分身) used for consultation-style services and an “AI health assistant” (AI健康助理), with an offline “AI clinic” rollout referenced as a next step, framing these virtual-beings-as-clinician-extenders for intake, guidance, and continuity rather than as standalone medical authorities.
Entertainment: A cross-time interview format was described through the program “Meet Yourself” (《遇见自己》), presented as “digital human × real person × documentary interview,” where the core case study is a recreated on-screen digital human enabling a “dialogue across time and space” with a real participant; the production narrative explicitly ties the effect to high-fidelity facial reconstruction, including facial capture and expression re-performance techniques, and identifies a bespoke digital-human system built by Aida Era Technology (Hefei) (合肥艾达纪元科技有限公司) using archival footage analysis to restore a younger likeness. The same report thread attributes production to Startrace Interactive (星迹互动) as an AIGC-driven content studio using digital humans as a televisual interviewing device, and a separate culture-industry commentary cites Digital Domain (数字王国) positioning “virtual humans” as character/IP work where film-grade pipelines are repurposed to “give characters life,” aligning digital-human practice with established VFX/virtual production craft rather than novelty avatars.
Marketing: E-commerce livestreaming was described as being operationalized through always-on virtual hosts, with JD.com (京东集团) stating that “digital human livestreaming” was opened free to platform merchants and marketed explicitly around 7×24 continuous selling, with merchant self-service access via the Jingmai service marketplace (京麦服务市场) and an “official JD digital human” subscription flow (京东官方数字人); a product line under JD Cloud (京东云) was also referenced, including Yanxi (言犀) and the virtual digital-human livestream product “Ling Xiaobo” (灵小播), characterized by AI-driven scripting and interactive presentation features intended to replace or augment human anchors at scale. Separately, a performance-marketing narrative described Bool Vector (布尔向量) as building a video marketing agent that automates ad-ready short video generation using “virtual human & image-to-video” capabilities, where a product link triggers automatic material collection and the system generates scenarios such as AI try-on, handheld product display, and virtual-human presentation while also auto-writing scripts, matching background music, and producing product-introduction voiceover/content.
Enterprise And Public Services: Multiple public-sector and enterprise-facing deployments framed digital humans as front-end service staff for high-volume workflows, including an “AI digital human interview” (AI数字人面试) showcased in a human-resources services conference context alongside large-model talent matching, and references to government-facing “digital human social-security integrated services” platforms in municipal procurement language. In parallel, software vendors were described as bundling digital-human modules into broader “metaverse” product suites, with Wangda Software (网达软件) explicitly listing a metaverse meeting platform, a “digital human face-pinching system” (数字人捏脸系统), and a government metaverse office system, indicating a productization pattern where avatar creation, virtual meetings, and administrative workflows are packaged together. Exhibition and venue deployments were also described as using a Unity-based real-time interactive digital-human system (UNITY实时交互数字人系统) as a persistent on-site guide/host concept, treating the digital human as a continuously available interpretive layer inside physical exhibition spaces rather than as a one-off media asset.
Cultural: A local culture-and-youth activity in Jiande (Hangzhou) referenced an interactive “Su Dongpo AI digital human” dialogue experience (苏东坡AI数字人对话) embedded alongside anime/gaming-themed activities, presenting a canonical historical figure as a synthetic character for live interaction, which situates digital humans as programmable cultural interpreters inside civic programming rather than as purely commercial influencers or customer-service agents.
Social And Identity: A celebrity-adjacent case was framed as an “AI double” return (AI分身复出) tied to Zheng Shuang (郑爽), described as a semi-autobiographical AI short-drama account strategy, which treats the synthetic persona as a narrative proxy used to re-enter attention ecosystems without conventional on-camera participation. Separately, Soul App (Soul) was described as pursuing a product direction that combines “virtual humans” (虚拟人) with an “AI agent ecosystem” (AIAgent生态) to support self-expression and mediated social interaction for users who struggle with initiating or articulating themselves, positioning virtual beings as social scaffolding and identity-performance tools inside a consumer social platform rather than as standalone entertainers.
Standards And Governance: Platformization and standard-setting appeared as a distinct thread, with Baidu (百度) via Huibo Xing (慧播星) described as participating in drafting a “digital human product function quality” grading standard (数字人产品功能质量分等分级标准) together with the Internet Society of China (中国互联网协会), implying that digital-human systems are being formalized into assessable product categories where functionality and quality tiers can be compared across vendors rather than evaluated only case-by-case.
December 2, 2025
Healthcare: Aier Eye Hospital (爱尔眼科) was reported as jointly developing “AierGPT” and an “Aier Digital Human” with the Institute of Computing Technology, Chinese Academy of Sciences (中国科学院计算技术研究所), positioning the pair as an AI-enabled healthcare demonstration that received a “Best Demonstration Award” at an international science-and-engineering conference mentioned in the report, with the digital-human component framed as part of the organization’s AI-for-health deployment rather than a standalone media product.
Marketing: JD.com (京东) was described as moving its digital-human IP into an “IP linkage” phase by pairing a JD digital-human IP with Lenovo (联想) under the Legion sub-brand (拯救者) to deliver an immersive brand narrative experience that combines virtual-character storytelling with esports-themed aesthetics, presented as a virtual-IP marketing route rather than a one-off mascot campaign.
Enterprise And Public Services: Tianjin Bank (天津银行) appeared in procurement notices tied to building or upgrading an “intelligent digital human platform” and related “to-public (corporate) customer” digital-intelligence marketing/operations models, indicating institutional deployment of digital humans as service interfaces and operational tooling within banking IT modernization; separately, Tianjin Yitian Engineering Consulting Co., Ltd. (天津倚天工程咨询有限公司) was named in the same procurement context as a receiving/filing entity for bid submissions, without additional product detail in the provided excerpt.
Cultural And Tourism Contexts: Chengdu Star Blue Star Digital Technology Co., Ltd. (成都星蓝星数字科技有限公司) was presented as part of Chengdu’s new display-industry cohort, demonstrating an “AI + cultural tourism” scenario in which a lifelike digital human appears to hover in midair as a sci-fi-like visual attraction for an ancient-street setting, emphasizing novel display/visualization hardware-driven presentation of a virtual character rather than a purely screen-based avatar; in Tibet-related reporting, China Tibet Online (中国西藏网) described building an AI digital-human “Lu Xun” (鲁迅) for guided tours and collection recommendations, framing the synthetic character as an on-site cultural-guide persona and navigation layer for reading/visiting experiences.
Education: In Guangxi-focused reporting, “Today Guangxi” (今日广西) described classroom use of an AI digital-human video as an engaging introduction for student writing activities, with the digital human functioning as a teaching scaffold that prompts students through card selection, group discussion, and guided composition flow rather than as an autonomous companion.
Industry Events And Multi-Vendor Showcases: In Sichuan event coverage, Huawei (华为), DingTalk (钉钉), and Baidu (百度) were cited as exhibitors bringing core products, with “holographic digital humans” referenced among showcased outcomes alongside other industrial technologies, while Baidu-related conference coverage also singled out a Baidu Digital Human innovation-business leader, Wu Chenxia (吴晨霞), as presenting on AI empowerment in a forum setting; in Jiangsu consumption-scene reporting, a supply–demand matchmaking event used a “digital human” as the on-site host, positioning the virtual character as a front-stage emcee layer for live event continuity rather than a consumer-facing standalone app.
Local Industry And Government Coordination: In Hangzhou local reporting about targeting AI-industry development bottlenecks, Hangzhou Xiangxin Technology Co., Ltd. (杭州相芯科技有限公司) appeared via its administrative director as part of a named participant list, alongside Zhejiang Top Cloud-Agri Technology Co., Ltd. (浙江托普云农科技股份有限公司) and Hangzhou New Zhongda Technology Co., Ltd. (杭州新中大科技股份有限公司), in a context where “digital human” wording was present in the broader alert but the excerpt itself primarily supplied personnel and organizational identifications rather than concrete digital-human deployments; the same excerpt also listed Hangzhou Xingwuzhong Robot Co., Ltd. (杭州星物种机器人有限公司), but no virtual-being product description was included in the provided lines beyond the attendance-style naming.
December 1, 2025
Healthcare: Reports from Nanning described an “intelligent pharmacy and cross-disciplinary innovation” academic meeting that showcased a “digital human pharmacist” initiative positioned as an applied clinical-support direction, alongside related intelligent-medicine concepts such as “food–medicine homology” products and AI-assisted pharmaceutical workflows; separately, a Xinhua report on mental-health service diversification described deployments that combine wearable-based sleep monitoring with psychological-health management and an AI digital human that provides psychological support, framing the digital human as a front-end support interface integrated into broader sensing and service-delivery systems rather than a standalone companion.
Tourism And Cultural Contexts: Guangxi-focused reports framed virtual beings as public-facing guides and promoters, including a digital recommender named Yueyue (月月) presented in a youthful, fashion-forward virtual image and used as a promotional interface for ASEAN-related engagement, and the “Smart Tour Guangxi” app featuring a multilingual “travel assistant” persona modeled on Liu Sanjie (刘三姐) as an interactive guide; additional Guangxi examples paired virtual-being presentation with immersive display technologies, including a museum use case that used glasses-free 3D to re-present cultural artifacts such as bronze drums, positioning virtual and volumetric presentation as a method for cultural interpretation and visitor services; in Chengdu, a location-based cultural experience in Jinli featured a holographic-style “Cyber Zhuge Liang” (赛博诸葛亮) digital human that appears to float in midair, emphasizing spectacle-driven interpretation of historical IP through a screenless or quasi-volumetric presentation format.
Employment And Human-Resources Services: Jiangsu- and Wuhan-related items described digital humans embedded in job-matching and employment-service infrastructure, including AI digital-human interviewing used as a simulated or assisted “interviewer” for candidates and large-model-based talent matching presented as a core capability for improving person–job fit; the same cluster referenced neighborhood-level “employment service station” terminals and devices that integrate AI digital-human interaction, intelligent position matching, and policy consultation/interpretation so that users can obtain guidance, practice interviews, and query benefits or regulations through an embodied conversational interface; CIIC Group (中智集团) was specifically reported as exhibiting an AI digital human in Wuhan at a national human-resources services industry conference context, aligning the digital-human interface with standardized public employment-service workflows.
Marketing And Commerce: Multiple reports treated digital humans as scalable front-end performers and brand assets for commerce, including the claim that AI digital-human livestream anchors are rapidly entering livestreaming and shifting competitive dynamics across cities close to manufacturing supply chains, and a specific FMCG-marketing framing for KeyiCloud (客易云) via a “digital human livestream system” pitched as a new marketing tool; in virtual-IP marketing, JD.com (京东) and Lenovo (联想) were described as collaborating on an “IP linkage” format in which JD.com’s digital human Ava (Ava) crosses from a stage setting into a game-world narrative and fights alongside Lenovo’s “Rescue Ji” (拯救姬), with the Legion product line embedded into the storyline as part of an integrated brand narrative delivered through synthetic-character co-performance.
Media And Communication: A Ningxia forum on “technology revolution and full-media integration” cited virtual digital humans as a means to change news presentation by enabling AI-driven anchoring, interaction, and scene-based expression intended to increase immersion and interactivity, explicitly treating the virtual being as an on-air presenter and interactive conduit within modernized newsroom toolchains; a separate program-format example described a digital-human production that enables a cross-time dialogue in an interview-style show, in which actor Li Nanxing is represented in conversation with a 28-year-old version of himself, using “digital human technology” to stage an emotionally resonant but technically framed “across time and space” interaction as a media product rather than a utility service.
Enterprise And Public-Sector Operations: A Hubei public-data-bureau report described a public resource trading use case in which an AI-assisted bid-evaluation system reduced review time and a virtual being named Xiao Yi (小易) served as a full-process “witness” in place of a human, positioning the synthetic character as a compliance-facing presence that continuously observes and accompanies the evaluation process; education-and-industry collaboration reporting described an “AI coach” built with a large-model AIGC architecture that integrates 3D virtual humans and IoT as part of a skills-training and teaching innovation effort involving Yonyou (用友集团) through its subsidiary NewDao Technology (新道科技), treating the embodied virtual character as the interactive layer for coaching and training scenarios within a broader digital-learning system.
Gaming And Esports: Esports event coverage described a virtual cycling competition in which each participant is mapped to an on-screen virtual role/avatar that rides through landscapes, using avatar embodiment as the participant’s representation in competitive play; game-technology reporting described NetEase (网易) in connection with NARAKA/Justice-style gameplay systems where players can create “digital doubles” by customizing appearance, voice, personality, and background and then interact freely with highly intelligent characters, linking synthetic-character design to dynamic content generation and personalized role construction as core gameplay affordances rather than cosmetic-only avatarization.
Entertainment And Performing Arts: Research-oriented coverage highlighted AI-assisted choreography generation aimed at producing high-quality synchronized group dance from music, presented as an AIGC solution for virtual concerts and digital-human performances and positioned as a practical pipeline to reduce choreography effort while improving motion coherence for multi-entity performances, thereby treating digital humans as performance bodies whose group motion can be authored or synthesized at scale; healthcare-adjacent companionship reporting also framed “virtual digital humans” as capable of meeting some users’ affective companionship needs through high-quality visuals, broad knowledge, and controlled expression/intonation, but presented this primarily as a usage pattern observed in digital-companion scenarios rather than as a named product ecosystem.